Your favorite Multiplayer Dungeon Hero?

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.

Your favorite Multiplayer Dungeon Hero?

Ybreth(Dark Ritual)
0
No votes
Lethos(Poison Master)
4
12%
Eruina(Mistresses)
6
18%
Sorgal(Lizard Bite)
0
No votes
Sinitar(Empowered Spells)
10
30%
Kythra(Minotaurs)
1
3%
Vayshan(Assasins)
4
12%
Yrwanna(Blood Furies)
8
24%
 
Total votes: 33

Phoenix_1973
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Unread postby Phoenix_1973 » 24 Oct 2006, 18:31

Yrwanna without any doubt , especialy on heroic difficulty . She gives a large bonus to an exactly unit , which acts more frequently than any other on battlefield and starts with 3 times more maidens than standart warlock . Already on 1st week she can pass throught hordes of squires and golems without loses and as soon as she takes tactics or finds boots of winds the shooters like marksmen or hunters also would be skirmished easy . In large maps I prefer these skills for Yrwanna :

Irresistable magic : Emprowed spells , elemental chains
Enlightment : +50% mana ( present on start )
Luck : soldiers luck , warlocks luck
Attack : tactics , power of haste , retribution
Sorcery : -20% to spell cost , erratic mana
Destructive magic : depends upon what would be in MG

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Kilop
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Unread postby Kilop » 24 Oct 2006, 18:58

any hero MP without logistic is a waste. ( except on small maps )
and everone one has to agrea, that on small to medium maps without necs or razzak Lethos is clearly gg. ( the more troop syou have the less he is usefull ).
And huge maps on the other side, Eruina is the best, considering your are building a magic warlock ( wich SHOULD be the case ... )
I support(ed?) Nival... flame on !!!
The truth pure and simple is seldom pure and never simple...

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Sir_Toejam
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Unread postby Sir_Toejam » 24 Oct 2006, 20:28

any hero MP without logistic is a waste. ( except on small maps )
actually, I often abandon logistics for secondary heroes used to defend towns.

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Shauku
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Unread postby Shauku » 24 Oct 2006, 23:36

That is quite true, on many maps like Mystics Vale it is quite necessary to have those important skills to defeat the enemy that you are about to meet very soon. You want Destructive, Attack and Luck ASAP. But still not to have logistics is more of an exception to the rule...

Btw I always forget that it is Scouting that is required for Teleport Assault and not Pathfinding. Darn!

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PhoenixReborn
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Unread postby PhoenixReborn » 25 Oct 2006, 03:13

In regards to standing on creatures making them disappear I think it should be changed also. If you block a gating circle the creature gates into an empty square...so if you block a creature if it is raised it should be raised onto an empty square.

In regards to logistics I think it can be a wasted skill slot. For example in the one mp game I played I did not take logistics. Sure he expands faster but resources are finite (or of finite use)...also, he has to come get me sometime and when he does my expert attack (or whatever skill and subskills) is going to make a difference compared to logistics which does not help in the tactical combat.

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asandir
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Unread postby asandir » 25 Oct 2006, 03:34

true, but having logistics built up allows for quicker expansion and build up of towns (in theory at least) which means he is likely to be further along unit wise when he gets to you .... which could mean big trouble!!
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Gaidal Cain
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Unread postby Gaidal Cain » 25 Oct 2006, 06:36

PhoenixReborn wrote: For example in the one mp game I played I did not take logistics. Sure he expands faster but resources are finite (or of finite use)...
Exactly. So the faster you are, the larger part of the cake you'll get. That coupled with stefan's view is what makes logistics strong.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

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okrane
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Unread postby okrane » 25 Oct 2006, 09:04

Gaidal Cain wrote:
PhoenixReborn wrote: For example in the one mp game I played I did not take logistics. Sure he expands faster but resources are finite (or of finite use)...
Exactly. So the faster you are, the larger part of the cake you'll get. That coupled with stefan's view is what makes logistics strong.
I guess it depends on many things. Sure it is useful to move further, but the bonuses other skills have might turn the edge in combat. I for one usually go for: Destructive, Sorcery, Luck, Attack and Enlightment, now which one should be replaced by logistics? They're all very stong and even if the enemy has a larger army, maybe these skills will help me defeat it anyway.

One the other hand, when dealing with a level 20 Rutger ot Grok with boots of travel and with stables visited, I think logistics becomes more likely a must. If you can't catch him, surely you will be forced to retreat in your town and wait for him there... and he can take advantage of this to get really strong and defeat you anyway... Well I didn't play multiplayer that much, but I imagine it this way...

All in all I guess Logistics isn't in any way imbalanced, it just depends on the map and on the oponent whether you should take it or not... just like any other skill...

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Alamar
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Unread postby Alamar » 25 Oct 2006, 13:37

IMHO is handy but it's not the "slam dunk" skill that many people are making it out to be.

If you take logistics early you can certainly get around to things more quickly but it doesn't help you fight any better. If you can't beat that hoarde of swordsmen for a mine it doesn't matter how fast you can move.

I would say on small maps where you don't have much time to fully develope a hero logistics isn't a skill that I would deliberately take.

On the other hand with XXL maps with large starting areas it is hard to debate its usefulness.

As with many skills there are times to take it and times where you shouldn't bother ...

Specifically for most Dungeon heroes you have to make a sacrifice in order to take logistics. Do you want to ignore Destruction? Sorcery? Enlightenment? Luck? Leadership? ... which skill(s) do you not take with the increased costs of L4 & L5 spells?

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Kilop
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Unread postby Kilop » 25 Oct 2006, 14:16

well that is up to you, but being able to travel faster doesn t only mean you have more ressources which means more troops ...
But you also have more fights which means more xp even more with enlightment, so eventually, it is like having a hero 30% stronger on big maps.
Not even talking about the threat it poses when you can t reach him, ut he can reach you !
So I ll say it again, logistic on anything else than small and medium maps is a must.
I support(ed?) Nival... flame on !!!
The truth pure and simple is seldom pure and never simple...

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Shauku
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Unread postby Shauku » 25 Oct 2006, 15:14

A fast enemy is a dangerous enemy.

It is about that much easier to dominate the map with logistics, even a stronger Hero is unable to defeat one that he cannot catch. And then he appears, when you are not prepared. Divide and conquer.

Logistics is not a "passive" skill that is always useful the same way like Leadership is, which basically increases your creatures initiative massively. Logistics must be played agressively to get back what you loose from not taking that Leadership... And a good player can do that to a very great extent.

wayne
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Unread postby wayne » 30 Oct 2006, 15:58

Been playing my favourite hero Eruina quite a lot lately and realised that perhaps she's not the best since my Mistresses attacked thin air quite often...

BoardGuest808888
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Unread postby BoardGuest808888 » 02 Nov 2006, 11:02

I vote Yrwana. Increase in durability for fury is useful.

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Kilop
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Unread postby Kilop » 03 Nov 2006, 22:48

still one shoted by most of enemy s shooter as a priority ...
I support(ed?) Nival... flame on !!!
The truth pure and simple is seldom pure and never simple...

BoardGuest808888
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Unread postby BoardGuest808888 » 05 Nov 2006, 13:16

That be why she become helpfull in the first place. At least now you already know which one of your troop that would be taken first ? A prediction, even at the slightest hint, of what'll your opponent do always helps.

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Phobos
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Unread postby Phobos » 05 Nov 2006, 16:57

Now that Empowered spells can be affected by Warlock's Luck, Sinitar is my absolute choice. I just love the destruction which a lucky Empowered Meteor Shower can do!

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Kilop
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Unread postby Kilop » 05 Nov 2006, 18:00

yeah, sinitar is good... but end game when mana doesn t matter, eruina is better.
I support(ed?) Nival... flame on !!!
The truth pure and simple is seldom pure and never simple...

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atma6
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Unread postby atma6 » 05 Nov 2006, 19:27

Yeah, but early and midgame are far more important.

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Kilop
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Unread postby Kilop » 05 Nov 2006, 19:30

well I believe a game ends ... endgame :devious:
I support(ed?) Nival... flame on !!!
The truth pure and simple is seldom pure and never simple...


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