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Dwarven Strategy (work in progress)
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Mytical
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 10:29    Post subject: Dwarven Strategy (work in progress) Reply with quote

Ok I am working on the Fortress Strategy, and would like some input ("Input....need more input!" Johnny 5). This may take me a few days to get down, so bear with me. First lets look at skills, and the fact that there are very very few bad choices.

The Dwarves seem built to counter their enemies. This is not more evident then the Magic Skills available to them. Lets start their first.

Light Magic - Since they are more defensive based this is a great skill to have. Take Master of Abdure (mass deflect missile and endurence) and their defenses help vs ranged tremendously. Add Eternal Light, and not only can these spells not be dispelled, they can not be countered by dark spells (or so it seems this may change). Since that leaves you with an open slot you can choose between Master of Blessing or Master of Wrath since you don't need cleansing (or so it seems) with eternal light, I would go with Master of Wrath. Haste and Rightous Might? Their weak attack gets some boost, as do their slower units. Seems designed to counter Wizards (dispell) or any town that uses Dark Magic.

Dark Magic - Since you don't get the spells often in the mage school this one is deffinately behind Light Magic or Destruction magic as a magic school. However, if you can get the spells you can weaken your enemies further. Shrug Darkness is great vs necros and any other heroes that tend to use Dark Magic.

Destruction - If you get fireball and armeggeddon the Master of fire/Ignite/mana burst combo is very useful. Mana burst seems designed to take down casting creatures, so has limited use, but still not useless Take Master of Storms or Ice instead if you would rather. If you don't get fireball the ignite is pretty much useless...unless you also do summoning and get wall of fire. Also, Summoning can make Destruction devestating to Inferno.

Summoning - If you go runic armor (free Arcane armor spell and +4 spellpower for that spell), and Exorcism it can become very useful even if you never find a summons spell. Still a little narrow in focus, so would reconsider getting this. Seems designed to work with Destruction to take down Inferno.

Sorcery - Would really reconsider taking this skill, but again not useless. Especially facing towns that cast a lot. Arcane Training reduces casting cost, and Distract really irritates casters...

Attack - Helps allieviate some of the low attack rating this town gets. With Tactics, Offensive Formation, and Retribution (which really relies on leadership!) it can be a very dangerous skill to take. Deffinately would not take this against Dungeon though..even with Distract.

Def - Well they are a defensive race, and 30% less damage never hurts. Protection (reduced damage from magic) is helpful since you will want them close together but Preparation might just make up for this. Retal before you are damaged is pretty good skill to have.

Luck - With magic resistance (15%) and dwarven luck (15%) you get 30% magic resistance, good vs wizards..and the ability to do double damage on occasion. Not bad..but as hard as it is to say this (and I can't believe I am) there are some better skills (especially skill combos) out there.

Leadership (pretty much a must with either Attack or Def). Diplomacy is not the greatest skill, and runic attunement and empathy can actually harm you. Not sure this skill is the best way to go.

Logistics - This may be the best skill there is for the dwarves. You get the ability to travel farther, even not use movement points up for Resources and other things, and your hero starts battle with an initiative bonus.

Enlightenment - The new eagle's eye isn't as useful, but Tap Rune (get mana back for casting runes) and Mentor (give other dwarven heroes free exp) seems very useful. Just wish they would have chosen something like Mana Regen as the path instead.

War Machines - this skill is of low importance. Tripple balista and runic machines just are not the best skills here. I would go with Balista, Catapult, and Tent instead if taking this.

Refresh Rune - Very useful skill, it allows you to reuse runes you have already used.

Fine Rune - A chance to use runes without using resources. Don't see why anybody would not take this.

Greater Rune - The only thing going for it is that it is needed for some of the skills. Tripple the cost makes it very hard to use otherwise. Some rune combos as terrific hower. Make sure if you need a skill it leads to to take it, otherwise it can be ignored.

Absolute Protection - Not very difficult to get to, and you don't really give up much to get it. Your enemy always getting bad luck is very worth it to go for also.

Well that is my take on skills, next up will be Heroes, Creatures (and their uses), and a few other things. Tell me what ya think.

Edit : took out some personal remarks.
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Pol
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 11:06    Post subject: Reply with quote

Quote:
Edit : took out some personal remarks.


Why? That's what makes the taste wink
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Mytical
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 11:08    Post subject: Reply with quote

Well I want to put as unbiased opinon as I can (though some does remain) first, then add the spice in. Besides, I am trying to make a walkthrough for the Fortress and I believe walkthroughs should be as unbiased as possible.
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Pol
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 11:20    Post subject: Reply with quote

Hmm, you may added them as footnotes or such, just to differ main, strictly informative and objective part, from yours subjective, but eagerly expected, insights.
~~~~* offtopic *~~~

* mixed content
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Last edited by Pol on Sun Jan 21, 12:42; edited 1 time in total
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Lord Zeus
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 11:26    Post subject: Reply with quote

My opinion is that the Dwarves are very versatile. They have lots of skill configurations that work great against specific tows, also the almost even 20/30/30/20 atribute prob. make them suited for both might and magic.
Now while most skills can be chosen to counter certain towns I feel that Logistics->Pathfinding->Snatch->Swift Mind is almost a must also
Defense->Protection->Defensive Formation->Preparation. The problem with Logistics is that it's a 2% skill so it may be hard to get.
Regardless, with those two skills the other three should be map+opponent specific.
vs. Dungeon: Luck->Magic Resistence->Dwarven Luck gives a good chance to block their spells, Soldier's Luck makes those Blood Furies half as effective
vs. Necropolis: Dark Magic->Master of Curses->Shrug Darkness
vs. Inferno: Summoning+Destructive for Exorsism+Ignite to use against gated creatures.
vs. Academy: Luck->Magic Resistence->Dwarven Luck gives a good chance to block their spells, and maybe Sorcery->Arcane Training->Distract to prevent them form casting lost of spells.
vs. Haven: Ledership->Diplomacy->Runic Attunement to try to match their morale
vs. Sylvan: no idea. smile

PS: How does Brand's specialty work?
Fine rune gives 50% chance for free rune.
Brand starts with 20%+1% per level.
Does that mean that at level 30 he has 50%+50%=100% chance or does he have 50%*150%=75%?


Last edited by Lord Zeus on Sun Jan 21, 11:33; edited 1 time in total
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Mytical
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 11:33    Post subject: Reply with quote

Yes I agree they can set up to counter a lot of the towns effectively. I am still confused on some of the specials of the creatures..I know I seen them explained somewhere..can somebody link me this?
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Lord Zeus
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 11:46    Post subject: Reply with quote

Here is a list of creatures and their abilities.
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Elvin
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 12:02    Post subject: Re: Dwarven Strategy (work in progress) Reply with quote

A fine start sunglasses My thoughts...

As of lately I've been playing random maps but even fan maps almost always have an utopia/pyramid etc for you to find spells so even if you don't get fireball you'll get armageddon from the adventure map. I try to invest on destructive early and take abilities after I've built a bit my mage guild. Armageddon helped me take out Laszlo in the campaign who had a large army. It's worth it against might types especially if you have fire dragons and dwarven luck devious

Arcane armour is amazing but you'd need to cast it with exp summoning to reduce 50% of the damage. A lot of lvls and better left for larger maps.

I love retribution but looking at the skills I doubt I'll ever take it with the dwarves...A shame.

I always take defensive formation from defence so that even if you are charged you can reduce the damage. But preparation...It needs you to defend for it to work. I took it once and used it less that 2 times because it benefited me more to attack. Also vitality is good in earlygame both for the added hp and for adding to the chance of abilities triggering(a little of course).

Luck. I asked Sfidanza and it seems that dwarven luck works like soldier's luck: If the resistance fails you are offered another chance for 15%. Soldier's luck remains a must.

Warmachines is not that bad but it requires 6 lvls...Otherwise it helps a lot with creeping and facing enemy heroes. It can't reach the potential of destructive with ignite but it's a sure bet which is even better with luck. Not good for larger maps.

Greater rune is very good. I always take fine rune first wink but after some time being able to use a rune twice is too much of a bonus. And later on you'll probably have more resources than you'd need.
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Jolly Joker
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 12:14    Post subject: Reply with quote

Providing some facts, that some may really been expectant to know:

Changes in Dwarven building requirements:
Four buildings have undergone changes in 2.1: Both lvl 5 dwellings, and the basic level 6 and 7. I'm going to list the new requirements with the changes in brackets ("-" = less; "+" = more)

Basic Level 5: 3000 G 10 W, 10 O, 5 C, 5 G, 5 M, 5 S (-5 G)
Upgr. Level 5: 6000 G, 5 O, 5 C, 10 G (+5 C)
Basic Level 6: 4000, 20 C (-20 G, + 20 C)
Basic Level 7: 10000, 15 O, 10 S, 10 C (-10 S, +10 C)


I think this has profound changes on building strategy (and a hell of a lot for the better). You are of course perfectly able to judge this, but I think this will correct all issues with Dwarven buildings.
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Lord Zeus
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 12:17    Post subject: Re: Dwarven Strategy (work in progress) Reply with quote

Elvin wrote:

Luck. I asked Sfidanza and it seems that dwarven luck works like soldier's luck: If the resistance fails you are offered another chance for 15%.

Do you get offered a second chance for 15% or your total magic resistance?
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Mytical
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 12:20    Post subject: Reply with quote

Thanks smile.

Ok the creatures. First off realize that Dwarves are defensive in nature, and beside a few exceptions (like academy) you should pretty much always make your enemy come and get you, or advance all of your units as one. That being said, here are the creatures and my thoughts on how to use them. Also with the charge rune you can be defensive right in the enemies own yard so if you will charge with even your ranged it can be useful.

Defender - Being Armored, enraged, and having large shield they are best defending your Skirmishers/Spearweilders from melee attacks by blocking the path to them. Upgrade when possible, however, because they lack any umph.

Shieldguard - tougher and they add shieldwall, which means that for every tile any walker or flyer has to travel to hit them = 10% less damage. Very useful for 'creeping'.

Spearwielder - Very few 'shots' so get a ammo cart if you can. The ability to slow down your enemy creatures (both Speed by 50% and init by 30%) is one of the most useful traits for a defense oriented unit. Forcing ranged units to attack less often is a great ability.

Skirmishers - No melee penalty should never come into play, but still with a great increase in number of shots this unit is a desirable upgrade. Damage dealt is much better also.

Bear Rider - Even if Armored so that defense reducing spells can be resisted, this unit is a bit weak unupgraded.

Black Bear Rider - the paw strike is great. Not only does it mean no retal, but it negates any initiative the enemy unit has gathered. Another must upgrade.

Brawler - not so good for a 4th tier tbh, needs a little more umph imo. Upgrade is very useful.

Bezerker - no retal is great, especially when you increase your attack stat by your defense stat.

Rune Priest - with Ignite this guy is a godsend if you can get his special to activate (soldiers luck!). Double initial damage plus the posibility of even more damage for 3 rounds? Who can resists. Nice spells too.

Rune Patriarch - Better spells, can hit 4 enemies, can be considered a must upgrade also. (seems dwarves upgrades are pretty much all a 'must').

Thane - Big, teleports, has chance to hit more then one enemy (soldiers luck again). With rune of charge this guy can be scary. Also can sometimes double initial damage.

Warlord - even stronger, can guarantee hitting more then one unit at least 1 time (and can acta as a range for that one time). Again very useful upgrade.

Lava Dragon - a little slow for a dragon, and no flying, but still not to be taken lightly.

Magma Dragon - Magma + armeggeddon = Dracogeddon ... need I say more? smile
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Last edited by Mytical on Sun Jan 21, 13:23; edited 3 times in total
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Elvin
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 12:25    Post subject: Reply with quote

@JJ
So brawlers get no change? Aww...

@Lord Zeus
I'm not sure. If I learn I'll post it here.

Edit: His exact answer was: Dwarven Luck works like Soldier's Luck: magic resistance gets 2 chances to trigger instead of one.

Can't say for sure.
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Last edited by Elvin on Sun Jan 21, 12:41; edited 1 time in total
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 12:36    Post subject: Reply with quote

Unless I have Karli I like upg defenders on day 2 before creeping. And place them in reach of opponents but as far from them as possible, allowing them to attack first. Against other slow melee they have less casualties if you retaliate and move away again. The upgrade is so cheap that it feels an obligation! big smile

Spearwielders don't get to wound much on their own sadly. Only low hp stacks are generally easy to be wounded so better to take soldier's luck early.

Bear riders die more often than I'd like( sad ) and don't deal much damage either. They really need the upgrade if they are of any use. When upgraded make sure that when hitting creatures on the edge and paw strike triggers that they'll not end adjacent to you or they'll retaliate anyway.
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Amis
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 12:39    Post subject: Reply with quote

Quote:

Defender - Being Armored, enraged, and having large shield they are best defending your Skirmishers/Spearweilders from ranged attack. Upgrade when possible, however, because they lack any umph.


You cannot protect other creatures from ranged attacks, since large shield protects only the creature who have it.

Quote:

Spearwielder - Very few 'shots' so get a ammo cart if you can. The ability to slow down your enemy creatures (both init by 50% and speed by 30%) is one of the most useful traits for a defense oriented unit. Forcing ranged units to attack less often is a great ability.


It's -50% for speed and -30% for init.
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Mytical
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CH - Dwarven Strategy (work in progress)CH - Dwarven Strategy (work in progress)Posted: Sun Jan 21, 13:12    Post subject: Reply with quote

Doh ok will fix (guess I got large shield confused hehe).
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