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Thread: Heroes 6 SOD campaigns: Dungeon walkthrough and questions | This thread is pages long: 1 2 3 4 · NEXT» |
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Valeriy
Mage of the Land
Naughty, Naughty Valeriy
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posted May 06, 2013 02:28 AM |
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Heroes 6 SOD campaigns: Dungeon walkthrough and questions
This thread is for postings questions, tips and walkthroughs for the Heroes 6: Shades of Darkness Dungeon Campaign.
For single scenarios, see this topic: Single Scenarios
Campagins Thread Group: Haven | Inferno | Necropolis | Sanctuary | Stronghold
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You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
http://www.heroesofmightandmagic.com
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adriancat
Famous Hero
Protector Of The Peace
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posted May 06, 2013 08:22 PM |
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Hi all . I'm a noob in Heroes 6 . I can't complete the 4th mission of Dungeon ; I always get defeated by those Inferno & Haven forces . I mention I played on easy difficulty . Can you help me ? Is there something special that I should do to be able to defeat those armies ?
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 07, 2013 08:13 PM |
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Edited by Mytical at 04:14, 21 May 2013.
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Ok, so I am going to give my impressions on how to build a Dungeon Hero for the campaign. I am sure somebody else will have a better build, and disagree with me, but here it is.
Might or Magic For the campaign the default is Might, so I stuck with this. The object of the Dungeon is to do as much damage as possible as fast as possible, and Might seems to fit this. So the not really walkthrough that follows is based on this.
Blood or Tear
The question here becomes do you want to do more damage or avoid as damage as much as possible? I went with damage avoidance, as most dungeon creatures are kind of frail. So Tear it is. Feign death = get out of damage free. If you invoke it on a unit, and it gets hit the damage goes to zero and until that units next turn they can not be targeted except by AOE magic. Useful. Distract makes combat so much easier it is not even funny. Range units got you down, pluck this thing right next to them, and by the time they can do any damage to one of your units, you should be in melee range. I do not know if it works vs undead, constructs, etc (but it does elementals). So keep that in mind. Feign death DOES fool undead, etc however. Also since I like Reinforcements and Regen..its easier to get Tear points.
Stick with default hero, or build your own. I like to make my own, so I chose a Might hero with default enlightenment. Other good choices are regen master, or the one that causes lurker attacks to reduce stats. I like free skills though, which is why I like Enlightenment. That way you have 6 starting skills, not just 5.
Now I am not going to say "Get this skill at this level", but here are some useful skills.
Useful Magic Skills
Regeneration, Mass Regeneration, Life Drain, Mass Life Drain.
Magic Skills that could be handy.
Haste/Mass Haste
High Priority Might Skills
Reinforcement I, II, III. Toughness I, II, III. Cleave. Giant Slayer.
Useful Might Skills
Archery I, II. Tactics I, II, Counterstrike I, II, III.
General skills just about every town should get
Logistics, Pathfinding.
Feel free to try other builds..this ties up a lot of your skill points.
I'll have my take on the units up soon. Hopefully.
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Message received.
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natalka
Supreme Hero
Bad-mannered
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posted May 07, 2013 11:37 PM |
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by the time you have lure ultimate skill creeping archers shouldn`t be a concern
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 07, 2013 11:39 PM |
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Edited by Mytical at 00:05, 08 May 2013.
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Quote: by the time you have lure ultimate skill creeping archers shouldn`t be a concern
It's not, just makes the combat just too easy. Also, when you are facing 800+ shooters..yeah regen or life drain can keep you from losses..but why use mana when distract costs 0 mana? (I've seen 5 stacks of 300 shooters). Distract takes out two, puppeteer takes out one, you can take out two (or three) with your own shooters round one, making the rest just a yawn fest.
Feel free to make your suggestions, builds, and impressions. This is just basic info. Nothing more.
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Message received.
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natalka
Supreme Hero
Bad-mannered
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posted May 08, 2013 07:59 AM |
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no offence but better leave a comment how to beat shooters before level 15 and with week 2 army.
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 08, 2013 09:50 AM |
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Edited by Mytical at 12:14, 08 May 2013.
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Easier then you think. Reinforcement on their chosen target, race across to block them. Regen, Life Drain, and Heal (depending on town of course..since this is dungeon Regen/Life drain). Invis strikes help. Also, if you think something should be added, there is always the option to add it yourself I KNOW you are probably a much better player then I, so why leave it to me, when you probably know better then I do?
Keep in mind that this is the Campaign walkthrough thread, against only AI. Whole different kettle then against human players.
What I want to know is, against a fully upgraded Inferno town..how does a Might hero take it without losses? Magic heroes are easy. Time Stasis, Petrify, and wait inside the walls with all units until fully healed..but Might does not have that option.
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Message received.
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natalka
Supreme Hero
Bad-mannered
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posted May 08, 2013 12:26 PM |
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Edited by natalka at 12:55, 08 May 2013.
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Who am I playing with? Dungeon might? I am talking about vs AI strats too.
vs shooters
If you don`t want to spend mana send 3-4 1s across the battlefield turn 1 and if you have more init than the shooters and your 1s will reach in 2nd turn shooters will target them. It is crucial for your 1s to be able to reach 2nd round, watch out for obstacles. Otherwise shooters won't target them.Then you cast pressed attack on your shooter and your most "tanky" stack should block shooters after waiting . Don't attack with it every hp is vital, also if you have 1s left send them to block too - shooters prefer to kill them instead of taking dmg from your tank.
Bear in mind 2 things :
1) when shooters are blocked they always wait, exception are lilims and pearl priestesses -they always cast when blocked.
2) 6-7 shooters can't kill a single goblin so don't waste shots/hero attack on such stacks. Leave them to hit gobos once then retreat them. By that time your tank should be able to block all remaining shooters.
This way you take shooters without regen. This is basics, then for each faction/shooter type I have special tactics. For example with haven I wait with vestals turn 1 and then put GA on them on the wait turn and send vestals to pacify turn 2.
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 08, 2013 06:31 PM |
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As the stacks get bigger and bigger, distraction gets less and less useful. Sure it holds a couple of units for a single round, but reinforcements on your scorpicor + cleave = much more effective.
Ok there is a MAJOR spoiler ahead..stop reading if you do not want to know. Good? Ok.
In map 3 there is a Kirin boss. He has over 80k hp, and he hits really really hard, and has magic too. He is a pain. Without some MAJOR prep you are going to lose a TON of troops. Since I do not remember if there is a anti-magic shrine (gives all units anti magic for next combat) or not I am posting TWO separate tactics here. One with anti-magic, one without. Lets start WITH first.
Ok so you can't regen or life drain, and I am not sure if his Tsunami like effect is stopped or not. So to be safe I am going to tell you how to avoid him and how to prepare. You will need a couple of scrolls so wait and check your towns until you have the following. Weakness, and Slow. If you want to get slow as a skill (instead of haste) that is an option also. Since the first round you will NOT be getting retaliated against INVOKE SLOW (He is quick, sometimes getting multiple attacks in a single round). Use all of your abilities that keep you from getting retaliated against. Your minos won't be able to reach him unless you get lucky, but that is ok. Remember this round we want no retaliations.
Now you will see his tsunami like thing building. You will see four pillars..keep those in mind. On the second round cast weakness on him. Get as many of your units behind the pillars as you can. Once the Tsunami like wave passes, unleash the dogs of war. Note, this will not help MUCH, but it will help. You need lots and lots and lots of units for this fight.
Ok if you do not want to go the antimagic path. Same first two rounds (slow, weakness) then mass regen, Stone Skin (scroll) on the unit that will get retaled against, then mass life drain. For both these fights a couple of each scroll (slow, weakness, stoneskin) would be best. Optionally if you have feign death the first unit that will get retalled against (instead of stone skin) invoke feign death.
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Message received.
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 08, 2013 08:28 PM |
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Well...even though the only time I lose creatures is in final fights or against Inferno towns with the building that does damage every round to any attacking creature outside the walls..I can not get any higher rank then Champion..of course I am playing normal difficulty..so hard difficulty might get the highest rank (always do the first couple of campaigns on low settings to get the feel for the maps). My kill to loss ratio is extremely unbalanced, but hopping back and forth to fend off armies that will crush my secondary heroes (or cause extreme losses) slows you way down on the fourth map. The third map is that blasted Kirin. Rest is a cake walk, but that Kirin is a PAIN.
So I think Might might not be the way to go. Time will tell (I will try magic sooner or later and see what my ranks are). Need a much better build.
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Message received.
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Hermes
Famous Hero
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posted May 09, 2013 01:15 PM |
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Minor spoilers alert
Just completed Vein's second map. Almost cried when had to kill those innocent Dark Elves.. Lol. Dont really like Vein, and its a shame that Sveltana's voice got changed.
Overall, very very well done so far. Spectral Dragons fit really well with Necro. Necromancers portrayed as darker characters then in Vanilla(same goes to Sandro). I have mixed feelings about this.
Still wonder when will this academy hero show up, the one I got portrait for from uplay.
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Maurice
Hero of Order
Part of the furniture
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posted May 09, 2013 08:01 PM |
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Was I just unlucky or what?
I just took a bite on the second map, where you have to race ahead of two other Dark Elf clans to a Black Dragon. I play on Normal, and needed about two weeks to clear the immediate area (including the Saw Mill up top) and collect all resources and artifacts and whatmore. Somewhere during week 3, the Red Dungeon AI broke through his portal with an army that was "High" to my Raelag - and he didn't even fully clear the area around his town to begin with.
Mind you, I had accumulated all creatures on Raelag, using an 'empty' secondary Hero to ferry around troops and picking up loose stuff, and lost maybe a dozen Core creatures up until that point in all the combats I had. About two turns after I finally cleared through my own portal, the Red AI reached the Dragons, resulting in my defeat.
Should I have been (a lot) more aggressive? Pushing harder for the Dragons to begin with? If so, would I still have time to fully explore the map and tag all stat boosters along the way?
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xerox
Promising
Undefeatable Hero
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posted May 09, 2013 09:27 PM |
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Edited by xerox at 21:27, 09 May 2013.
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Just take the Ore and Saw Mill, upgrade your creatures on Week 2 and then go to the Dragon. Week 3 is to late.
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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 May 09, 2013 09:38 PM |
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Quote: Just take the Ore and Saw Mill, upgrade your creatures on Week 2 and then go to the Dragon. Week 3 is to late.
Aye, same here. I managed to take the gold mine as well (defended by Manticores). I entered the portal week 2, day 3 and when I reached the dragon, Sylsai was maybe 2 turns behind me
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 09, 2013 10:44 PM |
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*nods* Don't worry though, reaching the dragons is not the end of the map.
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Message received.
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Maurice
Hero of Order
Part of the furniture
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posted May 10, 2013 02:06 AM |
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Thanks for the tips; I guess I will try a more ... direct approach on the next attempt .
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Wanizame
Tavern Dweller
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posted May 10, 2013 07:30 PM |
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I do play on playing both, but just wondering what you guys' opinions are: Tears or Blood for both campaigns? Namely, what secondary Heroes you get (no spoilers on names though), how difficult the maps end up being and how our Heroes' approaches are different in the two paths.
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 11, 2013 09:02 AM |
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Tears for Might imo. Not sure about magic yet. As for difference for might or magic..that is situational. In some combats there will be no difference. Reinforcements is what you will most time be using on the creatures most targeted by the enemy.
However, for magic it is Time Stasis and Petrification (once you have them) to make sure you end the combat with zero losses..followed by a meditation at the very last turn.
Before level 15 again not much difference in combat strategy. Post level 15 cleave and reinforcements, followed by either life drain (if there are a lot of enemies left, or regen) if there isn't.
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Message received.
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Hermes
Famous Hero
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posted May 11, 2013 11:53 AM |
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My impressions so far:
My first playthrough was a Tears Might Class, the Trickster. I felt that the class itself is powerfull, might hero works very very well with most of your troops, especially Chakhram Dancers. Build them asap and always make sure that they survive. They are real glass canons. Tears might covers the biggest weakness of Dungeon - might defence. So those stone skins, mass regen, etc work well, heroic charge is very powerful on minotaurs and dragons, in my playthrough I used haste before I got heroic charge(on assasins to start with).
Intimidation is a must have skill for me as well. Feign Death is nice tears skill, but honestly I never had time to cast it. Other skills havr higher priority for me. Ultimate is very powerful, never used it much however.
I have just started with blood magic Raelag, and what can I say, maybe its just me, but its much easier to play. Even on a higher difficulty. Fireballs and mass agonies, and once you get that Shadow Implosion... Well things just die.
But I am overall more proficient with magic rather than might
Be careful though, Magic Dungeons relies on Watchers, and they fall like flies.
Should you choose Magic Tears, just use normal stoneskins etc with pertifications, elementals, etc. Cant say much of their specials. The fog reduces damage fairly well, even on immune Black Dragons. Stalking Shade however.. Still trying to figure out how to use it to the most benefit. Cast it on BD and move close to enemy? They might skip turns, you know
P.s. I rarely ever use reinforcements amd any healing spells, they ate just not as fun for me.
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Maurice
Hero of Order
Part of the furniture
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posted May 13, 2013 12:08 PM |
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The tactic worked, even though I had to hurry regardless at the start of week 3. My army consisted of mostly upgraded Cores, with just a few Minotaurs and Manticors. I got a bit surprised that I couldn't reach the Dragons before completing the Voices trial first - which has you running in a circle, wasting more precious time. The AI is not limited by this and can move quicker on the Dragons than the player as a result.
I still wonder how the AI managed to boost its army, though. When I saw the Red AI move through the portal, his army was "Modest" compared to mine. When I attacked that Hero a few turns later (it was pretty much making a run for the Dragons), it was "High" compared to my Raelag, without me losing troops in the mean time; despite this, I killed him rather easily. From that point onward, it was easy.
I didn't yet manage to finish the map, but it's just a round-up action now; I've basically won already, what remains is just a formality. Looking forward to map 3 .
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