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Heroes Community > Heroes 6 - The New Beginning > Thread: Best creeping
Thread: Best creeping This thread is 2 pages long: 1 2 · «PREV
avalon00x
avalon00x


Bad-mannered
Known Hero
posted November 28, 2011 09:33 AM
Edited by avalon00x at 09:36, 28 Nov 2011.

well for me
all heroes always start out with the perk that makes them start with enlightenment +10%. Other then that my first step is always to create a tavern + hero to boost main army.


Necro/ Inferno / Stronghold.
1:. Logistics (That extra movement should be taken asap 21 movement a week extra really adds up)
2:. Reenforcements ( your must have skill one core stack wil always be targeted use it on that)
3:. Life Drain. ( ivaluable )
4:. Tactics (this is where your army stands or falls a mayor impact and the option to LEAVE out some stacks is in some fights advantegeous)
5:. here is where might and magic take different routes.

Might:
5:. Suppressed attack ( cast on ranged mob)
6: heroism / Stand your ground ( idealy i would say heroism in combination with your stack that you casted suppressed attack on Mayor boost to damage done two strikes of the hero in one turn <3 sadly Necro misses out on this part.
7: Rush  (Works great in combination with ghouls / ceberi/ Orcs that have been reenforced in the first turn then next turn they are right next besides the enemy ranged (orks dont really need it due to dreamweavers
8: at this point you have all your basic skils ready and level skills that bennefit your army instead of put even more stress on your heroes free turns.
8: counter strike 1 (in preperation for CS 3 and you cant really use your hero for anything else anyway)
9: counter strike 2 ( in preperation for CS 3 )
10: Ambush ( most pain about this set up is that if you are not fast enough with renforcemetns u will lose units ambush helps you prevent that )
11: save points for lvl 15

Magic.
5: Regeneration ( this in combination with life drain? makes for one bad ass tank)
6: Agony ( usefull for taking out that one stack that just wont come to you
7: Weakness ( usefull against champion units it will make them tankable )
8: Mass life drain. ( Hard damage skills suck once you get your army up and running with this no fight will net you losses)
9: Dark magic 1 ( enhances life drain) ( Stronghold might want to focus on retriburion aura from here on and leave the dark magic out)
10: Dark magic 2 ( enhances life drain)
11: save points for lvl 15

Haven / Sanctuary :
1: Logistics
2: Renforcements
3: Regeneration
4: Tactics
5: Heal ( Sanctuary takes thunderclap here)

Might Follows other might factions from here on.


Magic:
6: Retribution aura 1 (sanctuary skills will delay one level and take Thunderbolt here)
7: Retribution aura 2
8: Light magic 1
9: Light magic 2
10: ether mass heal or mass regeneration

The reason i dont take the mana boost is becouse really.
it dousnt matter at all with the enhanced enlightnment you will level so fast anyway. and there are awlays mana refil points spammed all over the map.

Feel free to ask / comment.


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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted November 28, 2011 12:29 PM

@Avalon, I like what you mention above but not sure about the following:

- you are not focusing on blood or tears path, picking reinforcements (tears) and life drain (blood)
- Life drain is cool but doesn't work if you're up against necro
- this setup works in the long term, but want to stress that this thread is about early creeping and quickly....

The main point is going for some spells early on whether you are might or magic, to go for those big battles you would avoid in week 1 and 2. Mana is the only problem, but +30 mana skill can help here and other factors.

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avalon00x
avalon00x


Bad-mannered
Known Hero
posted November 28, 2011 01:16 PM
Edited by avalon00x at 13:17, 28 Nov 2011.

Quote:
@Avalon, I like what you mention above but not sure about the following:

- you are not focusing on blood or tears path, picking reinforcements (tears) and life drain (blood)
- Life drain is cool but doesn't work if you're up against necro
- this setup works in the long term, but want to stress that this thread is about early creeping and quickly....

The main point is going for some spells early on whether you are might or magic, to go for those big battles you would avoid in week 1 and 2. Mana is the only problem, but +30 mana skill can help here and other factors.


-tear blood focus
You are correct about focusing on blood or tears Eventho this setup kind of leans towards Tears more as it dous to blood.
Seeing as i start 80% of the battle with renforcements as first skil of my hero or pressed attack wich results into blood. it allows you to go both ways. Also with the improved Enlightenment and buying the army from the Tavern on most difficulties it will lead to most stacks wanting to flee at wich is where i usualy get my tears or blood. what also helps is leaving one ranged mob alive and just skip your turns while using your hero to spam skills untill you have used all your heals.

-life drain vs necro

Completely true. if you are up against alot of necro creeps it's probably wise to take a different "healing" spell. the above is mere y a guide line there are indeed expetions to the rule. but that is the fun part of Heroes when you need to adapt

-early creeping

well aslong as you work your way up from weak to strong you'll have no problem finnishing most your battles without losses for the hard battles well the worst case would be fate spinners in week one i guess due to lifedrain and using that to sustain your troops in most long dug out battles.

the downside to +30 mana is that at level 7 it's kind of balanced out but the higher you get the les usefull it will be. especially when at low level there are somany free usefull skills too.
but i feel that especially then spells on might champs that deal hard damage are kind of lackluster.


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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted November 29, 2011 07:54 AM

With respect to early creeping, I play hotseat with some mates and on a map we usually get to max level 15, so not alot of room to play around, early creeping is so important here.

Tear blood focus: It's important to focus on one route and get to ultimate status on tears or blood, this way it improves all your skills/spells of that path big time and gets you the advanced and ultimate abilities.

Early creeping: The +30 mana is quite important as getting to level 15 only, this perk might be 20% of your overall mana pool. Maybe as a might hero focus on might skills but throw in a lightning bolt too, just to tip the scales in final battles

Pressed attack: Way too powerful and I hear they are going to nerf this to be not so powerful (maybe this heroe's attack should be 40% damage he would normally do on his own attack) as in final battles, sometimes it's who casts pressed attack more than his/her opponent that wins battles...

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ChaosDragon
ChaosDragon


Famous Hero
posted November 29, 2011 11:01 PM

@avalon
+30 mana is good, it often crucial in small map.

Necro, Sanctuary and Haven usually doesn't need that much help from magic/skills in creeping, they are best creepers in the game. Though it depends on the map and its setting.

About retribution, for haven it's ok, but i prefer frozen ground or ice bolt in sanctuary. Those two combined with water elemental is nice. As for dazed effect for sanctuary, imo it's not that crucial, i think you get the same effect from pearl priestess.

Logistic and tactic are almost a must pick indeed.

I never find the +elemental magic (light magic, water magic, etc) good, i think it rarely gives good amount of bonus, i prefer to pick other spells or skills rather than those.


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avalon00x
avalon00x


Bad-mannered
Known Hero
posted November 29, 2011 11:29 PM

Quote:
@avalon
+30 mana is good, it often crucial in small map.

Necro, Sanctuary and Haven usually doesn't need that much help from magic/skills in creeping, they are best creepers in the game. Though it depends on the map and its setting.

About retribution, for haven it's ok, but i prefer frozen ground or ice bolt in sanctuary. Those two combined with water elemental is nice. As for dazed effect for sanctuary, imo it's not that crucial, i think you get the same effect from pearl priestess.

Logistic and tactic are almost a must pick indeed.

I never find the +elemental magic (light magic, water magic, etc) good, i think it rarely gives good amount of bonus, i prefer to pick other spells or skills rather than those.




I think you are correct about +30 mana being better in most cases as  +elemental magic. I could have sworn tho that dazzle was the reason pearl priestresses dazzled.

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ChaosDragon
ChaosDragon


Famous Hero
posted November 30, 2011 01:13 AM

Do the dazzle effect stack with pearl priestess debuff?


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avalon00x
avalon00x


Bad-mannered
Known Hero
posted November 30, 2011 01:47 AM
Edited by avalon00x at 01:48, 30 Nov 2011.

Quote:
Do the dazzle effect stack with pearl priestess debuff?




Sure dous.

Sunrider normal -> 35
after both proc -> 5


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ChaosDragon
ChaosDragon


Famous Hero
posted November 30, 2011 07:51 PM

Then i guess dazzle is a must for sanctuary.

Either early, mid or late game, it will be very useful.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted December 01, 2011 07:15 AM

Yes, Thunderclap (dazzle) is good for Sanctuary as Priestesses are the only ones that have air attack in the game (well, air elementals too)....but not sure if debuff of initiative is such a game breaker....initiative was very important in H5, but everyone has a turn in H6 per round....might be good against shooters with an initial higher initiative....

The purpose of lightning bolt is simply it's damage potential, not really dazzle....my opinion.

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