What!!!! No love for my beloved Academy??

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What!!!! No love for my beloved Academy??

Unread postby Aerosoldier » 05 Jan 2008, 16:22

I was searching this forum for any Academy topic but there isn't one!!!
Well i'm gonna buy a new pc next month and i'm gonna buy Heroes V complete too, so i just can't wait to play this game and i'm really tired of WOG!


I just wanna know what's your opinnion for my ACADEMY faction in tribes of the east...
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Unread postby Jolly Joker » 05 Jan 2008, 17:27

Academy was always my least favorite town, no matter the heroes installment, for different and varying reasons, but H5 has changed that. I find that town in H5 extremely interesting to play (that's something I like H5 for, by the way; there is no "boring" faction anymore).

Of course that doesn't mean you'll like it. :)
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Unread postby Aerosoldier » 05 Jan 2008, 19:43

I played with Academy/Tower/Wizards since Heroes II, and i just use this town 90% of times, well i know Academy was way too overpowered in Heroes IV so i can accept if we aren't the top anymore...

And i hate!!! really i hate how now my Titans don't hate Black Dragons anymore, coz a friend and my cousin(Heores fans too) used Dungeon so our feud was very fun...
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Unread postby Kalah » 05 Jan 2008, 20:11

I don't like the H5 Academy faction very much; I think it's too weak. That's my opinion, of course, and I might be chastised by players who are experts at playing with Academy, but I find Academy units weaker than those of other factions.

One very nice thing, though, is the ability to forge magical items for your creatures. That's why having an Academy town is a plus no matter what faction you're playing.
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Unread postby Akul » 05 Jan 2008, 20:33

Academy is the 3rd favourite town in community (after Necropolis and Stronghold). Also, the atmosphere of theme is also nice and their heroes are the best, IMO.
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Unread postby Metathron » 05 Jan 2008, 20:47

Kalah wrote:One very nice thing, though, is the ability to forge magical items for your creatures. That's why having an Academy town is a plus no matter what faction you're playing.
I think you can only forge artifacts for Academy creatures using an Academy hero (with the artificer special ability).

Anyway, I like Academy a lot. Levels 1-3 do indeed seem to make it weak, they have the most awful early lineup of creatures in my opinion (god do those gargoyles stink), but mages and djinns are excellent.

Academy also has the best atmosphere of any faction.
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Unread postby Kalah » 05 Jan 2008, 22:15

Metathron wrote:I think you can only forge artifacts for Academy creatures using an Academy hero (with the artificer special ability).
Yes, you need a wizard. But you can get one and keep him in the town, making artefacts for you.
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Unread postby Metathron » 05 Jan 2008, 22:25

So mini artifacts are not reserved to Academy creatures only then?
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Unread postby Bonzer » 05 Jan 2008, 22:32

A favourite tactic of mine (rarely happens though), is to have Expert Sorcery, Artefacts to boost initiative, and artificer artefacts to boost Mages initiative. Also "Teleport" spell.

When the opportunity arises, Teleport the mages to the back row corner of the enemy, and have them fire right across, hitting everything!

My favourite faction varies, but Academy is current (again).

My dream start is to hire Narxes as my main (making the most of magi at higher levels), and Havez as housekeeper who transfers all his gremlins to Narxes on day 1, swapping for 1 gargoyle. I usually select random artefact, and if I can get boots of windstriding I am a happy bunny.

Yes, Gremlins are weak, but if you can save them up until you have several hundred, plus artefacts to boost att/def they do a goos job.

Yes, gargoyles have limited scope, but again when there are enough, with a speed boost they can block enemy missile troops and take initial retaliation.

Yes, Golems are slow, but they protect gremlins, can take initial retaliation, and deal lots of damage when buffed and supported by a strong hero.

On another tactical note, how many of you target the enemy's catapult when under seige? If I can put it down in 2 - 3 turns only fliers can get in and they don't last long.

Like ALL the races, Academy rocks when its strengths are magnified and weaknesses protected.

Have fun Aerosoldier, keep reading the forum for tactical tips, I did.

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Unread postby Titanus » 06 Jan 2008, 09:20

Jolly Joker wrote:Academy was always my least favorite town, no matter the heroes installment, for different and varying reasons, but H5 has changed that. I find that town in H5 extremely interesting to play (that's something I like H5 for, by the way; there is no "boring" faction anymore).
Especially early game Necropolis's battles, with the continual use of raise dead spell in order to preserve your army, are extremely boring. Fortunately, the new Necromancy skill keeps the interest high, trying to plan ahead what creatures you will raise during a week's time, given the neutrals in the surrounding area.
Metathron wrote:Anyway, I like Academy a lot. Levels 1-3 do indeed seem to make it weak, they have the most awful early lineup of creatures in my opinion (god do those gargoyles stink), but mages and djinns are excellent.

Academy also has the best atmosphere of any faction.
Gargoyles do indeed stink, I couldn't agree more; almost worthless offensively. Golems could use a boost in HP also and Djins... they make excellent... flies :D because of the way they drop!
Bonzer wrote:Like ALL the races, Academy rocks when its strengths are magnified and weaknesses protected.
I love Academy because it's the most versatile Faction; it adapts almost perfectly to any enemy, by following closely or negating their strengths (stemming either from skills, primary stats or the possession of powerful artifacts).

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Unread postby Jolly Joker » 06 Jan 2008, 10:44

Titanus wrote:
Jolly Joker wrote:Academy was always my least favorite town, no matter the heroes installment, for different and varying reasons, but H5 has changed that. I find that town in H5 extremely interesting to play (that's something I like H5 for, by the way; there is no "boring" faction anymore).
Especially early game Necropolis's battles, with the continual use of raise dead spell in order to preserve your army, are extremely boring. Fortunately, the new Necromancy skill keeps the interest high, trying to plan ahead what creatures you will raise during a week's time, given the neutrals in the surrounding area.
Metathron wrote:Anyway, I like Academy a lot. Levels 1-3 do indeed seem to make it weak, they have the most awful early lineup of creatures in my opinion (god do those gargoyles stink), but mages and djinns are excellent.

Academy also has the best atmosphere of any faction.
Gargoyles do indeed stink, I couldn't agree more; almost worthless offensively. Golems could use a boost in HP also and Djins... they make excellent... flies :D because of the way they drop!
Bonzer wrote:Like ALL the races, Academy rocks when its strengths are magnified and weaknesses protected.
I love Academy because it's the most versatile Faction; it adapts almost perfectly to any enemy, by following closely or negating their strengths (stemming either from skills, primary stats or the possession of powerful artifacts).
Some comments:
1) Mark of the Necro has been nerfed considerably and since then you can forget "continual use of raise dead spell".
2) I completely disagree about Academy creatures; I mean you can't have it all: if you do HAVE a good level 1 shooter (and the Saboteur upgrade boosts the Gremlin's power in a really impressive way) you need ONE guarding unit, which means STURDINESS. Those Gargoyles are cheap AND sturdy, for example like Zombies. BUT they have speed as well to go and block shooter units with their 2nd turn, something you cannot do with other meat shields. So Gargoyles are not only good as meat shields against solid non-shooters, they are usable against shooters as well.
With Golems, your advantage for the basic unit is that the Gremlin Masters can repair them, while the Magnet Golem upgrade will allow quite interesting stunts in combination with Destructive (area) spells while you have a number of options to go for the feared spellcaster neutral units with either your level 2 or 3 units.
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Unread postby Metathron » 06 Jan 2008, 13:04

Bonzer wrote:A favourite tactic of mine (rarely happens though), is to have Expert Sorcery, Artefacts to boost initiative, and artificer artefacts to boost Mages initiative. Also "Teleport" spell.

When the opportunity arises, Teleport the mages to the back row corner of the enemy, and have them fire right across, hitting everything!
Wow, that sounds like a great tactic and heaps of fun I should think. However, I am thinking of the aftermath...just how many mages do you lose doing that (I am one of those possessive types who throws a fit if even one of them falls :D)?
Titanus wrote:and Djins... they make excellent... flies :D because of the way they drop!
I must disagree here. When attacked by a mid-to-high level enemy, they do indeed fall rather easily, but it's their great offensive power coupled with speed 8 that I really appreciate. And the djinns of TotE (this might apply to some of the later patches as well, I don't know) gained a much needed magic resistance as well.
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Unread postby Saurus » 06 Jan 2008, 13:36

Metathron wrote:So mini artifacts are not reserved to Academy creatures only then?
They are.
I just tested this recently. I had an army with academy creatures + elves.
When I tried to place artifacts, the elves was grayed out.

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Unread postby Titanus » 06 Jan 2008, 13:58

Jolly Joker wrote:Some comments:
1) Mark of the Necro has been nerfed considerably and since then you can forget "continual use of raise dead spell".
2) I completely disagree about Academy creatures; I mean you can't have it all: if you do HAVE a good level 1 shooter (and the Saboteur upgrade boosts the Gremlin's power in a really impressive way) you need ONE guarding unit, which means STURDINESS. Those Gargoyles are cheap AND sturdy, for example like Zombies. BUT they have speed as well to go and block shooter units with their 2nd turn, something you cannot do with other meat shields. So Gargoyles are not only good as meat shields against solid non-shooters, they are usable against shooters as well.
With Golems, your advantage for the basic unit is that the Gremlin Masters can repair them, while the Magnet Golem upgrade will allow quite interesting stunts in combination with Destructive (area) spells while you have a number of options to go for the feared spellcaster neutral units with either your level 2 or 3 units.
1) Because of the fact that it's been nerfed it's not that easy to kill enough HP to regenerate 9 spellpoints worth of HP. And if you regenerate them you will probably need them to cast Raise Dead for a second time, rather than cast another spell (if you are given the chance that is).
2) First of all, I would take Master Gremlins any given day... sorry but resurrecting golems is far superior than +3 attack, +1 initiative and a very situational special.
Yes Gargoyles are sturdy blockers, but this attribute doesn't justify damage only met in Peasants and Goblins, the worst unupgraded level 1 creatures in that department. In all HOMM instalments prior to this one, Gargoyles had always been blockers, BUT they had also been an adequate (nothing pioneering and excessive) offensive solution. Their damage from HOMM1 to HOMM4 had always been 2-3. ALWAYS!
And Master Hunters are fast, double-shooting ranged units and have good chances to toss the enemy back in the initiative bar, Cerberi have no retaliation and are extremely fast etc. etc. I know what golems can do, but defensively they ought to be better than almost any Level 3 creature, (offensively maybe slightly worse), making up for their unbearable slowness. Initiative mini artifacts (as long as you can afford the resources of course to develop your town properly and equip other units simultaneously) will make a difference after Knowledge 16, quite late that is.

Metathron wrote:
Titanus wrote:and Djins... they make excellent... flies :D because of the way they drop!
I must disagree here. When attacked by a mid-to-high level enemy, they do indeed fall rather easily, but it's their great offensive power coupled with speed 8 that I really appreciate. And the djinns of TotE (this might apply to some of the later patches as well, I don't know) gained a much needed magic resistance as well.
Alas, their offensive properties have decreased in ToTE, losing both attack (-2) and damage (-3 minimum/maximum give or take). Not that great now even in their offensive capabilities.

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Unread postby Jolly Joker » 06 Jan 2008, 14:59

Titanus wrote: 1) Because of the fact that it's been nerfed it's not that easy to kill enough HP to regenerate 9 spellpoints worth of HP. And if you regenerate them you will probably need them to cast Raise Dead for a second time, rather than cast another spell (if you are given the chance that is).
The question was whether Necro is boring. I think it's not, since you do need to look forward and never go back, no matter what.
Titanus wrote: 2) First of all, I would take Master Gremlins any given day... sorry but resurrecting golems is far superior than +3 attack, +1 initiative and a very situational special.
You are overlooking that you can RETRAIN upgrades. It's no problem to start with Saboteurs and then, when you do TAKE whatever Golems into your army retrain them (or PART of them(!)) to Masters.
Titanus wrote: Yes Gargoyles are sturdy blockers, but this attribute doesn't justify damage only met in Peasants and Goblins, the worst unupgraded level 1 creatures in that department. In all HOMM instalments prior to this one, Gargoyles had always been blockers, BUT they had also been an adequate (nothing pioneering and excessive) offensive solution. Their damage from HOMM1 to HOMM4 had always been 2-3. ALWAYS!
Again, you are overlooking that Gargoyles are not only STURDY blockers, but FAST blockers as well, easily justifying the low damage. Blockers aren't on the battlefield to do damage anyway - I mean, who cares whether a couple of Gargoyles to 5 or 10 damage in retaliation? And who cares whether they always did a certain number of damage in prior Homm installments?
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Unread postby Metathron » 06 Jan 2008, 15:44

Titanus wrote:Alas, their offensive properties have decreased in ToTE, losing both attack (-2) and damage (-3 minimum/maximum give or take). Not that great now even in their offensive capabilities.
Oh? I was not aware of that. Still, it is the practical use of djinns that makes me say they are more than decent attackers; also, if some of their stats seem lacking compared to other factions' tier 5 units, then there's also the matter of getting a few extra djinns per week (not to mention the +500 gold), which I think should be taken into consideration as it makes up for their inadequacies IMHO.
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Unread postby tb5841 » 06 Jan 2008, 18:10

Academy are my favourite faction - probably the best at early game neutral killing, and they can adapt to any situation.

Gremlins are pretty average units, they do very little damage, but having an early shooter helps lots with early neutral armies. And repair/sabotage are both brilliant.

Gargoyles also do very little damage, but this hardly matters since the main point of Academy troops is to stay alive while the hero does everything. Elemental gargoyles are fantastic, with their aura they inflict more damage than any other level 2 unit does, and obsidian gargoyles work very well with armageddon.

Golems are brilliant defensive units, which is exactly what Academy needs. Magnetic golems can be resurrected by master gremlins, by archmagi and by heroes, making them extremely difficult to kill.

Magi are brilliant (can do lots of damage even with wizards' awful attack rating), Djinns are fairly poor (though the magic resistance is very helpful) and the L6/L7 units are average.

But what makes Academy brilliant is that a wizard can choose magic schools and crafted artifacts differently depending on who he is facing, whereas lots of other towns have to play the same way every game, making them predictable.

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Unread postby tb5841 » 06 Jan 2008, 18:10

Academy are my favourite faction - probably the best at early game neutral killing, and they can adapt to any situation.

Gremlins are pretty average units, they do very little damage, but having an early shooter helps lots with early neutral armies. And repair/sabotage are both brilliant.

Gargoyles also do very little damage, but this hardly matters since the main point of Academy troops is to stay alive while the hero does everything. Elemental gargoyles are fantastic, with their aura they inflict more damage than any other level 2 unit does, and obsidian gargoyles work very well with armageddon.

Golems are brilliant defensive units, which is exactly what Academy needs. Magnetic golems can be resurrected by master gremlins, by archmagi and by heroes, making them extremely difficult to kill.

Magi are brilliant (can do lots of damage even with wizards' awful attack rating), Djinns are fairly poor (though the magic resistance is very helpful) and the L6/L7 units are average.

But what makes Academy brilliant is that a wizard can choose magic schools and crafted artifacts differently depending on who he is facing, whereas lots of other towns have to play the same way every game, making them predictable.

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Unread postby Metathron » 06 Jan 2008, 18:57

tb5841 wrote:Academy are my favourite faction - probably the best at early game neutral killing, and they can adapt to any situation.
I think the title of "best early game neutral killer" has to go to Dungeon by a long shot, what with blood sisters, empowered spells and especially stalkers.
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Unread postby Aerosoldier » 06 Jan 2008, 19:42

And what's Academy best Hero for Multiplayer(long maps)??
I just played once in my cousin house(lives far away of my home) and i used Jhora coz her ability sounds good...
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