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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Alternatives comparison
Thread: Alternatives comparison This thread is 24 pages long: 1 10 ... 11 12 13 14 15 ... 20 24 · «PREV / NEXT»
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 14, 2007 09:53 AM
Edited by Mytical at 09:57, 14 Nov 2007.

I agree that Vampire Princes are a better choice then Vampire Lords.  Since you should have confusion (which limits or negates retaliation except certain creatures) they really can shine.  Against anything that is immune to confusion, Vampire Lords are the choice I would go with.  End fight I probably would go with lords also, as you probably won't be using confusion (frenzy and PM are usually better choices as is Mass Slow). No retal is just to dang useful.

As for the the Titan debate, it is situational I think.  For turtlers one is better, and in large numbers they are also.  For smaller numbers, and wide spread armies the other has the advantage.  For castle seiges : if your inside (Titans), Outside (the others).
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dodokilla
dodokilla


Hired Hero
Hunting dodos
posted November 14, 2007 01:27 PM
Edited by dodokilla at 13:29, 14 Nov 2007.

Very good analyze there Doomforge!

Me myself have been addicted to the stronghold faction the last couple of days. I have won quite a lot of multiplayer games with them lately. So hereīs are my choises of uppgrades:

Goblins: The trappers are much better IMO. They are really lifesavers in creeping and do surpisingly well in large battles too. The doctors have less hp wich is bad, because both goblins rely on hp with their special. And the doctors donīt have the creeping potential as the trappers.

Centaurs Lets face it, Maneuver ability sucks! Instead of no melee penalty (wich also is good with attack skill) you get a ability that makes you vulnerable too other enemy stacks because of stupid centaurs running out in the middle of battle, and give you only half of the retaliation damage. Marauders are as you suspected my choise. There damage is just a little lower but they survive much better and can do much better damage on melee, wich centaurs sooner or later is forced too do.

Warriors: Well to be onest I donīt uppgrade these units so often. But if you do is a matter of taste. I usually pick warmongers and only in late game when I have a lot of money. The Taunt ability can make them protect high damage units bloodrage pretty well.

Shamans: To be onest I rarely had a good oportunity to cast the chain lighting spell. On the other hand earth daughter are IMO one of the most underated cratures in the game! Have a small stack to cast spells and a large stack to engage the enemy with no retaliation expert dark magic spells! They actually hit pretty hard too and on second bloodrage level they get really tought. In late game they are a key unit.

Slayers: If you have a lot of cyclops, the chieftains can be a pretty good alternative with there special. But on the other hand you waste a lot of damage potential of not picking the midgame flagship for the orc:Executioners. There damage is awesome, there special makes bloodrage boil and they act really quick too. Like the shamans a key unit for the orcs.

wyvernsOnly a fool buys the wyvern building before the cyclops. And with 20 wood cost this mediocre creatures is raley bought. If you really want them so badly I think that the Pao-Kaiīs are the least worse uppgrade.

Cyclops: As most people know: Cyclopes rules the battleground! Since I donīt pick wyverns very often I often choose the untamed cyclops to minimize the loss of flyers in a siege. Untamed ones needs some practise too use. Have them on a flank and let them fight on their own to avoid own losses. If the enemy tries to mass attack them is their own problem Bloodeyes are more easy to play and are really good to but IMO there stats are a little bit low if compared to the mighty untamded ones.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted November 14, 2007 01:28 PM

Quote:
Well, as an Elven player, you should aim for max luck. That makes Crystal dragons much more reliable and is a powerful skill on its own.


I did aim for Expert Luck and had a 4-Leaf Clover most of the time, aswell as Luck-boosts from flags and the like, so 4-5 luck on average, the most you can aim for without extensive use of fountains and better luck artifacts (the AI snatched the Crown which I would've needed to complete the Lion's set...)

Quote:

And Pristines.. perhaps it was just me, but I wasn't offered light magic for three consecutive games. Fortunately, I haven't played against darkmagic user, but.. >__>  I quite liked pristines because of that, they absorbed light spells casted by my enemy and suddenly become extremely tough and powerful, with an extra endurance casted by my druids..
Quote:

Well, I can see the point with Endurance, although not getting Light with Sylvan is extremely unlucky indeed.

Quote:

Divine Vengeance.. fun spell, but I haven't found much use for it when playing sylvan. Its your castle that kills everything in 1st turn, not your enemy's (unless he's playing sylvan too, that is.. in such case rain of arrows with divine vengeance and a few good favored enemies may actually completely change the tides, even if all your units acted after your enemy's ones)


Unfortunately, Sylvan is also the castle with the most fragile units except Dragons and Treants. In any halfway serious battle, Divine Vengance can be much more effective than destructive spells, unless you took Destructive Magic. It's however more complicated to use and might be completely wasted on a stack in case of Rain of Arrows.
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Legendary_hero
Legendary_hero


Known Hero
Stronghold Warchief
posted November 14, 2007 01:57 PM

Quote:

Unfortunately, Sylvan is also the castle with the most fragile units except Dragons and Treants
 You have noticed that the Sylvan Dragons have the lowest hit points and defence from all 7tiers(along with Bone,Spec and Ghost dragons,but they come 3 per week)
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted November 14, 2007 02:12 PM

No, Arch Devils have the lowest HP. And Sylvan Dragon defense is boosted by their Hero, so they are in that sense even more difficult to kill than Black Dragons.

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Legendary_hero
Legendary_hero


Known Hero
Stronghold Warchief
posted November 14, 2007 02:18 PM
Edited by Legendary_hero at 14:18, 14 Nov 2007.

ok the Arch Devils are more diffucult to bring down than the dragons.29 defence is better than 26 and +1hp
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Minion
Minion


Legendary Hero
posted November 14, 2007 02:24 PM

Quote:
You have noticed that the Sylvan Dragons have the lowest hit points and defence from all 7tiers(along with Bone,Spec and Ghost dragons,but they come 3 per week)


It wouldn't be fair if the most damaging (because of its initiative) tier 7 was also the toughest...

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 14, 2007 03:02 PM

but they are very tough because of rangers' high defense. Much tougher than creatures tougher then them in theory, like devils (despite the stats - 0 defense by demonlords hurts) or red/black dragons (again 0 defense from hero). If ranger picks defense as his skill, it makes them very hard to take down.

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ismail222
ismail222


Known Hero
The Cataclysm
posted November 14, 2007 03:08 PM

plus sylvan dragons are incredible with their freaky breath ^.^
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WarLore
WarLore


Famous Hero
servant of urgash
posted November 14, 2007 03:49 PM
Edited by WarLore at 15:52, 14 Nov 2007.

TIER5 Deep Hydras vs Foul Hydras - Hydras are the key stack of dungeon's army, because they allow warlocks to cast spell longer. So, if their only use is their wall-like survivability, what's the point to weaken it by taking their regeneration and replacing it by some weak acid blood special, along with -1 DEF? None if you ask me. Use deep hydras.

here is little things  what i have disagree,first of all,regenaration is almost useless,it would be much more useful if deeps would have higher iniative (which would make sense because hydra is snake like creature and we all know snakes are fast animals).Anyway that mean deeps have only 3-4times turn in big battles,reason why i think foul ones are better,is acid blood it is weak in eary and mid game times,end game times when heros have big armys then 25% dmg with (was that) six titles against attacker is great,it hurts.believe me i have my own bad exp.matter of taste
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WarLore
WarLore


Famous Hero
servant of urgash
posted November 14, 2007 03:57 PM

TIER4 Grims vs. Brisks: Brisks' special is worse than Grims' special, and these units are special-based, so I don't see a reason why to use Brisks... well, maybe when you're afraid of Puppet master, since Brisks won't kill your hydras like Grims would, at least..

argee with most,but brisks are great IF you enemy flanks his creatures in brisks assault way,with higher damage,they would be more useful.
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unixmage
unixmage


Known Hero
Demon Slayer
posted November 14, 2007 04:02 PM

In which situation are combat mages an acceptable choice?

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dodokilla
dodokilla


Hired Hero
Hunting dodos
posted November 14, 2007 04:15 PM

Quote:
In which situation are combat mages an acceptable choice?



Well Arch mage are in 90% of cases a better unit, but in late game spells are not always as effective. The Battle mages can be shielded by other units and BM protect them from destructive spells. So maybe against late game Dungeon? But on the other hand, if you are in late game you should win against Dungeon anyway.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 14, 2007 10:30 PM
Edited by Doomforge at 22:32, 14 Nov 2007.

Quote:
here is little things  what i have disagree,first of all,regenaration is almost useless,it would be much more useful if deeps would have higher iniative


Sorry, what do you need initiative for with hydras? They are meant to stand there and soak damage. Nothing more.
Regeneration is not useless - especially when you rush with a stack of deep hydras very early on small map.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted November 14, 2007 10:53 PM

Quote:
TIER5 Deep Hydras vs Foul Hydras - Hydras are the key stack of dungeon's army, because they allow warlocks to cast spell longer. So, if their only use is their wall-like survivability, what's the point to weaken it by taking their regeneration and replacing it by some weak acid blood special, along with -1 DEF? None if you ask me. Use deep hydras.

here is little things  what i have disagree,first of all,regenaration is almost useless,it would be much more useful if deeps would have higher iniative (which would make sense because hydra is snake like creature and we all know snakes are fast animals).Anyway that mean deeps have only 3-4times turn in big battles,reason why i think foul ones are better,is acid blood it is weak in eary and mid game times,end game times when heros have big armys then 25% dmg with (was that) six titles against attacker is great,it hurts.believe me i have my own bad exp.matter of taste


Regeneration is still more benefical for a tanky creature, even if it doesn't occur that often. Acid Blood barely makes the enemy focus on the other creatures first, and doesn't even do that much if the attacker is smart enough not to line his creatures up so that Acid Blood can hit more than one stack. In fact, it can even be turned against you much like most Dragon's breath attacks. Regeneration admittely loses in relative power as the stack size increases, but it still serves a warlock better, not to mention the higher defense.
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emilsn
emilsn


Legendary Hero
posted November 15, 2007 07:06 AM

Do anyone use: Marble gargoyle + Obsidian Golem in a tactic ? Of destrucktion. Because I would never try that! ... Is it any use?! Why not get a golem with unlimited realatation?
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 15, 2007 02:03 PM

because retaliation sucks?

Well magnetic golem is an anti-dungeon toy.. strictly. No need for it in other matchups.

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WarLore
WarLore


Famous Hero
servant of urgash
posted November 15, 2007 02:58 PM

Quote:
Quote:
TIER5 Deep Hydras vs Foul Hydras - Hydras are the key stack of dungeon's army, because they allow warlocks to cast spell longer. So, if their only use is their wall-like survivability, what's the point to weaken it by taking their regeneration and replacing it by some weak acid blood special, along with -1 DEF? None if you ask me. Use deep hydras.

here is little things  what i have disagree,first of all,regenaration is almost useless,it would be much more useful if deeps would have higher iniative (which would make sense because hydra is snake like creature and we all know snakes are fast animals).Anyway that mean deeps have only 3-4times turn in big battles,reason why i think foul ones are better,is acid blood it is weak in eary and mid game times,end game times when heros have big armys then 25% dmg with (was that) six titles against attacker is great,it hurts.believe me i have my own bad exp.matter of taste


Regeneration is still more benefical for a tanky creature, even if it doesn't occur that often. Acid Blood barely makes the enemy focus on the other creatures first, and doesn't even do that much if the attacker is smart enough not to line his creatures up so that Acid Blood can hit more than one stack. In fact, it can even be turned against you much like most Dragon's breath attacks. Regeneration admittely loses in relative power as the stack size increases, but it still serves a warlock better, not to mention the higher defense.


yea,against human player but against AI.they attack against them even human player attack against then if u use firehounds they will attack against them with their fire breath more likely
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emilsn
emilsn


Legendary Hero
posted November 15, 2007 03:45 PM

Quote:
because retaliation sucks?

Well magnetic golem is an anti-dungeon toy.. strictly. No need for it in other matchups.


What Unlimited Relatation is good! .. They might not strike as hard as Griffins ! But still... Those golems ain't that great... Agreed. But the marble gargoyles are just useless!
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lead. Don't walk in front of me;
I may not follow. Just walk
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Minion
Minion


Legendary Hero
posted November 15, 2007 04:25 PM

Quote:
Quote:
because retaliation sucks?

Well magnetic golem is an anti-dungeon toy.. strictly. No need for it in other matchups.


What Unlimited Relatation is good! .. They might not strike as hard as Griffins ! But still... Those golems ain't that great... Agreed. But the marble gargoyles are just useless!


Magnetic golems are not strictly anti-dungeon toy.. I will choose them if I take destructive for MY hero. It can make some nice combos. Elemental Gargoyles have higher initiative and they are more durable... So they are better shooter blockers. They are only weak against destructive casters - when you shouldn't use them.


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