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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 05, 2012 08:29 AM |
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Thanks Elvin, I hear you with the Dark and Summ magic, together with MotW, it's just that I find Academy is no match for the following Orc build:
Expert Attack -> with tactics
Expert Leadership -> with Aura of Swiftness
Expert Luck
With the above +2 speed benefit, bloodeyed cyclops can get all the way across in first turn (also executioners & wyverns)....it's just not enough time for Wizard to catch up with spells....by the time you've cast your first dark controlling spell, half your army is gone.
I was thinking preserving troops would be big thing for Academy like going for Expert Defense -> Vitality and defense & health artificers.
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xerox
Promising
Undefeatable Hero
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posted July 07, 2012 12:18 AM |
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Can't you block them with Summoning spells or something like that?
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 09, 2012 08:10 AM |
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It's too late....when your wizard hero goes, the orc troops that can get across in first turn have already done the damage....
Am thinking at level 21:
- Expert Summoning -> Conjuration
- Expert Dark - > Master Mind (and controlling spells: puppet, frenzy)
- Expert Defense -> Vitality
- Expert Sorcery
- Expert Enlightenment
- Mark of wizard
Then your two artificers are : defense and health points.
Still is somewhat a losing battle though.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 11, 2012 09:22 AM |
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Quite funny, my mate played the ToH Duel 1.2 map where you meet in the middle island and there are 999 phoenixes gaurding the exits so you cannot go to the other player's land....
He took a necro hero and beat all 999 phoenixes, took him an hour but he did it! Fantastic! Still wasn't able to go through to other land as it's a one way portal, but nonetheless, well done! lol
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 11, 2012 01:53 PM |
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That's easy, just get last stand and 2 vampires
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 11, 2012 02:53 PM |
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 11, 2012 03:00 PM |
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It's a classic exploit, when your vampires are attacked they survive with 1hp. Then you raise dead. Phoenix attacks, vampire survives with 1hp. After 5 raise dead castings the vampires have 1hp so when they are attacked they retaliate for 1dmg and the second vampire is restored automatically. From there on you can kill them with your melee attack alone, you just defend with vampires.
PS against phoenixes you might also want a mass slow and possibly despair, they may prove too fast to handle. Works fine against any other large living unit though.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 11, 2012 04:00 PM |
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This seems it will take forever to kill 999 phoenixes though...
But cool exploit.
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RedEmperor30
Famous Hero
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posted July 12, 2012 12:04 PM |
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999 phoenix's
Hi guys, Emp here, the vampire exploit is cool, but agree that phoenix's will go too quickly - it would take 1998 hero hits to win this battle. I managed the grueling 1hr battle with skels, zoms, ghost, vamps and lich and most important summoned phoenix - normal dark magic build, puppet master + bring down defense to 0 + MON, tart with 1 summon hive,ended up with 3 hives just to keep mana in control. Had to take losses upfront with creatures as phoenix's go all the way across.
Also went for expert attack, to increase damage by creatures - will try youtube battle...
Elvin shot for duel mod, is there any way you could increase the exp offered at sphinx to take up heroes to lvl25?
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RedEmperor30
Famous Hero
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posted July 12, 2012 12:06 PM |
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duel tournaments
Elvin, do you have a community that play online duel tournaments with your 1.2 mod? If so i am certain doubledeck and i would join - instantly!!
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 12, 2012 12:13 PM |
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I'm afraid you are a little late, friend There may be some opponents to find still but things are not like they used to. Perhaps you could find someone here. The H5 time has passed for me, as soon as I get familiar with the H6 map editor I'll try to create a duel map there or with any luck I might manage to have an H6 addon ship with it
As for raising the cap it's fairly easy, you can modify the xp value from the sphinx if you open the map with the map editor. In the game directory there is documentation that shows the xp values required for each level, you should have no trouble finding the xp requirement for lvl 25.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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RedEmperor30
Famous Hero
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posted July 12, 2012 12:25 PM |
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duel tournaments
Thanks for the link Elvin, will see if we can throw our hats into this arena - tks for tip on map editor - deck and i wondering though balancing issues would arise ie orc ultimate vs haven charge - orc would demolish??
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RedEmperor30
Famous Hero
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posted July 12, 2012 12:40 PM |
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wizard vs orc strategy
Ok, with quite a few duels between these two factions under the belt, it appears that standard sum/dark build for wiz is not a 100% [50%] guaranteed win against an orc build...
Some thoughts for wiz:
build
summoning - conjuration, earthblood
destructive - fire - secrets - ignite
mow
enlightenment
sorcery
tactics
mow, firetrap, hive, phoneix, fireball [fire spell] <--- not sure your wiz would last this long??
any thoughts?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 12, 2012 03:16 PM |
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The more the levels the worse the balance gets as far as I'm concerned. My reasoning for that is that H5 has a LOT of passive skills so the more levels you get the more passive bonuses you will have which generally helps might factions more. For instance a retribution/aura of swiftness/defense barbarian charging academy is powerful enough by its own, now add enlightenment or luck to that. Also the chances for rare skills rise so enlightenment is much easier for inferno, haven or orcs to get. And unfortunately this skill is a tad too powerful in H5. Academy is easier to get defense or attack too but.. it's not quite the same
As far as percentages go, they are not very reliable. Take towerlord, he could win a lot more matches that you or most other people would consider an easy loss. The faction balance changes a lot with the skill of the two players, it is vastly different if both and novices, medium players or experts. And some factions like academy are unimaginably powerful in the hands of an expert.
In academy vs orcs here is how I rate the magic and the effective possible combinations:
Light is typically a poor choice unless the orcs lack tactics and aura of swiftness or the battlefield has well-placed obstacles. If the orcs fail a successful first charge and you are packed with might skills and light.. you just might do something. It's all about controlling the enemy's rage level, if he does not gain enough momentum early you can wear him down and he will have an uphill battle against him. Enlightenment with defense/initiative/attack artificer recommended.
Destructive is not good as a support school, either you go all the way(warlock's luck/ignite/sorcery/enlight/motw/empathy if possible) or you use it with dark. And even so it may prove unreliable due to enemy rapid morale actions or getting the right elemental protections. Can still wear enemy rage and defense nicely with fire's armour damaging effect though, if you can combo that with your units you can score some nice damage. With dark you can puppet/blind the key units(motw + blind on chiefs - to prevent their special - and another unit can be fun) and then take down the rest with destructive.
Dark can take down orcs by itself, even if they have expert shatter dark. But do not expect miracles, it must be timed well and cast the right spells at the right time, guess initiative drops/boosts and whether your next or the enemy's turn falls in between/afterwards. It is better used with a support school like summoning which you will start using after the orcs are weakened/slowed to start getting an edge.
Summoning cannot work as a primary school. Phoenixes can be scared, phantom forces random initiative/placement may betray you, hive timing may go awry, blade barrier won't protect you for too long, firetrap may be bypassed or rendered ineffective if the enemy manages to build enough rage. But if used as a combo with other spells it can be just fine. Just don't start with a summoning spell first, you need something with more impact like a direct curse or a mass spell.
PS absolute abilities are not the least bit balanced. Haven's unstoppable charge is probably the worst of the bunch. Either way it is far better to try a custom build than hope to get the edge with the power of the absolute, even nature's luck might not be enough against a good build.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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RedEmperor30
Famous Hero
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posted July 12, 2012 03:32 PM |
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great magic breakdown
Makes good sense, think the only way you can contain orc is with dual school. Did have a thought regards blade barrier, depending on terrain, can be used to contain orcs troops successfully - will see how this works out.
Doubledeck does like the Armageddon trick with wizard and the Golems, will be duelling tonight and expecting him to go fire damage with armageddon, is armageddon a fire or earth spell?
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SKPRIMUS
Promising
Supreme Hero
The One and the Prime
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posted July 12, 2012 03:34 PM |
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well I've still played some recently with Necro-Mutant when have the opportunity.(gonna play now )
[I thought light/dark would be better chance vs orcs cf dark/summon )
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus
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RedEmperor30
Famous Hero
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posted July 12, 2012 03:43 PM |
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extended RMG games
We generally generate maps, 4 player, med/large - impossible creatures, max resource, max experience, no middle land, hero's get up to about 27 - 29.
The imbalance in factions becomes quite clear at this stage in game as in some battles, one of the hero's has been completely annihilated!!
We have created a map, where we have laid out 30 lvl up trees, available mines for resources, and 2 artifact merchants/ town, plain terrain, 7 towns and have tested 1 week growth, 2 week etc etc, some interesting outcomes
We have also tested lvl'd up hero with 1 creature stack ie lvl 7 vs lvl 7 stack.
What do you think the ranking is with regards to lvl creatures?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 12, 2012 03:56 PM |
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Army strength plays a great role too, balance is vastly different week 2, week 4 and week 6. Not always easy to approximate the power of the racial at a given time which is why on my maps not all factions could use their racial to their full potential. Artificer, avenger and training can be quite problematic in that respect
But typically a good time to have a final battle lies beyond week 4-6, assuming you could build tier 7 and castle on week 2. That can give you a strong army by that time, rest depends on army richness, amount of towns, dwellings etc.
That is why I have dedicated this topic to duels only, things can get pretty vague otherwise. Better not to derail the topic
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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RedEmperor30
Famous Hero
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posted July 12, 2012 04:11 PM |
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apologies
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 12, 2012 07:59 PM |
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Not sure if Armageddon is available in the 1.2 Duel map, but think wanna go Dark/Summ for Wiz tonight
Yes, Elvin, fantastic magic breakdown regarding Wiz vs Orcs above...
Also agree on level 25 vibe getting a little imbalanced...
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