|
Thread: Strategy guide + tips for noobs | |
|
Da_venom
Hired Hero
|
posted April 13, 2013 07:32 PM |
|
|
Strategy guide + tips for noobs
Dear people,
I have played this game for many years and I can say i'm reasonably good at it(not to show off ofcourse) So I will give some help for the less experienced players!
I won't go into specific detail in Factions(since this is just too map based) and skills I also won't go into much detail it's also too much faction based in which skills u get and also a bit map determinted)
But first of all some little tips to help you improve your MULTIPLAYER abilities!
For instance did u know that if u put a UNIT(doesn't matter which one but lvl 1 prefered) you increase the sight range of your mines! Now this isn't a very big thing but seeing more is always a bonus!
And at start of your game try to split as much lvl 1 units as possible to gather resourcs(if possible) Let your hero take the chest(for xp or gold, items) and also scout the whole area to see what stacks u might go first.
Always keep in mind what town you have and what you want to build. Some mines are unimportant for certain towns so if there is no need to risk units to die at a guardian unit you don't have too!
Also keep a good look out for chokpoints where enemies can enter your base or go to it(waypoints also and stuff) The faster you see your enemy incoming the BETTER you can REACT
Try to get alot of minor bonusses for your heroes or extra dwellings as soon as possible since more is always better
And third best thing is to know your FACTION your playing with every factions has it's strenghts and bonusses but also their weaknesses so take a good look in what you want! For example you have to choose between crusaders or ballistae
Crusader are melee and hit twice are reasonably tough but slow but has good speed on adv map
the ballistae is ranged mechanical(which is a sweet bonus it neglects alot of spells) but it slow and low hp and also very slow on the ADV MAP
on small maps it might not be a problem the slow speed of a ballistae but trust me the bigger the map the bigger setback u give your army if your enemy army can move faster than you, your just going to be squashed in the end TIME IS MONEY!
Another thing to look out for is a unit innate abilities! some are prefered over others and know what your unit is good against
for hero management I ussualy get 2 heroes (1 for tactics/scouting/combat/nobility and support spells for army)
and other purely magic based if possible with combat to toughen him up
and in which case i prefer
order/death magic
into chaos magic
nature and life i save for optional
their spells ain;'t very good
the reason for this is just crowd control order and chaos excell in that part (spells like forgetfullness, confusion and mass confusion come to mind)
maxing your damage or w/e is only costing your hero a turn and giving the enemy a chance to do something better
whereas making your opponent immobile or not shootable greatly improves your chances of winning!
combine this with tactics to make sure your units always start first and can deal the immobility to your enemy while your units get closer or kill
the reason for death magic is quite simple if you have alot of melee nothing beats vampiric tough cast upon them! making your units a true pain in the ass to kill!
also mass curse and things like that really help your army
(it's better to debuff than to buff)
Whereas coming for unit combinations
you have to think about what you fights against and what you want!
some things just don't work together
for a simple example I will just go for death faction and u will get the drill
for example you want vampires! which are ofcourse a great unit
they are fast on adv map and in combat they work well with imps/devils/bone dragons/ ghost
however they don't particully work well with skellies and cerbery
the reason for this is skellies just walk to slow on adv map and you really don't need that besides that skellies are weak and only good vs ranged units
but the vampire takes care of that part when it comes to immobilizing your enemy archers but coming next to them and you don't have to worry about the vamps hp it will get sucked back eventually
skellies do work well with venom spawns cause they can shield them
and for any melee creature that dares to get close your cerbery will be your back up the no retal+multiple target hit should be good enough to 1 hit the incoming stacks after the poising of the venom spawn ofc
and skellies just soak up the damage by standing in front of your units that you want to protect
the same idea goes up for other factions but you get the drift i hope
I've done writing for now and will post more later
for any advice or specific things just post here and i will elaborate!
cheers for now!
|
|
sammydakid
Tavern Dweller
|
posted May 08, 2013 04:51 AM |
|
|
summoning is a skill i highly recommend you focus to grandmaster before worrying about regular nature magic. the requirments for summoning are very light; advanced nature magic takes you all the way to master and expert to GM, so its easy to level fast and early. by lvl 8 your hero is a walking town grade elemental dwelling, and since you Grandmastered summoning nice and early, it has plenty of time to make you a whole bunch of free elements over the course of the game. at this point you can take a deep breath, turn your attention to nature magic and meditation, add an archer hero, and get ready for some legit nature play.
|
|
Da_venom
Hired Hero
|
posted May 15, 2013 02:10 AM |
|
|
lol that is some bad advice
a hero that can cast white tiger or w/e or even 2
let them cast them again and again
you get a free army faster than with summoning
it already proven that NOBILITY>summoning
and if u really want summoning to work get 3 heroes
since
SUMMONING SKILLS DO STACK
unlike necromancy where only the highest skill works
|
|
scythesong
Adventuring Hero
|
posted May 15, 2013 06:03 AM |
|
|
The Summoning skill should be used tactically. Rushing Grandmaster Summoning can backfire in smaller maps, since you need time to actually make it work.
Also notice that the Summoning skill itself becomes less powerful as you level it - at Basic, you get 10 hero XP worth of creatures. Advanced Summoning doubles this to 20, and Expert Summoning gives you 150% more creatures, for a total of 30 hero XP worth of creatures. However, Master Summoning only gives you 33% more creatures than Expert Summoning for a total of 40 hero XP worth of creatures - 150% to 33% is a massive drop. Grandmaster Summoning increases the amount of creatures you get by a mere 25%, for a total of 50 hero XP worth of creatures. It gives you elementals, but you need a lot of time to generate more of them - during that time it is all but guaranteed that heroes with Nobility/Necromancy/Breeding Pens will generate an army much, much bigger than yours. Not to mention getting from level 5 to 8 is like getting from level 1 to 5.
Da_venom is correct however that having multiple druids with Summoning is the answer. Consider that experience-wise two level 5 heroes is roughly equivalent to one level 8 hero (plus or minus a few hundred XP? I don't remember exactly >>edited: level 5 = 4600, level 8 = 10300) and you only need to be level 5 to get Expert Summoning. This is where it gets interesting - two heroes with Expert Summoning can potentially generate enough troops that they do not need to rely on their town for troop reinforcements when creeping in early game. This is because, as Da_venom said, Summoning doesn't work like Nobility or Necromancy - Summoning skills work independent of each other, so two Summoning skills = twice as many extra creatures. Summoning spells are the same, except they target the same stack - two druids spamming the same summoning spell can create a massive creature stack very quickly. The is where the Summoning skill truly shines - since you won't be relying on any reinforcements (at all, depending on neutral creature stack size) you can use all your extra cash/resources to quickly build your mage guild or your strongest creature dwellings, resulting in better tech and a superior mid-game. This also means that your heroes won't need to keep going back to your town, so they gain levels and you gain map advantage faster.
You can add a third hero by week two, possibly a Knight (for tactics) or a priest/sorcerer. Your druids should easily be at least level 5 by then, so you will have early game covered. Depending on what mage spells you get you can even skip the third hero. Have them learn Combat (who cares if you get Beastmaster, being forced to fight an extremely tough and likely magic-immune summoner-hero spamming Summon Phoenix/Water Elemental/Faerie Dragon and Dragon Strength/Quicksand isn't going to be fun for anybody) or Chaos/Life Magic (who knows, you might get Lightning/Incinerate/Armageddon/Guardian Angel/Divine Intervention) and if you gain enough level/tech/map advantage you will win.
|
|
sammydakid
Tavern Dweller
|
posted May 17, 2013 07:21 PM |
|
|
Quote: lol that is some bad advice
a hero that can cast white tiger or w/e or even 2
let them cast them again and again
you get a free army faster than with summoning
it already proven that NOBILITY>summoning
and if u really want summoning to work get 3 heroes
since
SUMMONING SKILLS DO STACK
unlike necromancy where only the highest skill works
ah da venom, my favorite man to debate heroes 4 strategy with.
summoing spell creatures such as white tigers vanish after combat. summoned creatures via the skill stick around forever. true nobility is better for getting you more creatures overall, but it is a much larger investment skill wise and you still pay for the recruits and need to manage their transportation to your leading army, unlike summoning.
nature cant readily get nobility either, the lord dislikes them.
not sure i agree with getting multiple heroes with summoning, that seems like sinking way to much exp into the skill.
and i agree with you scythsong on not bothering with it on a small map.
|
|
Da_venom
Hired Hero
|
posted May 22, 2013 05:34 PM |
|
|
well thank you for the honor sir!
haha
I do think you are missing some stuff during battles
the units u get from summoning skills DO DIE and will die forever(unless for some life spells or skills)
using nature magic to summon those creatures and can gain them in massive ammounts(faster than summoning imho) you can just sacrifice them and let them die in battlefield since they vanish anyway
and keeping your real army back in the ranks while letting the nature magic summoning do the killing
and for this u only need 2 nature heroes
while with summoning skill u will need to rely on 2 or more
if u get like 3-4 heroes with GM summoning that is kinda like 4+ elementals at a time and that goes very fast
but only worthwhile on big maps or larger
I gues in the end it's problably a matter of preferences
have to admit i'm not a very fan of nature
on a side note yes with summoning you won't need to go back to town
but is that +1 elemental really worth it?
or +4 spires or w/e depending on how good your skill in summoning is
What i do wonder is, is the summoning skill tottaly fixed like the max is 50XP per creature(a bit higher if u get the class for it)
since with necromany you will be able to summon more vamps when u level up
GM is 2 vamps i think after some levels more u get 3 and more u get 4
this also works in summoning? I don't think it does though but correct me if i'm wrong and what is the total amount of XP creature u can get with amulet of summoning+class+GM summoning
|
|
BrennusWhiskey
Bad-mannered
Famous Hero
The quickest H4 player
|
posted May 25, 2013 10:58 PM |
|
|
Hi,
I never seen you in online community but I am sure that you won't have any chance with even little experienced online player. For sure online games would destroy your theories man Just try it and comment after.
|
|
sammydakid
Tavern Dweller
|
posted May 29, 2013 06:17 AM |
|
|
Quote: Hi,
I never seen you in online community but I am sure that you won't have any chance with even little experienced online player. For sure online games would destroy your theories man Just try it and comment after.
ahh well lucky me an experienced online player is here then! please, tell us some of the heroe skills and strategy you like to purse. i would really like to know. this is after all, a thread of tips for noobs, like me apparently.
|
|
BrennusWhiskey
Bad-mannered
Famous Hero
The quickest H4 player
|
posted May 29, 2013 11:43 AM |
|
|
Quote:
ahh well lucky me an experienced online player is here then! please, tell us some of the heroe skills and strategy you like to purse. i would really like to know. this is after all, a thread of tips for noobs, like me apparently.
Well, if you browse h4 sites I am sure you find many useful tips. The basic advice is to boost heroes in their own path - so for example you are making army with tactic+mag(5lvl spells rules)+thief. Tactic will give your army strength in combat, experienced mag can win a battle with powerful spells (hypnoze, steall all enchantments, sanctuary, hand of death and others) and thief will give your army many points of movement.
This is the basis. The rest you find in the battlefield, playing with real guys.
|
|
Da_venom
Hired Hero
|
posted June 05, 2013 09:14 PM |
|
|
so basicly your saying the same as me lol
but sure i'll try u out at online game
if u got gameranger
np
|
|
Ghost
Undefeatable Hero
Therefore I am
|
posted June 05, 2013 09:23 PM |
|
|
Try Return to the Avenger! Strange what? In the dream amateurs guys take the Necropolis, etc. I'm worried about, that I can get past a team that bad.
____________
Fight MWMs - stand teach
|
|
BrennusWhiskey
Bad-mannered
Famous Hero
The quickest H4 player
|
posted June 06, 2013 10:40 AM |
|
|
Quote: so basicly your saying the same as me lol
but sure i'll try u out at online game
if u got gameranger
np
There are some online players on gameranger?
I used to play thru hamachi for years.
|
|
Nicostream
Tavern Dweller
|
posted October 16, 2013 08:38 PM |
|
|
Some minor tips, just my two cents.
If you want to get back to town fast with your thief(usually alone) for whatever reason, just attack a nearby neutral army and flee back. Sometimes it's even worth it to move your entire army back to town using surrender this way. For example when you see the enemy is close and your town is underprotected.
However, Always keep in mind that this will get you back to the CLOSEST town only.
Some tactics that have not been mentioned but have long been known may be useful to newbies.
If you use Hypnosis on an emeny unit, you can use the Martyr spell on it and make the enemy army a living shield for you. If you manage to level both Order and Life Magic to the max, you can even use Sanctuary and use only the protected unit, this way the enemy is forced to hit that one, unless he has some spells like Dispell. If that's the case you can still use this tactic with GM order and GM death. Hypnosys and Sacrifice the hypnotized unit, it will probably be faster than the enemy, if you have two heroes.
And now if we are already at Sanctuary, a Might army will die a horrible death, if you use Plague and Sanctuary simultanously. You can just sit back and watch how they slowly die. Most probably only the heroes with magic resistence will remain and that should be no match for your entire army. You can still try to use this tactic to defeat a much stronger army, even if they can dispell it with their heroes. Just kill it. Kill the hero no matter what, and then your hero with even just 1 hp rest can sit back and enjoy the show. This tactic will fail against elemental, mechanical, and undead enemies of course, you need to figure out something better for that
Quicksand, as harmless as it may seem can be a real pain in the ass. You can make it literally impossible for Behemoths to get anywhere near your army, and the enemy will not be happy because Behemoths hurt badly. If you have big amount of Water Elementals, using one turn to make half of the map quicksand can really worth it. Keep in mind that it has no effect on ranged attacks, no effect on flying creatures(unless you get rid of their flying ability) and of course it's completely useless against Teleport.
Teleport and Displacement can be used very cleverly when sieging towns. First you Displace the enemy unit from the tower, and then you teleport your Dragon Golems on the tower. Then the fun begins. You can also use Teleport to get powerful ranged troops out from the tower into the face of your army. Tasty meal for the Dragon Golems.
Best strategy tip I have from experience:
When you choose what skills your hero will learn, keep in mind that what's more useful to your army, and against your opponent is more important than what cool ability the hero will get when he reaches an advanced class.
For example, no matter what you want that hero to become, if you're against Asylum, or Order, you can not let yourself the luxury to not learn combat and max Magic Resistance. You don't want your strongest hero Hypnotized, or get one-shot by a Lightning. You can't even hide behind your troops because of Teleport and Displacement, and with chaos, all the AOE spells. The only exception to this is perhaps an Archmage with a Robe of The Guardian because by the time they can have a direct hit on him, the enemy is most probably dead.
Of course, the best would be to suit your troops, your opponent, and have a decent ability too, but I found that this kind of optimal choice can hardly be achived. Perhaps, for example, if you're against Life with Chaos, then a Heretic can come in handy, it will make all wards useless, even the Monk's Chaos Ward. Chaos and Nature spells go well with each other. Dragon Strength+Cat reflexes is just a killer. Also, the summons will make good living shields for your troops, so it's a great support too.
Hope I was useful. I don't have much PvP experience and I see there are some pro guys here, so feel free to correct me on anything
Peace.
____________
|
|
|
|