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Thread: the Most diffycult faction to play? | This thread is pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT» |
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Thanatos
Known Hero
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posted June 09, 2008 12:33 AM |
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Edited by Thanatos at 00:36, 09 Jun 2008.
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Quote: I pick dest if my hero is Svea.
Getting endurance and haste through perk will centaintly sacrifice defensive formation, preparation and retribution.
I never pick war machine with fortress, its useless except the cart.
Atk, def, luck, light magic, and finally leadership is my favourite for fortress.
The combination of runic atunement, empathy, soldier luck and retribution is very devastating, add light magic, and you'll have one of the most powerful amry, not only that, defensive formation, offensive formation and preparation is also a nice addition.
Light magic is not useless for fortess, especially mass spells like righteus might, haste, endurance, etc, adding some more initiative, atk power and defensive capabilities to already a powerful army with the combination of perk above is awesome. As a last addition, Light magic also has more offensive power than destructive for fortess, divine vengeance.
Yes, assuming you can get all the required amount of levels you need to get all those perks. Also, you can't get empathy without enlightenment so you'd have to drop a skill (and with that some perks) from your build if you want it.
Second, you can't be sure to get all the good spells in your mage guild. If you get a guild with divine strength/ cleansing/ deflect missile/ magic immunity/ word of light I'd imagine you wouldn't be too happy unless in some specific cases. At least I wouldn't be. Yes, you can always capture more towns but until that time you're stuck with a fairly useless bunch of spells unless you take power of speed/ endurance. Destructive doesn't suffer from these problems, there's always a use for those spells except chain lightning during creeping.
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kermit
Known Hero
Soul hunter
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posted June 09, 2008 02:25 PM |
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Edited by kermit at 14:25, 09 Jun 2008.
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Fortress might be slow, but all units are quite tough, and you can afford to loose the lower tier in early creeping too. Having luck or/and atack makes things much easier. Get an amo cart and the spearweilder amo problem is solved, speed reducing shot is great vs walkers... destructive magic, runes you have quite a creeping arsenal... If fortress creeping is slow it's because they lack logistics and decent ways of taking down high level tiers as well as high ini units. Could fortress take on a utopia or mage vault without severe losses?
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Thanatos
Known Hero
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posted June 09, 2008 05:42 PM |
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Quote: Could fortress take on a utopia or mage vault without severe losses?
Easily. Of course, this depends on what stage of the game you're at, but lategame any faction can tackle an utopia with ease.
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elmek
Adventuring Hero
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posted June 09, 2008 09:22 PM |
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I did utopia with 5 thanes. That was week 3 iirc. Not sure if that's fast or slow...
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted June 09, 2008 09:42 PM |
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Week 3 is pretty good.
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Darkshadows
Hired Hero
Mhblah
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posted June 09, 2008 09:45 PM |
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I do it around day 5 in week 2, But I play often play as Karli.You can do it without thanes, just requires more tactic.
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The power of Mhblah is Great
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted June 09, 2008 10:07 PM |
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Depends on faction, skills and luck really.
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elmek
Adventuring Hero
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posted June 09, 2008 11:17 PM |
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Edited by elmek at 23:18, 09 Jun 2008.
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Quote: Depends on faction, skills and luck really.
Luck is a huge factor. In my case, wouldn't be possible without looses if not the regeneration spell.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted June 09, 2008 11:21 PM |
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On the other hand orcs can always do it week 3 with 3 cyclopses and a triple flaming ballista/tent. Haven as well if you don't lose any marksmen and the utopia does not have emeralds.
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ChaosDragon
Famous Hero
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posted June 09, 2008 11:41 PM |
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Don't forget map and difficulty.
Quote: Yes, assuming you can get all the required amount of levels you need to get all those perks. Also, you can't get empathy without enlightenment so you'd have to drop a skill (and with that some perks) from your build if you want it.
Second, you can't be sure to get all the good spells in your mage guild. If you get a guild with divine strength/ cleansing/ deflect missile/ magic immunity/ word of light I'd imagine you wouldn't be too happy unless in some specific cases. At least I wouldn't be. Yes, you can always capture more towns but until that time you're stuck with a fairly useless bunch of spells unless you take power of speed/ endurance. Destructive doesn't suffer from these problems, there's always a use for those spells except chain lightning during creeping.
Right, i forgot about that empahty.
For me, empathy is not a must have perk, however runic atunement is a must for mid-late game.
My core perks are soldier luck, expert defense and vitality (defensive formation and preparation if possible), and light magic plus its mastery that depends on mage guild spells. Attack is also a nice addition for mid-late (offensive formation and retribution).
Divine strength, cleansing, endurance or haste always appear in mage guild, one of them is enough.
I used to take mass endurance and power of speed long ago, but those perks break the best synergy of my build (because i take light, so why waste two points for those things, besides i can use that two points for preparation and retribution of possible). I've compare both build, even those with enlightment, and this is the best especially in late. Besides, either endurance or haste has a very high chance to appear for fortress. It's a different case if i use inferno, i'll never hesitate to take mass endurance or power of speed or even both of them because light magic is too rare for inferno (not the spells).
However mass endurance and power of speed may complement well with enlightment and destruction user. But it's better to augmenting its fortress in late game, than casting destructive spell while your creatures will be easily massacred. Overall fortress strength is below average, with runes, they become very great, add light magic and it's far more powerful than with destructive. Mid-late game is more creature dependant for factions with premature spellpower (in this case, it's fortress), in other words, destructive only shine in mid for fortress, or destructive only shine in late for factions with insane spellpower (i.e: necro, dungeon, academy).
Since i play in heroic, fortress only have two choice, like inferno, get eliminated far too early or survive until late game, it doesn't have a chance in mid game. I notice a very big different style and strategy for fortress beetwen heroic and hard (this is no karli and ingvar).
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espen15
Famous Hero
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posted June 10, 2008 07:48 AM |
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stronghold no spells only warcries
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WarLore
Famous Hero
servant of urgash
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posted June 10, 2008 09:58 AM |
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Edited by WarLore at 09:58, 10 Jun 2008.
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Quote: stronghold no spells only warcries
thanks to blood rage stronghold have amazing vitality and warcries improve blood rage,to be honest,stronghold is easiest faction to play.Taking luck and there magic resist and barbarian luck,and shield of drawfen kings to get immunity frenzy and greaves of the drawfen kigs you get immunity slow and 40% magic proof,so it push away fear of puppet master.
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A Nightmare from below.A hero from Within
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Anakrom
Known Hero
(Scroll) Out of the blue
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posted June 10, 2008 10:44 AM |
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Edited by Anakrom at 10:44, 10 Jun 2008.
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Quote: 40% magic proof,so it push away fear of puppet master.
As far as I know, Magic Proof isnīt same as Magic Resistance. Magic Proof reduces damage from incoming damaging spells (passive skill of Golems, Pit Spawns..) while Magic Resistance gives chance to resist spell. So with Barbarian Luck and two items of Dwarven set you will be nearly untouchable by Destructive spells, but you will still have only 15% chance to resist spells, so Puppet can cause trouble.
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Result matters
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Darkshadow
Legendary Hero
Cerise Princess
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posted June 10, 2008 10:47 AM |
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Quote:
Quote: 40% magic proof,so it push away fear of puppet master.
As far as I know, Magic Proof isnīt same as Magic Resistance. Magic Proof reduces damage from incoming damaging spells (passive skill of Golems, Pit Spawns..) while Magic Resistance gives chance to resist spell. So with Barbarian Luck and two items of Dwarven set you will be nearly untouchable by Destructive spells, but you will still have only 15% chance to resist spells, so Puppet can cause trouble.
Yeah, and Armageddon squads give you hell. And even by then summoning (phoenix) and light (divine imbalance) posses a great threat
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted June 10, 2008 11:02 AM |
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Academy is one of the harder ones for me, maybe because of the vast options it has. (I know, doesn't seem logical). Academy is one of the most flexible of towns.
Even if you achieve high magic resistance, get immunities, or high damage resistance from magic, they have ways of defeating that. Mini-Arts, and buffing own units for instance.
From MMR to unorthodox tactics, they can benifit from more skills then any faction. Some factions get little benifit from certain magic skills (or shatter magic skills). Some factions get little benifit from things like War_Machines or 'misc' skills. Others get minor benifits from Might skills like attack. Academy can benifit from every skill. Maybe not every perk of every skill, however.
Where my problem lies, however, is skill synergy. Making the skills work together to maximum potential. With Academy, one should know how to do this to make them work properly. (IMO that is).
So Academy though one of my favorites from h3 is one of my worst towns in h5. I love the town, but making I have yet to be able to make it work.
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Message received.
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WarLore
Famous Hero
servant of urgash
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posted June 10, 2008 12:19 PM |
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Quote:
Quote: 40% magic proof,so it push away fear of puppet master.
As far as I know, Magic Proof isnīt same as Magic Resistance. Magic Proof reduces damage from incoming damaging spells (passive skill of Golems, Pit Spawns..) while Magic Resistance gives chance to resist spell. So with Barbarian Luck and two items of Dwarven set you will be nearly untouchable by Destructive spells, but you will still have only 15% chance to resist spells, so Puppet can cause trouble.
you are right my bad but then you should rather take armor of forgotten hero and shatter dark with exp,it should reduce time of puppet master...
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A Nightmare from below.A hero from Within
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ChaosDragon
Famous Hero
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posted June 11, 2008 10:43 AM |
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Yeah, orc and dungeon is the easiest faction.
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted June 11, 2008 11:37 AM |
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Well for some reason dungeon creeping is not my strong suit. Everybody says it is the easiest, but I have a much easier time creeping with Stronghold. *shrugs*. I know I am just probably missing something, but for some reason me and dungeon creeping is not so good a combo.
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Message received.
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Anakrom
Known Hero
(Scroll) Out of the blue
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posted June 11, 2008 12:10 PM |
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Quote: Well for some reason dungeon creeping is not my strong suit. Everybody says it is the easiest, but I have a much easier time creeping with Stronghold.
Same here.
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Result matters
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ChaosDragon
Famous Hero
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posted June 12, 2008 12:13 AM |
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Well, dungeon highly depends on the map. Dungeon is easy in maps with chest and things to fast lv up.
In a map like warlords, dungeon has no chance of creeping, any faction can kill it in week 1 in heroic difficulty.
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