Dungeon vs. Inferno (Light Magic?)

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Dungeon vs. Inferno (Light Magic?)

Unread postby gzork » 29 Dec 2007, 05:10

I was wondering if anyone knew of a complete list of empowered spells? I'm fairly new to the game and my friend who's been playing for a while just challenged me to a game. We typically take our games pretty seriously so I'm trying to do anything to get an edge on him. To attempt to even out our difference in experience he's already decided and told me he's going with Inferno and using the hero Grok (I'll have to look up what that means later...). I think I do best with Dungeon, and he said he'd prefer a small map, which seems like the sort of situation where Dungeon does best.

Anyway, what I was wondering is, is there an Empowered version of Word of Light? And if there is, would it really be worth going into light magic for it? (Twilight and Fire Resistance?)

I *think* he usually uses magic based tactics, i.e. always takes at least two skill tree things no matter how he plays, which I guess in this case would be Dark and Destruction. (Played on a team with him a few times before). We're playing with ToTe, so if the extra upgrades or something factor in, there's that. And if there's any obvious way to have Dungeon units Mind Control immune that i'm somehow missing, that would help A LOT.

Any tips or help would be appreciated! :)

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Unread postby Ceres » 29 Dec 2007, 06:08

Hmm... haven't tried light with dungeon but I think Destruction Magic will do well. :)
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Unread postby Merx » 29 Dec 2007, 06:35

Well if you're playing with Dungeon you won't even have Word of Light on your Magic Guild. You will only have light or dark magic spells in the first three levels. Then for the fourth and fifth level you'll get one summoning spell and one destructive spell for each level.
So going for Light magic mastery is not worth it.
For warlocks Summoning and Destructive Magic schools are the most worthwhile to go for...

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Unread postby tb5841 » 29 Dec 2007, 10:08

As far as I know, the only non-destructive empowered spells are Fist of Wrath and Wasp Swarm.

Destructive magic is pretty poor with Inferno due to their low spellpower. And Grok has an easy time getting Teleport Assault. So I'd expect him not to use two schools of magic this time, Dark + Teleport Assault still gives a lot of casting options.

Inferno are not so good in small maps. Rush him as quickly as possible. And if you haven't seen Succubus Seducers before, test them out before you play him so that you're prepared for them.

Let us know how it goes.

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Unread postby P0i50Z » 29 Dec 2007, 10:49

Well, if I were you I'd go for Haven in this one.I think Haven is best against Inferno.Using training as quick as possible to come up with a strong army (no Peasants, of course) is fatal on a small map.Also this way you'll have Word of Light and also Magical Immunity if he's an adept of Destructive Magic.They also have many tactics you can use in combat.You just need money.
Last edited by P0i50Z on 29 Dec 2007, 18:37, edited 1 time in total.

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Unread postby Ceres » 29 Dec 2007, 11:39

tb5841 wrote:As far as I know, the only non-destructive empowered spells are Fist of Wrath and Wasp Swarm.

Destructive magic is pretty poor with Inferno due to their low spellpower. And Grok has an easy time getting Teleport Assault. So I'd expect him not to use two schools of magic this time, Dark + Teleport Assault still gives a lot of casting options.

Inferno are not so good in small maps. Rush him as quickly as possible. And if you haven't seen Succubus Seducers before, test them out before you play him so that you're prepared for them.

Let us know how it goes.
I agree with this.

Just creep fast, you know how abusive Dungeon is when it comes to creeping. Get Secrets of Destruction and Enlightenment. Sorcery will help too. And have a decent Spellpower.
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Unread postby gzork » 29 Dec 2007, 11:57

I was thinking of using Haven, because I've heard that its ideal against Inferno for reasons I was never clear on, and because now that I've looked at it, Rutger might kind of counteract Grok's bonus, but at this point I think I pretty much need Stalkers and empowered spells to capture mines as early as possible. I have that little understanding of tactics in this game, it's hilarious.

The thing is I won't have much time to try it out between now and the game, but I think I've got this much figured out, on a small map, you pretty much need Logistics, and there's no point in playing Dungeon without Destructive magic. Stalkers are a lot more durable than Assassins, so I like them. A lot. And using Armageddon with an army of Black Dragons does, in fact, not work well when you're using Red Dragons.

Thanks for the tip about the Seducers, and of course, that I wouldn't get Word of Light. That changes things...

Anyway here's the build I came up with for a rushing-based strategy hero thing. http://i9.photobucket.com/albums/a99/Gzork/Untitled.jpg The downside to this is for all I know he comes to this side, but then again, I think my plan's ingenious so I get to feel good about myself, so it kind of balances out.

I'm leaning pretty heavily towards Lethos, or maybe Eruina. Bonus damage seems like it would help in fights that you want to force to be fast.[/img]

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Unread postby gzork » 29 Dec 2007, 12:02

Ah, I started typing that before you said that and finished after... I was a little uncertain about secrets of destruction, but come to tinhk of it, that's mostly because I'm used to campaign, where you end up with all the spells from the schools you use.

I also thought Enlightenment might lose some effectiveness in a small game, but I'm probably wrong about that, I 'spose. Looking back I'm thinking I might want to take Sinitar just for his starting skills, and lose Dark for Enlightenment, and try the Secrets of Destruction thing, knowledge is nice to have.

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Unread postby Ceres » 29 Dec 2007, 12:10

Yes, I think you need mana, since his imps and or upgraded tier 1 creature will steal it. I honestly don't know how much he could make in a small map, but I think it is a threat so, better have a lot of it.

Just my simple suggestion. :)
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Unread postby parcaleste » 29 Dec 2007, 12:42

If you want to use Armageddon play with the Dwarfs - both Rune Patriarchs and Rune Keepers + their Dragons are immune to fire + you got pretty good chance of having Word of Light or Resurrection in the castle :)

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Unread postby Mirez » 29 Dec 2007, 17:07

parcaleste wrote:If you want to use Armageddon play with the Dwarfs - both Rune Patriarchs and Rune Keepers + their Dragons are immune to fire + you got pretty good chance of having Word of Light or Resurrection in the castle :)
not to mention flame lords (who can also 'cast' mark of fire on some1)
add ignite to that and it's the pwnz0r ^_^
treants are dendrosexual 0_o

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Unread postby P0i50Z » 29 Dec 2007, 17:15

gzork wrote:Ah, I started typing that before you said that and finished after... I was a little uncertain about secrets of destruction, but come to tinhk of it, that's mostly because I'm used to campaign, where you end up with all the spells from the schools you use.

I also thought Enlightenment might lose some effectiveness in a small game, but I'm probably wrong about that, I 'spose. Looking back I'm thinking I might want to take Sinitar just for his starting skills, and lose Dark for Enlightenment, and try the Secrets of Destruction thing, knowledge is nice to have.
I think I can find a better combination for Dungeon if you want me to...For Lethos.I saw you want to pick him.


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