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Thread: So, are YOU blood or tears? | |
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Hermes
Famous Hero
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posted May 16, 2013 10:27 AM |
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So, are YOU blood or tears?
So, for every faction, which reputation are you best at and why?
I will start:
1. Haven.
Might - Paladin(tears), I find Divine Justice much more effective then Judgement Hour which really requires two turns to be effective(Anathema first). Martyr is also a great passive.
Magic - Confessor(tears). Resurrection plus Divine Intervention plus Mass Heals plus Racial? Hell yeah . Word of Light is underpowered and situational imo.
2. Stronghold
Might - Blood. Fits better with idea of a race for me and I dont like Might over Magic skill as it does not protect against stuff like Time Stasis.
Magic - Stormcaller(blood). I like to start with Wrath of Father sky. I find it quite effective, and does fair bit of damage.
3. Sanctuary.
Might - hard to decide. I have mostly used blood due to its awesome Twin Fangs(Kirins love it), but evading attacks sounds good to me as well. Dont play this function a lot so cant decide.
Magic - Blood - I love Tsunami, and Watery Grave as well(although it does not work on Undead)
4. Necropolis.
Might - Boneguard(tears). Love its passive skills, powerful and do not require activation.
Magic - Blood. It just fits my Necro magic playstyle(mass agony, puppet master) and I just enjoy it more.
5. Inferno
Might - Hellcaller(tears). Its ultimate, Seal of Power, is a really fun ability, with it you can easily win battles without any losses. Plus tears class adresses Inferno defense weakness.
Magic - Pyromancer(blood) best class to dish out crazy amounts of damage using Fire magic. Although I had sucess with Abyss Gate ability of Tears as well.
6. Dungeon
Might - Shadow Slayer(blood). Nice passive, and effective Soul Mark ultimate which is usable once in 4 turns helps to kill of annoying stacks. I enjoy Trickster as well but never really have time to use those abilities, and the Obilisk only has 2 hit points.
Magic - Dark Prophet(blood). That Shadow Implosion! Mass Agony first followed by that skill...wow Ultimate is alright I guess when you have an almost dead stack and lots of faceless that already had its turn. Tears class sounds attracting to me due to Stalking Shade, but its very situational ability and most of the time its better to cast something instead.
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NamelessOrder
Famous Hero
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posted May 16, 2013 11:21 AM |
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As a rule of thumb i think that because might tears passives are much better, unless you have an initiative advantage (and even then tears are still viable), you should go for tears in might vs might duels. Also, ice armor and weakness are really good in might vs might.
1. Haven.
Might - Paladin(tears).
However, one can go for blood (with no magic abilities, only +3 magic def and mass dispel) vs necro (might or magic). I still don't know which is better and i play haven might a lot.
Magic - Confessor(tears).
2. Stronghold
Might - Blood is ok, but not vs Sanc. I still think that tears is better vs magic.
Magic - like it matters but i'd go for tears vs might. No idea vs magic.
3. Sanctuary.
Might - both tears and blood are good.
Magic - i dunno
4. Necropolis.
Might - Boneguard(tears).
Magic - tears - your only job is to protect your shooters
5. Inferno
Might - both tears and blood are good.
Magic - Pyromancer(blood)
6. Dungeon
Might - tears
Magic - i dunno
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Uplay: ZergRusher | H6: Thoughts on duels | DoC: Cassa
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natalka
Supreme Hero
Bad-mannered
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posted May 16, 2013 01:33 PM |
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Edited by natalka at 15:17, 19 May 2013.
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Haven blood might
Why not take mass inner fire?
EDIT: my rule of thumb is if you are playing might vs magic then go blood for the extra attack power considering you have to take down the mage fast.
If you are playing magic vs might it is better to take a tear class because always in my games when a race occurs - who will kill first - blood spells or a might army - army wins 80 % of the games. Crowd control of a might army is the better choice.
If you are playing might vs might it is better to go tears because of the passives. Moreover I do better in longer battles so I don`t want to have units that kill many but die fast.
If you are playing magic vs magic it is better to take a blood class to kill faster though I`ve had victories with a tear class against strong casters. In magic vs magic you can really use your creativity to build what you want.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted May 20, 2013 07:27 AM |
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For Dungeon Might, one should only go Blood.....not just for special, but increased attack just goes with the whole faction's strategy and racial....
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natalka
Supreme Hero
Bad-mannered
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posted May 20, 2013 10:56 AM |
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Edited by natalka at 12:09, 20 May 2013.
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for Inferno might one can think the same - ultimate in blood class goes very well with the faction but still playing as tears versus might is better. Moreover tears give you better chance to creep on par with other factions ofc If you know how to reach ultimate on lvl 12.
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DIEGIS
Supreme Hero
power of Zamolxis
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posted May 23, 2013 09:12 AM |
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Quote:
EDIT: my rule of thumb is if you are playing might vs magic then go blood for the extra attack power considering you have to take down the mage fast.
"extra attack" using mana I suppose ...
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dacian falx behind you
-knowledge itself is power-
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natalka
Supreme Hero
Bad-mannered
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posted May 23, 2013 09:27 AM |
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Edited by natalka at 09:59, 23 May 2013.
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Blood might - 12 attack from skills while tear might - 6 attack. Moreover Heroism, Mass Inner Fire are blood abilities. Heroic Charge is especially deadly vs magic opponents because of their pathetic defense. Imagine you get morale and cleave and cast HC. My bf broke my necro wall like that killing full stack of lamasus and then sitting on top of 'em blocking liches or skells I don't remember.
Moreover, tear abilities give defense. Why the hell I'd need that defense? Better to have more proficient blood skills - e.g. more attack power. Exception is Mass Ice Armor but the 20% might dmg increase is fixed so a blood class can use it to maximize might dmg too. Another potent skill is Evasive Maneuvers & Mass Weakness- but then ask yourself - do I need 20% protection from magical units or cast something offensive to rip them apart. Taunt, Intimidation are good skills but against a caster that can kill your army with spells they mean nothing.
In H6 every time heroes lvl up the same and magic heroes have little defense not like necro in H5. So a might vs magic is something like that - might hero with 40 attack 20 defense and magic hero with 10 attack 15 defense. DIEGIS, you should know from H5 if stats are so one sided how the might army will spill blood all over.
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DIEGIS
Supreme Hero
power of Zamolxis
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posted May 23, 2013 09:41 AM |
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Edited by DIEGIS at 09:42, 23 May 2013.
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Quote: Blood might - 12 attack from skills while tear might - 6 attack. Moreover Heroism, Mass Inner Fire are blood abilities. Heroic Charge is especially deadly vs magic opponents because of their pathetic defense. Imagine you get morale and cleave and cast HC. My bf broke my necro wall like that killing full stack of lamasus and then sitting on top of 'em blocking liches or skells I don't remember.
excepting cleave Ive tried all those u mentioned with heaven, and versus necro...just lame!
but may be at that time the game was much buggiest then it is right now
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dacian falx behind you
-knowledge itself is power-
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adriancat
Famous Hero
Protector Of The Peace
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posted May 26, 2013 09:38 AM |
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Haven : might - tears , magic - tears
Inferno : might - tears , magic - blood
Necro : might - tears , magic - blood
Sanctuary : might - tears , magic - tears
Stronghold : might - blood , magic - tears
Dungeon : might - blood , magic - tears .
That is how I play usually
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