Inferno Strategy Thread
- parcaleste
- Pit Lord
- Posts: 1207
- Joined: 06 Nov 2007
- Location: Sofia - Vulgaria
You can choose Deleb as a trampoline and pray for a better hero in the Tavern, better chances on to wait for Ballista (even though it's usually simple to get this one with Inferno, still the game is tricky). Them Furies are bastards... about the Skellies and the Zombies, you should have bought by a Hell Hound or two and just maneuvering around, that is what I am usually doing.
What's wrong with Deleb? Sure, her special is not worth much but even without a fireball she still enables a flying start like you mentioned in an earlier thread as Inferno is one of the 2 factions that can fully (ab)use an early ballista.Banedon wrote:I need to get lucky and get War Machines -> Ballista early, or play Deleb (I still shirk at that thought - 120 damage Fireball late-game, seriously?)
Are you suggesting coconuts migrate?
No Hell Hounds because Grok left on the first turn and never came back, and can't build the Hell Hound dwelling in time (can Skeleton Warriors and Rot Zombies be hit-and-run with Hell Hounds anyway?).
@wimfrits - thing about Deleb is that she is so focused to early-game. A fireball that does 120 damage late-game, even though it might hit multiple people, is just plain weak compared to what other heroes can bring. 20% more creatures from Nymus, or another 20% to initiative from Maeve, or +10 to all attack / defense from the creature specialists. 120 damage from fireball is really quite pathetic; what's even more the ballista gets increasingly weak later in the game as well. You still have Gating, but otherwise it sure looks like you fall into the same boat as Necro. I don't like it. I don't think Deleb is worth it either. The way it is I'd rather use a race that flows smoothly from early-game to late-game and is effective throughout. Inferno just isn't my style. Next up: either Stronghold or Necropolis.
@wimfrits - thing about Deleb is that she is so focused to early-game. A fireball that does 120 damage late-game, even though it might hit multiple people, is just plain weak compared to what other heroes can bring. 20% more creatures from Nymus, or another 20% to initiative from Maeve, or +10 to all attack / defense from the creature specialists. 120 damage from fireball is really quite pathetic; what's even more the ballista gets increasingly weak later in the game as well. You still have Gating, but otherwise it sure looks like you fall into the same boat as Necro. I don't like it. I don't think Deleb is worth it either. The way it is I'd rather use a race that flows smoothly from early-game to late-game and is effective throughout. Inferno just isn't my style. Next up: either Stronghold or Necropolis.
I'm a hypocrite because I suggested that all life is sacred and should not be wasted without good reason.
I agree that Deleb's special is pretty much useless late game; so winning with Deleb relies on her early game advantage.
As for Necropolis/Stronghold; I don't think Necropolis stands anything of a chance against any other race. Stronghold can be pretty good though; especially with the morale-rage perk.
As for Necropolis/Stronghold; I don't think Necropolis stands anything of a chance against any other race. Stronghold can be pretty good though; especially with the morale-rage perk.
Are you suggesting coconuts migrate?
- Bandobras Took
- Genie
- Posts: 1019
- Joined: 06 Jan 2006
Yeah, good luck getting it . . .lumpoor wrote:I don't really agree about the vital skills. Enlightment should be number one. The bonus is just huge.
Agreed.Destruction is very good. Not because of the magic itself, but the perks. Fiery wrath, searing flames etc.
Far too many people speak their minds without first verifying the quality of their source material.
- Lord Lakely
- Round Table Hero
- Posts: 1740
- Joined: 02 Jul 2008
- Location: The Eleventh Dimension....
IGNITE!lumpoor wrote:Destruction is very good. Not because of the magic itself, but the perks. Fiery wrath, searing flames etc.
OH MY GOD !!!!
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- Leprechaun
- Posts: 36
- Joined: 05 May 2008
Yeah, their spellpower is way too low for destructive spells. You might argue is useful for the skills, but is not worth a slot, IMHO.
With the demonlords, I always go for: Enlightment, Leadership or Attack or War Machines, Luck, Dark Magic and Logistics.
With the demonlords, I always go for: Enlightment, Leadership or Attack or War Machines, Luck, Dark Magic and Logistics.
Last edited by Elias_Maluco on 25 Jun 2009, 15:33, edited 1 time in total.
- Bandobras Took
- Genie
- Posts: 1019
- Joined: 06 Jan 2006
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- Leprechaun
- Posts: 36
- Joined: 05 May 2008
The secondary skills are nice, but to waste an slot on a skill that would be virtually useless just because some cool secondary skills? Not worth it.
Better go with Dark, which is always useful even if you got low spellpower. And you get some good secondary skills too, like suffering strike and corrupted soil. Light could be great too, but you probably never get the choice being a demonlord.
Better go with Dark, which is always useful even if you got low spellpower. And you get some good secondary skills too, like suffering strike and corrupted soil. Light could be great too, but you probably never get the choice being a demonlord.
- Bandobras Took
- Genie
- Posts: 1019
- Joined: 06 Jan 2006
Sure, it's better to go with Dark, but the Demon Lord has higher chances of being offered Destructive.Elias_Maluco wrote:The secondary skills are nice, but to waste an slot on a skill that would be virtually useless just because some cool secondary skills? Not worth it.
Better go with Dark, which is always useful even if you got low spellpower. And you get some good secondary skills too, like suffering strike and corrupted soil. Light could be great too, but you probably never get the choice being a demonlord.
Far too many people speak their minds without first verifying the quality of their source material.
Exactly ... and what kind of advantage are we looking at? If it is against neutrals, then there are already races that can take on neutrals (almost) as effectively as Deleb can, so why bother? Otherwise the other big advantage is of course rushing the other players, which isn't my style as well. I might give Inferno another try if I turn down the difficulty - currently Heroic, but might switch to Hard - but otherwise I'll let the race rest.wimfrits wrote:I agree that Deleb's special is pretty much useless late game; so winning with Deleb relies on her early game advantage.
I've never tried it, but from first looks it sure seems dubious to sink 4 levels into Destructive Magic for +50% damage from the (unreliable) Hellfire.Elias_Maluco wrote:Yeah, their spellpower is way too low for destructive spells. You might argue is useful for the skills, but is not worth a slot, IMHO.
I'm a hypocrite because I suggested that all life is sacred and should not be wasted without good reason.
Depends on the map ofcourse, but in a Heroic first 2 weeks I think a Deleb Inferno against neutrals can only be matched by Dungeon. Switching to Hard would decrease that advantage.Banedon wrote:Exactly ... and what kind of advantage are we looking at? If it is against neutrals, then there are already races that can take on neutrals (almost) as effectively as Deleb can, so why bother? Otherwise the other big advantage is of course rushing the other players, which isn't my style as well. I might give Inferno another try if I turn down the difficulty - currently Heroic, but might switch to Hard - but otherwise I'll let the race rest.
Destruction magic sounds like a very bad idea to me btw
Are you suggesting coconuts migrate?
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