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Thread: Which is the best racial ability? | This thread is pages long: 1 2 · NEXT» |
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juker
Hired Hero
Rocking In The Free World
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posted November 05, 2011 07:44 PM |
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Poll Question: Which is the best racial ability?
In your opinion, which is the best racial ability and why?
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The universe is composed by
events
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juker
Hired Hero
Rocking In The Free World
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posted November 05, 2011 07:47 PM |
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Sorry i made it twice, but i hit enter by accident! And i posted it incomplete, this is the right one
Sorry!
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The universe is composed by
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xerox
Promising
Undefeatable Hero
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posted November 05, 2011 08:02 PM |
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On their own, I think Blood Rage is the most powerful one. Even at level 1, the bonus is really good and it powers up quickly.
I like Gating the most, it is the most strategic one of them.
After having learned how to actually play Inferno a bit in the campaign, I don't think they are a weak faction anymore (only in early game - they do have some issues though, like survivability)
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted November 05, 2011 08:36 PM |
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I don't like the term 'racial abilities' because the name is misleading.
But if I had to choose I'd say Gating. I like the concept.
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feluniozbunio
Promising
Supreme Hero
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posted November 05, 2011 09:08 PM |
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Gating because i like voting backwards.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted November 05, 2011 09:21 PM |
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I'm most impressed with blood rage right now. What really makes it lethal is the initiative bonus. You let your rage gauge fill up and at the start of next turn, wallah, your entire army is going first.
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"Folks, I don't trust children. They're here to replace us."
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httassadar
Adventuring Hero
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posted November 06, 2011 01:42 AM |
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not sure about best racial ability, but I think gating is pretty bad
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xerox
Promising
Undefeatable Hero
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posted November 06, 2011 03:35 AM |
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well the strength with gating comes with the creatures it summons
need mana? gate Breeders (I actually felt like the breeders sucked at first, but they are AMAZING mana batteries if they are allowed to shot)
need some damage reduction? gate Juggernauts (taunt)
need some control? gate in Lilims (enthrall)
need some AoE damage? gate in Tormentors (spikes)
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Nelgirith
Promising
Supreme Hero
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posted November 06, 2011 09:03 AM |
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I finished Kiril's campaign as Tears and I must admit that Gating can become extremely powerful on a map with several castles and unique buildings boosting gating. Combined with the Seal ability of Tears rank 2 (basically making it a "rez" spell), it's by far the strongest racial and it makes your Cerberi very dangerous (they still die like fly but it doesn't matter when you can nearly double the size of the stack ^^) and I'm not talking about gating your Pits
That said, on a map with few cities or with a hero who doesn't have the Seal ability, it's an extremely weak racial
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Kitten
Known Hero
Roar
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posted November 06, 2011 10:37 AM |
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I say Necromancy. No on here who wrote anything says it though
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httassadar
Adventuring Hero
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posted November 06, 2011 11:30 AM |
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Quote: I finished Kiril's campaign as Tears and I must admit that Gating can become extremely powerful on a map with several castles and unique buildings boosting gating. Combined with the Seal ability of Tears rank 2 (basically making it a "rez" spell), it's by far the strongest racial and it makes your Cerberi very dangerous (they still die like fly but it doesn't matter when you can nearly double the size of the stack ^^) and I'm not talking about gating your Pits
That said, on a map with few cities or with a hero who doesn't have the Seal ability, it's an extremely weak racial
Gating is the only racial that you rely solely on probability. In H6, luck is usually low compared with H5. 30% is quite high and needs luck boosting/arti to achieve, so with mass Heroism, I usually need two to three turns to fill up 1/2 gauge -- while barbarians and nagas can easily have 1/2 gauge every turn.
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Nelgirith
Promising
Supreme Hero
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posted November 06, 2011 12:11 PM |
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Never had any issue. Sure, you rely on luck for filling the gauge, but for each lucky strike, the gauge fills up much faster. Also, don't forget that each racial has 2 ways of filling up.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted November 07, 2011 11:35 AM |
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Gaurdian Angel - Personal preference.
You just need morale to trigger once to be able to use it so I find it the quickest and most occuring racial ability. Sometimes you can have two stacks both with Guardian Angel. Well you do need high morale though!
In the long run though, Necromancy tops all but is just unfair..so not voting for it.
Every racial level takes 100 points to get to (ie. Level I is 100 points, Level II is 200 points)
HAVEN (when morale triggers – 100 points)
INFERNO (when luck triggers – 50 points) (so need luck twice for level 1 to trigger)
NECRO (when friendly stack gets damage – 750 x (damage/friendly army health) points ; when enemy stack gets damage – 250 x (damage/enemy army health)
NAGA (when enemy stack takes damage that hasn’t taken damage before in current turn – 80 points)
ORC (when enemy stack takes damage – 20 points ; when friendly stack takes damage – 10 points)
@ Nelgirith - I thought Haven and Naga racial only have one way of filling up, not two...
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seddy
Known Hero
Spinner of delicious cupcakes
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posted November 07, 2011 12:35 PM |
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Edited by seddy at 12:36, 07 Nov 2011.
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Partly incorrect stats, Doubledeck.
(Taken from Fan manual)
Guardian Angel
The gauge is filled when friendly creatures are dealt damage or they gain good morale.
After the good morale triggers for ally stack the gauge is filled with +100 points. After a damage is
dealt to friendly stack the gauge is filled with value = (Damage / FriendlyArmyHealth * 750).
FriendlyArmyHealth is total Health of friendly army at the start of combat.
Gating
The gauge is filled when creatures perform critical or fumble hits.
Whenever the good or bad luck triggers for ally or enemy stack the gauge is filled with +70 points.
Necromancy
The gauge is filled when creatures are dealt damage. Friendly losses generate more points.
After damage is dealt to friendly stack the gauge is filled with
value = 750 * (Damage / FriendlyArmyHealth).
FriendlyArmyHealth is total Health of friendly army at the start of combat.
After damage is dealt to enemy stack the gauge is filled with
value = 250 * (Damage / EnemyArmyHealth).
EnemyArmyHealth is total Health of enemy army at the start of combat.
Honor
The gauge is filled by +80 points when enemy stacks, that have not been attacked in the current
turn yet, are attacked.
Bloodrage
The gauge is filled when creatures perform attacks. Friendly creatures generate more
points.
The gauge is filled by +20 points every time when enemy stack suffers from damage (except DoT).
The gauge is filled by +10 points every time when friendly stack suffers from damage (except DoT).
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All but haven can also get points from the hero attack (attacking a unit + bonus if killing it for necro), (just attacking for stronghold), (attacking a previously not attacked unit with sanctuary), and lastly (getting a critical/lucky hit with the hero attack).
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Nelgirith
Promising
Supreme Hero
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posted November 07, 2011 12:59 PM |
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Inferno gauge also fills up when an Inferno unit defends and gets attacked (doesn't work if the unit isn't defending).
Sanctuary gauge fills up with the hero's attacks, as long as he respects the honor rule (different target)
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SBlister
Famous Hero
Rakshasa Commander
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posted November 07, 2011 03:04 PM |
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Necromany, for me, is the best because its a simple ability that prevents casualties. Guardian shield was useful especially when cast upon vestals who pacify. Blood rage is good cuz it boost the initative which allows for all stronghold creatures to strike first. Gating was not bad but at a higher level they should be allowed to replenish casualties suffered by the inferno because inferno basically can't heal (regeneration isn't all that useful and life drain requires you to have a large stack for it to truly neutralize casualties)
I don't like Honor. It's just a sucky ability that i never really understood.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted November 07, 2011 04:06 PM |
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Honor is cool, adding defense to the naga troops really helps their vibe, I think they are not supposed to really move in combat, just let the enemy come to them and take them down all equally...not one by one (well kill shooters first)
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juker
Hired Hero
Rocking In The Free World
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posted November 07, 2011 06:29 PM |
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Edited by juker at 18:30, 07 Nov 2011.
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I have a problem with necromancy, if the formula is 750*(Damage/FriendlyArmyHealth) let's make an example:
an army composed by 100 skeletons = 180 FriendlyArmyHealth
hit by 20 wanizame = 100 Damage
formula: 750*(100/180) = 416,66 WTF??? THE GAUGE FILLS LIKE HELL!!
Anyone can explain it?
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The universe is composed by
events
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 07, 2011 06:40 PM |
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How can 100 Skeletons equal 180 friendly army health? That would make 1.8 health per Skeleton which is clearly not true.
And seriously, why does Inferno get LESS from a lucky attack than Haven does from an attack with Morale?
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What will happen now?
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juker
Hired Hero
Rocking In The Free World
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posted November 07, 2011 07:08 PM |
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awww i see...the army health was bad, it would be 1800 (sorry i didn't pass maths )
in that case the result will be 41,66, that's better
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The universe is composed by
events
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