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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features This Super Thread is 555 pages long: 1 2 3 4 5 ... 110 220 330 440 ... 551 552 553 554 555 · «PREV
FdgK
FdgK


Known Hero
posted December 17, 2024 10:15 AM
Edited by FdgK at 10:17, 17 Dec 2024.

That's not a bug, that's a feature. In the HotA campaign maps there are some heroes with insanely high levels (1000 or so) which makes their speciality incredibly strong. In your examples their speciality was Air Shield and Serpent/Dragon Flies.

Edit: Sorry, started to write my post before AlexSpl posted theirs.

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tzening
tzening


Adventuring Hero
posted December 22, 2024 02:41 PM
Edited by tzening at 15:37, 22 Dec 2024.

At campaign map 4's final stretch. The Dryope fight really needs reworking. Let me explain.

Essentially, the idea was is to use exploding cloned automatons stack which ignores defense, around 80 of them or so. You need to do this around 7 times to stop the golems. However, there are many holes in this which makes it stupidly hard to implement.

1) The Diamond Golems boosted by Haste will just go after your Automatons. If they die, the clone disappears.

2) It hinges on the hero being able to cast multiple spells in one turn. Clone and then Cure for the frenzy or Slow for the golems to stop your army being shredded.

3) If you use Efreeti Sultans which have fire spell immunity, the diamond golems will just stay in the center and one shot them with Haste buff.

4) Dryope is camping in a Castle. More often than not, the clones will just get picked off by the arrow towers while the golem defend.

5) The Castle walls are ironically the only thing stopping the Golems from kicking the rest of your army. You cannot destroy the catapult unless you use AOE spells.

6) The Sentinel Automatons have no enemy retaliation. This also means that the clone cannot trigger the explosion unless you purposely use the base versions.

After trying to use the "intended" strategy for 45 mins, I just went saved up 80+ spellpower and around 2k spell points. Used my stack of Efreeti Sultans to have them run around and use summon elemental spell. The elementals soaked the golems while I cast an orb-buffed Lightning Bolt on them over and over at 3k damage. It was only 2-3 golems per cast at every 3 rounds or so. Took me 1500 spell points and 100+ rounds.

On another note, when you reach Agar's camp for the first time at the dark blue keymaster tent, why is there a one-way gate at all? All it does is block out the quest guard and seer's hut behind it if you didn't finish them first as you most likely didn't kill the hero beforehand.

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