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Thread: Strategist's corner - advanced strategies, opinions and advices * Luck or Leadership | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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Deathy
Known Hero
Angels Galore
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posted May 12, 2010 04:58 PM |
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i don't really agree with weakness being worse for champions, yes it affects them since their maximum damage is higher but the minimum damage is same with paladins so if weakness is used on both, they still do the same damage.
Personally i favour Paladins, this game simply has that many dark magic users overall.(and the defense isn't bad either i agree. makes me wonder why Nival didn't give more attack skill to the champions in the first place since they lost defense)
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natalka
Supreme Hero
Bad-mannered
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posted May 13, 2010 09:41 AM |
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@ Towerlod: I have played through both situations:
1. Raksha leeches life from the stack on which you press the attack button !
2. Champion leeches life from first target only
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Towerlord
Promising
Supreme Hero
Hero of Good, Slayer of Evil
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posted May 13, 2010 11:04 AM |
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Then Champions lose even more weight...
I played with Vampiric Raska also and they were leaching like crazy, and as you know Academy doesn't have an impressive attack or something like that. I didn't calculate hp by hp, but the leaching was insane, don't know how I could've been tricked.
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natalka
Supreme Hero
Bad-mannered
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posted May 13, 2010 12:02 PM |
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I calculated. It was in full game and raksha was hitting 6 creatures of inferno but was leeching from one target only. Only 5-7 were raised.Imagine that there were 2 stacks of imps among those creatures so if I leeched from both of them I would gain a lot more plus the additional creatures. That caused me to lose the game necause I estimated that Raksha will leech like crazy.
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Towerlord
Promising
Supreme Hero
Hero of Good, Slayer of Evil
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posted May 13, 2010 12:20 PM |
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Seems you are right, I tested them more carefully and they only leach first.
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Towerlord
Promising
Supreme Hero
Hero of Good, Slayer of Evil
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posted May 14, 2010 12:56 PM |
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Academy - Necro exterminator
I used this build lots of times and it never failed me once... While Dungeon, sometimes can be defeated, I've never seen this Academy lose.
This is an arena/duel strategy, but it can work in full maps also, as long as armies aren't too big, and destructive magic gets absolete.
The hero build is pretty simple :
Advanced or Expert Artificer - Mark of the Wizard, and optionally Magic Mirror or Consume Artifact
Expert Light Magic - Master of Wrath, Storm Wind, Refined Mana
Expert Destructive Magic - with some optional masters depending on spells
Expert Sorcery
Expert Enlightment
Along with these you can use any other skill, Defense would be best, or Leadership with Empathy, but anything goes...
The chosen troops:
Master Gremlins
Elemental Gargoyles or Obsidian(elemental for more damage usually, with area spells maybe Obsidian)
Magnetic Golems, for destructive ressurection, and maybe some protection
2 or 3 stacks of Archmages
Raska Raja - if enough gold for them(otherwise replace with Archmage)
Titans
The artifacts:
You should focus on Spell Power and Defense artifacts, and maybe initiative artifacts that help archamges.
The spells:
From Light Magic you'd certainly wish for Haste and Righteous Might for the Master, to have just in case, also Cleansing and Immunity, Ressurection... But these spells are not very important, more important is to start blasting destructive spells asap.
From Destructive you want as many spells as possible, but this strategy can work even with a simple Motw Lightning Bolt or Ice Bolt !
Best would be Deep Freeze or Implosion, with arti, of course, Meteor Shower or Fireball. Only thing that can stop you is protection arties against your elements for Necro, that's the only danger... but it is highly unlikely to have against all.
The Battle:
Start blasting with the Archmages the Dragons, Wraiths, Vampires and and Motw with the hero... and then start blasting. Placing Elemental gargoyles properly and keeping your troops away from battle should be your only concerns.
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Azagal
Honorable
Undefeatable Hero
Smooth Snake
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posted May 14, 2010 03:23 PM |
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Edited by Azagal at 15:25, 14 May 2010.
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Sounds perfectly reasonable. The only problem I have with going destro with Academy is that your SP isn't always that awesome but MotW usually reaaaally makes up for that.
Another thing I find to be pretty useful aswell may be Summoning instead of Light since it also adds a lot to suviveability with AA/Raise dead/Phoenix which is always a great thing to have when you go Destro. It may not be as powerful as mass haste/rm/regeneration (then again you don't always get those spells either apart from RM with Arcane Intuition) and the invaluable Storm Wind but you don't get to have the ever so sweet Elemental Balance+Cold Death combo when your enemy summons a phoenix.
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"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord
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Towerlord
Promising
Supreme Hero
Hero of Good, Slayer of Evil
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posted May 15, 2010 10:43 AM |
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Light is mostly for the perks and less for the spells... Refined mana means 5 fireballs for archmage, and storm wind cripples necro to a huge extent! It's much more reliable than combining with summoning... as the phoenix might not even make an appearance.
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natalka
Supreme Hero
Bad-mannered
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posted May 16, 2010 12:46 AM |
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Let`s debate a question I never found explained in the manual.Here it goes:
What is the probability of cleansing to work casted by archmage/zealot/battlemage/sprite against hero spells/creature spells.
When a hero tries to cleanse another hero spells the chance is 100 % if both heroes are of the same level and then chances decrease by 3% for each level.
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albolabris
Known Hero
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posted May 16, 2010 01:14 AM |
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From manual:
Total dispel chance = base% + (Dispeller_Level - Caster_Level) * 3%
Level of creatures is 1-7 for normal, and 2-8 for upgraded creatures.
For example: 15 level hero
Archmage: tier 4 + 1 for upgrade gives 5. Cleansing in on expert - 100% base chance.
Battle Mage: 4 + 1 = 5. Cleansing on advanced - 80% base chance.
Cleansing with Archmage: 100% - 30% = 70%
Cleansing with Battle Mage: 80% - 30% = 50%
Zealots and Sprite have also advanced mastery so same base as battle mage.
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Towerlord
Promising
Supreme Hero
Hero of Good, Slayer of Evil
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posted May 16, 2010 10:12 AM |
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You got that almost right ...
Basically it is like this :
Archmage vs. any other caster spell => almost 100% chance to dispel
ex. vs. Zealot => 97% , vs. Druid => 100% and so on.
vs. Hero lvl 30 => 25%
vs. Hero lvl 20 => 55%
and so on...
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natalka
Supreme Hero
Bad-mannered
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posted May 16, 2010 12:17 PM |
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Yes finally I found it too From what I have seen in arena zealot, archmage cleanses 90 % of the time and battle mage I have seen to cleanse only once
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albolabris
Known Hero
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posted May 17, 2010 03:45 PM |
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Do you know what is the sequence of delivered dmg when we take under consideration such skills as: hellfire, elemental bonus, cold steal, fiery wrath and flaming arrows. I wondered if they are a reliable last stand counter? I'm not sure weather they are always delivered after or before the standard dmg. Think i saw both situations which would indicate that it works randomly. Console usually shows the bonus dmg first but i definitely saw hellfire bonus added after the original hit and taking this last point of life. So, how is it?
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ebbafan
Promising
Famous Hero
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posted May 18, 2010 06:34 PM |
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@deathy: average damage of champions is higher than that of paladins, so obviously weakness affects them more.
i was looking at towerlord's "necro exterminator" build, and it struck me that it's not so much that necro can't defend against this as it is they are not expecting this. sure dungeon blows them away sometimes although dark can sometimes get the upper hand, but academy going destructive???
anyway, i thought of a necro counter build against this:
Expert Defense: Protection, Evasion, Vitality -- all reduce magical/physical damage or increase hp(remember necro battle is a game of attrition)
Expert Light: Master of Abjuration, Fire Resistance, Master of Wrath -- it's pointless to pick dark against this academy. Fire Resistance will reduce the effectiveness of archmagi and enemy hero's fire spells, particularly if he has master of fire. And if you are fortunate, you may get mass endurance/mass deflect missile, both of which are useful vs. academy. Master of Wrath helps a bit against stormwind, but what can you do that's a broken perk against necro.
Expert Enlightenment: Necro needs this to amp up stats and mana
Expert Sorcery: Arcane Training, Boneward, Magic Insight: this helps with mana, protects against destructive, keeps up with academy casting, and can lead to some useful spells such as phantom/barrier
The last skill is variable, depending on what your emphasis is:
Expert Luck: Soldier's Luck, Magic Resistance -- this increases damage, gives your skeleton warriors and vampire princes greater effectiveness, and effectively reduces magic damage/resists spells
Expert Summoning: Fog Veil, Fire Warriors -- Fog Veil reduces archer damage and slows them down(note archmagi are in this category), Fire Warriors gives a strong, numerous and resistant force to help wear down academy forces. Obviously if you get arcane armor, it would be a great bonus.
Expert Destructive: Sap Magic or Mana Burst -- if you have a really huge army with a creature specialist(say lucretia) you might just try to get as much magic damage reduction as possible and just wear down the enemy -- also some of the spells(like deep freeze and fireball) will hasten academy's demise b/c of the damage increase
archmagi will die fast with mana burst
which hero to pick? zoltan -- remember that destructive is not a native school of academy; they would be lucky to get a good number of those spells, so if you manage to block all of them, academy goes and will be worn down. or consider lucretia: if you have arcane armor and soldier's luck you can do some damage.
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Towerlord
Promising
Supreme Hero
Hero of Good, Slayer of Evil
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posted May 18, 2010 08:41 PM |
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It can work... but still academy has the higher chance of victory with simple motw Deep Freeze or Implosion, archmages being used for Righteous Might and Cleansing in this case, not to mention that having light magic and good light spells and all those things you mentioned there is more unlikely that academy having some destructive .
Bonus point for Zoltan, but he's not always available... minus point for Deep Freeze which might kill you own troops due to Magic Mirror
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Vangelis21
Supreme Hero
Manchild
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posted May 19, 2010 08:27 AM |
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Why is our second choice for Academy's spells destructive? My choices would be dark against everyone except for dwarves and necro and summoning against everyone.
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Heroes VI is here and Necropolis is serious trouble!
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soamazing
Tavern Dweller
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posted May 19, 2010 06:18 PM |
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Good read
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natalka
Supreme Hero
Bad-mannered
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posted May 26, 2010 04:14 PM |
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@Vangelis: so if u are academy you will take summoning against necro?
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sq79
Famous Hero
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posted May 28, 2010 01:18 AM |
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Edited by sq79 at 01:19, 28 May 2010.
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Probably only with necro and inferno i'll go for paladins
and against dungeon champions.
For sylvan and dwarfs it depends, but i'd rather take the risk and go for champions, especially against dwarfs, since there's a chance champions get the double strike for acting before all dwarf units, which i think is a huge huge bonus. Against sylvan, if my defence is high enough i'll probably go for champions as well, but paladins is most likely, i notice you don't really get a chance for double strike against sylvan with champions, really rare, the dancers usually act first.
Against necro, now there's this 1 spell that pisses the hell outta me Ask nat, most of the time, the spell that wins the game for necro 99% , is mass decay, makes things worst with emerald slippers, and it seems paladins can't help much as well except to lay some hands , range wise the crossbow can't really kill much. Things are made worse with a haven without r.might versus a necro with mass suffering, and mr zealot usually have rotted to death
The steps usually go like this, paladins charge, kill little, vampires torpor, 1 stack sleep, then necro's turn, mass decay or mass endurance, mass decay to kill off that other mini stack of paladins. endurance to make the haven strikes look more and more hopeless. So i would guess, probably go for a super charge with haven, and try to get a lucky double strike on the necro stacks right at the very beginning, that would very much turn the tide of the game and best chance of beating a high defence necro So 1 mini stack of paladins, and big stack of champions, worth a try i guess.
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Towerlord
Promising
Supreme Hero
Hero of Good, Slayer of Evil
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posted May 28, 2010 03:44 PM |
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Bringing up the dead from the grave ... new topic would be more interesting maybe
Counters to Mass Decay are :
Mass Cleansing, Magic Immunity, Lay Hands with both paladin stacks, keeping your important stacks unclustered and having lots of hp(Vitality). Add to these Regeneration on Angels, maybe Paladins also, and Archangel's Ressurection and you have lots of opportunities. And if you're so afraid of it, when you can buy sylanna's inexpensive cloack
An 150-200 damage spell with so many counters can't be the end of the world for Haven...
Just make sure you have Storm wind to cripple the Vampires!
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