Haven Strategy

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Haven Strategy

Unread postby {CH}ArticleBot » 20 Aug 2006, 09:35

ShadesOfSandro sends us hints and tips for the Haven town, the final section of our little six-part strategy guide. His advices are aimed at the beginner players who want to play a Might faction, since that's what the Haven is best at. The author warns us that experts might not learn anything new, the Haven not being that complex in the first place. As in the other town guides found on this site, you will find an analysis of each creature, a ranking of the heroes and a selection of skills you should look for. Please post your own Haven strategies in the comments.

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Our next goal is to update the walkthroughs based on patch 1.2 and the Heroic mode, as needed. Again, your feedback for the most troublesome scenarios will be appreciated.

FACTION INFO
CREATURES STATISTICS
CREATURES ARTWORK


HERO
SKILLS
ABILITIES


HAVEN HEROES
TOWN BUILDINGS
STRATEGY



Welcome
to my strategy on the Knights of Haven.
I play the Haven town as a
Might based town, which is what they are built for.
With the right
patience and skill selection they could be a Magic town, but it is
more fun to play into their strengths.
This is a strategy guide for
beginners, some of you advance players will look at this and know
everything contained herein.
I’m sorry I can’t really
help you advanced players, because Haven is not that complex of a
faction.
So without further ado, onto the Knights of Haven.







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Creatures


Tier 1


Peasant: Dmg (1-1), HP (3), Cost (20), Growth (22) –
Taxpayer. Each peasant supplies your town with1 gold per day.
This
ability is about all they are really useful for.
Even in large
numbers if they don’t fully kill a unit, then the retaliation
will kill a large number of them. It is recommended to keep them
garrisoned in your town for income purposes.
They can also be used
as fodder, when you need units destroyed, such as when trying to take
a Dragon Utopia.

Conscript: Dmg (1-2), HP (6), Cost (30), Growth (22) –
Shield Bash.
Conscripts have a chance to stun enemy units,
preventing them from retaliating and delaying their next attack.
This ability is very useful, but overall, you will never want to
upgrade to this unit, as you would lose the income from peasants.
Also, you want to fill your armor with other Haven units.



Tier 2


Archer: Dmg (2-4), HP (7), Cost (50), Growth (12) –
Shooter, Scatter Shot.
Obviously, these are ranged units, their
special allows the attack all targets(even friendly) in a 3x3 range.
This unit, and especially the upgraded version will make up the
backbone of most successful Haven armies.
It’s generally a
good idea to limit these troops to 1 or 2 stacks, and then surround
them with meat shields(squires, footmen, etc.).


Marksman: Dmg (2-8), HP (10), Cost (80), Growth (12) –
Shooter, Precise Shot.
Upgraded archers, very useful, will be in
your army in large numbers until the end of the game.
Precise Shot
allows marksmen to ignore a targets defense when shooting at close
range(less than 3 tiles).
This ability makes these the ideal ranged
unit for taking out a Dragon Utopia early on, even though it can be
done with archers, just easier with marksmen.



Tier 3


Footman: Dmg (2-4), HP (16), Cost (90), Growth (10) –
Large Shield, Shield Bash, Enraged.
Footmen and Squires only receive
50% dmg from non-magical ranged attacks due to their large shield.
They also have a chance of stunning an enemy similar to Conscripts.
Both also get very angry if one of their friends dies and gets a buff
to their attack.
I recommend having a single peasant, if you have
the space, and letting him die quick so your footmen/squires get that
buff early on in the fight.
These units are good for blocking your
archers, and they also can be used as your lead unit in very large
numbers.

Squire: Dmg (2-5), HP (26), Cost (130), Growth (10) - Large
Shield, Shield Bash, Enraged, Shield Allies. Squires have all the
same abilities as Footmen, but Squires also cause all allies on
adjacent tiles to take 50% of non-magical ranged dmg.
It’s a
good idea to replace your footmen with squires as soon as possible.
Protecting your archers with this unit is very highly recommended,
the dmg reduction is a very big bonus.



Tier 4


Griffin: Dmg (5-10), HP (30), Cost (260), Growth (5) –
Flyer, Large Creature, Unlimited Retaliation, Immune to Blind.
Extremely fast unit, actually is Haven’s fastest unit due to a
15 initiative, the only faster units in the game are Air Elementals,
Phoenixes, Blood Furies, and Hell Chargers/Nightmares.
So for most
battles you will have the fastest unit, which will act the most
often.
Griffins take up 4 spaces(2x2) due to their large size.
Griffins cannot be blinded.
Griffins also have unlimited
retaliation, which when coupled with resurrection becomes a very
useful ability.
You can send a griffin out in to the midst of the
enemy lines and let his retaliation take over.
These units are great
against casters and ranged units.
If Irina is your hero, then
Griffins alone can take on casters and shooters.

Imperial Griffin: Dmg (5-15), HP (35), Cost (360), Growth (5)
- Flyer, Large Creature, Unlimited Retaliation, Immune to Blind,
Battle Dive. Similar to Griffins, with Battle Dive ability added.
Battle Dive allows Imp. Griffins to leap off the field and land when
their next turn would come up, doing double dmg to any unit that is
in the space you chose to dive on.
These units are best used against
casters and shooters, since they seldom move.
With 3 stacks of Imp.
Griffins you can take out just about any unit with the appropriate
strategy, keep them in the air as much as possible against shooters
and casters, let your hero do some damage, or even your ballista if
you have one.
Against walkers, just wait with them and then attack
whenever they get too close.



Tier 5


Priest: Dmg (9-12), HP (54), Cost (650), Growth (3) –
Shooter, No Melee Penalty. Priests are a very good ranged unit, they
do much higher dmg than archers/marksmen.
It’s tough to have
more than 35 of them however, due to low growth rate, being a tier 5
creature, but still 35 of these pack quite the punch.
The no melee
penalty is kind of useless, because you really should never have to
melee with Priests if you play them right,, but it is nice to know
you can if you have to.

Inquisitor: Dmg (9-12), HP (80), Cost (900), Growth (3) –
Shooter, No Melee Penalty, Caster. Just like Priests, but with better
stats, and they are casters.
They can cast Haste, Divine Strength
and Endurance.
I like to have at least 2 stacks of Inquisitors, 1 to
cast endurance, and 1 to cast Haste or Divine Strength, whichever one
your hero isn’t mass casting.
This helps buff all your units
and then after you’re out of mana they become very good
shooters.



Tier 6


Cavalier: Dmg (20-30), HP (90), Cost (1250) Growth (2) –
Large Creature, Jousting. We already know what it means to be a large
creature, so let’s look at Jousting.
For every tile crossed to
make an attack the Cavalier/Paladin’s dmg is increased by 10%.
So if you cross 7 tiles, which is normally cavaliers max range, then
you do 170% of normal dmg.
These are good attacking units, I like to
send them to the shooters as soon as possible, they can always get to
shooters in 2 turns, and with their higher than average initiative
they can, under the right circumstances, get to a shooter before a
shot is fired.

Paladin: Dmg (20-30), HP (100), Cost (1550), Growth (2) –
Large Creature, Jousting, Lay Hands.
Very similar to Cavaliers, with
one extra space they can move, and a little bit higher initiative.
That is not what separates the Paladin from the Cavalier, however.
Lay Hands is an amazing ability if used properly.
It fully heals any
creature, without resurrecting any.
The best thing to do is to send
your Archangel in to get some damage, and then heal him for up to 219
hp.
It makes it like having two archangels in one.
A very fun army
to use is 3 stacks of 1 paladin, one moderate size stack of paladins
and 3 stacks of archangels.
With this your archangels stay alive
longer and your paladin gets to pick off any stragglers.
This lineup
is not really recommended if you are greatly outmatched, and it is
tricky to use against a human opponent as they’ll target you
single paladins.



Tier 7


Angel: Dmg (45), HP (180), Cost (3200 + 1 cystal), Growth (1)
– Flyer, Large Creature.
Really good unit, as it is a flyer,
so obstacles on the battlefield don’t mean as much, since this
unit can fly over them, but not land on them. Very high dmg output,
especially good against shooters.
Really, that is all I use Angels
for, to get close to shooters before they shoot.


Archangel: Dmg (50), HP (220), Cost (4200 + 2 crystal), Growth
(1) – Flyer, Large Creature, Resurrect Allies.
This is one
upgrade I get as soon as possible, even though it is very expensive,
but worth it.
The Resurrect ability is very useful.
As with any
ability it has to be used properly, and is best used for resurrecting
Paladins.







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Heroes


Dougal – Archer Commander –
Archers/Marksmen gain +1 to atk and def for every 2 levels, starting
at 1st.

A–1, S–1, D–2, K-1

Starting Units – 3 Stacks of 7-9 archers and an Ammo Cart

Starting Abilities – Basic Counterstrike, Basic Attack –>
Archery

Comments: Overall a very good hero, with Haven you will most likely
have archers/marksmen as the backbone of your army for the majority
of the game, any hero which makes them better is a benefit.
I like
this hero especially for the taking a Dragon Utopia early on.
The
ideal troop setup for this hero is a large stack of marksmen and a
stack of inquisitors for ranged; paladins and squires for
tanking/fodder. You can fill the rest of your spots with either
archangels or imp. griffins, whatever suits your play style best.
I
prefer a couple of stacks of archangels for resurrecting
paladins/squires. Recommended Skills – Leadership, Light Magic,
Luck, and Defense.





Ellaine – Beloved of the People –
Peasants/Conscripts gain +1 to atk and def for every 2 levels,
starting at 1st.
Also, peasants produce an additional 1
gold per day.

A-1, S-1, D-2, K-1

Starting Units – 3 stacks of 22-32 peasants

Starting Abilities – Basic Counterstrike, Basic Leadership –>
Recruitment

Comments:
Great garrison hero, and that is about all she’s
good for.
Keep peasants at home, build her counterstrike up for what
level of training you desire, and sit her at home.
Very good first
week hero hire. Skills don’t really matter for this hero, just
build up Counterstrike, if you want to train higher than archers.





Irina – Griffin Trainer – Griffins/Imperial
Griffins gain +1 to atk and def for every 2 levels, starting at 1st.
Griffins gain Battle Dive.

A-1, S-1, D-2, K-1

Starting Units – 22-32 peasants, 7-9 archers, and 1 griffin

Starting Abilities – Basic Counterstrike, Basic Luck –>
Magic Resistance

Comments: Good Secondary hero, I would try to keep her with 7 stacks
of Griffins.
Very good for attacking ranged and casters.
Aura of
Swiftness and Divine guidance are a must for this build to survive
past midgame.
This hero cannot get Unstoppable Charge, which isn’t
really considered a bad thing.
Recommended Skills –
Leadership, Attack, Defense, and Logistics.





Klaus – Cavalry Commander –
Cavaliers/Paladins gain +2% bonus dmg to Jousting ability per hero
level.
Hero gets +1% bonus to Retaliation Strike per level.

A-1, S-1, D-2, K-1

Starting Units – 22-32 peasants, 7-9 archers, 0-3 footmen (this
is the most common template for Haven heroes.)

Starting Abilities – Basic Counterstrike –>
Retaliation Strike, Basic Attack

Comments: If Retaliation Strike weren’t so useless, this hero
might fill a better role in the haven army.
Not a bad hero, but
others make use of Haven units and abilities better.
I wouldn’t
recommend going for Unstoppable Charge with this hero, as Leadership
is much more beneficial to Paladins than an improved Retaliation
Strike.
Ideal army for this hero would be heavy dependence on
Paladins, Squires and Archangels.
Throw in some Marksmen and
Inquisitors also.
You can destroy large stacks of neutrals with just
Paladins and Archangels. Have one large stack of Paladins and up to 6
single stacks of Archangels, Charge out with your Paladins, do heavy
damage, get hit, get resurrected, repeat as necessary.
Recommended
Skills – Leadership, Light Magic, Luck, and Dark Magic.





Laszlo – Infantry Commander –
Footmen/Squires gain +1 to atk and def for every 2 levels, starting
at 1st.

A-1, S-1, D-2, K-1

Starting Units – 3 stacks of 1-3 footmen

Starting Abilities – Basic Counterstrike, Basic Defense ->
Vitality

Comments: Good early hire hero, for combining footmen with Dougal’s
archers.
Other than that I only tend to use this hero for delivering
troops from castle to primary hero(I would have said training, but
with Knights that could become confusing).
If you are interested in
getting the Knight’s Ultimate, this is actually a good hero to
use for that.
Have 3 stacks of squires for tanks, add marksmen,
inquisitors and archangels.
Send one stack of squires across the BF
at a time, let them get hit, have RS cast on them, and if you have
the Ultimate, you are doing triple dmg. Rez with your Archangels,
send in the next stack, repeat, until every enemy is dead.
Recommended Skills – Luck, Logistics, Light Magic, and
Enlightenment(all required for Ultimate).





Maeve – Windrider – Haste spell’s effect increased
by 1% per level.

A-1, S-1, D-2, K-1

Starting Units – 22-32 peasants, 7-9 archers, 0-3 footman (this
is the most common template for Haven heroes.)

Starting Abilities – Basic Counterstrike, Basic Attack, Basic
Leadership – Haste Spell

Comments: Haste is a very useful spell in Haven.
Allowing these
powerful troops to move more frequently is a very big bonus.
It is
also impossible to get Unstoppable Charge with this hero.
Any troop
setup will work well with this hero; you will want to focus on quick
attacks.
Recommended Skills – Light Magic, Luck, and
Defense/Logistics.





Rutger – Pathfinder – Movement points are
increased by 1% for every 2 levels.

A-1, S-1, D-2, K-1

Starting Units – 22-32 peasants, 7-9 archers, 0-3 footman (this
is the most common template for Haven heroes.)

Starting Abilities – Basic Counterstrike, Basic Logistics ->
Pathfinding – Vessel of Shallasa Spell

Comments:
Good as a scout, and overall decent hero.
With this hero,
by later levels, you can move across the map very quickly,
This hero
is a must if you are a rusher type of player, as you can get to your
opponents before they are prepared.
Effective use of this hero will
not allow you to have reached the archangel upgrade by the time the
game is over.
Focus on building up unupgraded units and fight
quickly. Recommended Skills – War Machines, Leadership, Luck,
and Attack.





Vittorio – Siege Engineer – Ballista gain
+1 atk per level. Catapults gain +2% chance to hit walls per level.

A-1, S-1, D-2, K-1

Starting Units – 22-32 peasants, 7-9 archers, 0-3 footman,
ballista

Starting Abilities – Basic Counterstrike, Basic War Machines ->
Ballista

Comments: Worst Haven hero currently, as sieges are not a large part
of the game.
Maybe with the map editor, maps with large number of
towns can be added and this hero would be vastly improved.
If you
like to add ballistae in as an extra ranged unit, then Vittorio’s
special comes in handy, especially if you build up to the Triple
Ballista ability. 3 strong ballista shots can reduce just about any
stack to being ineffective.
Recommed Skills – Attack, Defense,
Leadership, and Luck.







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Skills

Racial Skill


Counterstrike – This ability allows the Knight to train
lower tier units to higher tier ones.
You can train a peasant all
the way up to a Cavalier with Expert Counterstrike.
The cost of this
is very high, 6570 gold, without any bonuses.
The cost can be
lowered by purchasing a Hall of Heroes, and getting the Expert
Trainer ability, which is a part of the Counterstrike skill.
It also
adds 5, 10, 20 and 25% retaliation bonus, respectively to the level
of the skill.


So, sounds like an interesting skill, but seems weak when compared
to others.
One strategy to use with Counterstrike is to wait until
you have expert trainer on your garrison hero, preferably Ellaine,
and then purchase a Hall of Heroes.
After that you should upgrade as
many of your footmen as you can afford to into Priests.
You can then
upgrade these Priests to Inquisitors if you choose to.
The cost of
upgrading a footman to a Priest is 1053 gold if you have Expert
trainer and the Hall of Heroes.
Expert
Trainer – Already discussed, it lowers the cost of training
units by 10%

Benediction – Free cast spell that raises all troops
morale, initiative, attack, and defense by 1.
Good mass spell, but
there are better you can receive through Light Magic.
Very good
ability early on.

Retaliation Strike – Knight guards 1 creature for 1 turn
by attacking every creature that attacks that unit.
This ability is
very useless in late game, but very helpful early on.
You use one
stack, probably footmen, as your tank, send them out, cast this and
let them get hit.

Unstoppable Charge – One of the weakest Ultimates in
that it isn’t very useful in endgame and you can’t get it
before endgame.
However, the skills required to get it are highly
recommended for Knights. This triples the damage of Retaliation
Strike, so if you have one unit who gets hit a lot and you don’t
like to cast spells, this is the Ultimate ability for you. If you are
interested in going this path you will have to take Logistics,
Enlightenment, Light Magic, and Luck.
You have one free spot left
available, I recommend Leadership. Enlightenment will be the toughest
to get, since it is only offered 2% of the time.
Use Aurelian’s
Skill Wheel to make sure you take the proper abilities.



American Express (Don’t Leave Home Without It)


Leadership: Highly useful, my favorite skill for Haven armies.
On expert level it increases your unit’s morale by 3.


Divine Guidance raises unit’s initiative making
their turns come faster, a must have.

Aura of Swiftness increases all unit’s movement
speed by +1.

Diplomacy allows neutral stacks to join your army more often.

Estates provides 250 gold per day, better used on a garrison
hero.

Recruitment increases Tier 1-3 creature growth, a must have
for a garrison hero.

Light Magic: Also highly useful. I recommend you go for Master
of Wrath, Master of Blessings and Guardian Angel.
With this you can cast mass Haste, and Divine Strength, and Guardian
Angel is extremely useful. I know you shouldn’t be dying a lot
as Haven, but for hit and run tactics, this ability is crucial.
Archangels get resurrected, then they resurrect your Paladins, and if
you played the rest of the fight correctly it’s game over.
Against human opponents it is really fun to let them waste most of
their army destroying you, only for your Archangels to get
resurrected and turn the battle back to you.

Luck: Always a recommended skill, no matter what hero type you
want to play.
Double damage should never be turned down. I recommend
taking the 3 basic abilities.


Resourcefulness allows you to find more resources.


Soldier’s Luck allows Shield Bash to trigger more often.


Magic Resistance gives your units 15% more Magic Resistance.
As the only true Might faction, Haven needs all the Magic Resistance
help possible.




Visa (Accepted Everywhere, but not as crucial as AmEx)


Attack: Haven is a Might faction, so increasing their attack
is very important.


Archery increases ranged dmg by 20%, even though Haven only
has 2 ranged units, this ability is still highly recommended.


Battle Frenzy increases all unit’s maximum and minimum
dmg by 1, this is very useful for Tiers 1-3, which you will have a
lot of.


Retribution causes your troops to deal more dmg based o how
high their morale is.
The correct Haven army will have a Morale of
+5 for the most part, so that makes this ability very useful.


Tactics is nice, it allows you to get your Paladins to enemy
shooters in one turn, so it’s ok to switch this ability with 1
of the previous 3, which is up to you.
I generally leave tactics
out, with high enough initiative boosts, I get my paladins to
shooters before they shoot anyway.


Power of Speed gives hero the Haste spell and allows him to
cast it at no cost, I am pretty sure this doesn’t work with
Mass Haste, but I haven’t actually tested it yet, since the
path to get this ability is not highly recommended for Haven.
You
need Expert Defense, Expert Dark Magic, and Advanced Leadership, for
a Spell that generally only costs 4 mana anyway.

Logistics: Some claim this is the most useful skill in the
game, I think it is very useful, but I also hate it.
You have to
take this skill because if your opponent is human, he/she will have
it.
If you don’t have it, you’ll be set back way too far
to have a real chance of victory.
The skill is too necessary for my
tastes.


Pathfinding is useful, if there is a lot of rough
terrain(generally there is).


Familiar Ground helps take the sting out of not having
tactics, and gives you an even better chance of reaching shooters in
one turn, especially when combined with Aura of Swiftness.


Death March is only good if you attack a lot of towns, which
you do in campaign mode.


Navigation is only useful on maps with a lot of Water (pray
for the map editor).


Scouting is pretty useless, only recommended on a scout hero,
which I don’t generally use.
You already know a range of the
units you’re fighting, knowing their exact number doesn’t
make that much difference.
It would be more useful if told you
whether you would be squashed like a bug or not.

Enlightenment: Bonus experience and bonus stats makes your
hero much stronger.
This is very good when paired up with Attack and
Defense. I don’t really worry about getting any of the
abilities as they aren’t extremely useful for Haven.


Arcane Intuition allows your hero to learn spells cast against
him if he has the ability to learn them, useless for Knights.


Intelligence increases maximum mana by 50%, only useful
ability, as you will need more mana for your Mass Haste.


Scholar allows heroes to teach each other spells, decent
ability because it leads to 2 other abilities that are decently
useful.


Graduate gives you +2 Knowledge, which is a big boost for
Haven as you probably won’t have a very high Knowledge score,
and it gives you 1000 exp, which depending on when you get it, could
help a lot or just be a drop in the bucket.
Free exp is always nice,
though.


Wizard’s Reward grants you +2 Spellpower, which makes
your Mass Haste last longer.
It also gives you 1000 gold, another
thing that should never be turned down.



Mastercard (Some Things Money Can’t Buy, not as useful as Visa)


Dark Magic: Not as good as Light Magic, but when used in
conjunction with Light Magic can be quite powerful.
Slow and
Weakness are very good spells, making enemies lose initiative and
attack for minimum dmg.


Master of Curses gives mass effect to Weakness, and it also
leads to the most useful ability in Dark Magic.


Fallen Knight is something you should always take with Dark
Magic, no point otherwise in even going for Dark Magic.
The -1
Morale can easily be compensated for with Leadership.
The +5
Spellpower is really good, makes your Mass Slow and Mass weakness
last forever.
With this you can Mass Haste your troops and Mass Slow
your enemies, under those conditions your Griffins could go as many
as 4 times before some enemy units went once.


Master of Mind is the other recommended ability since it gives
Slow a mass effect.


Master of Pain isn’t very useful, since you can only
have 3 abilities and the previous 3 are much better.


Weakening Strike adds Weakness to Mark of the Damned, I don’t
know how this benefits a Knight, I have never gotten this ability.


Defense: Really good Skill for Knights since you will have a
lot of units getting hit throughout the early part of the game, and
even midgame.
By endgame you should have a strategy to where things
aren’t getting hit.
If however you rely on use tanks, then
definitely take defense as early as possible.
This skill is best
paired with Attack and Leadership.


Vitality is necessary for you to take.
It adds 2 hp to every
creature.
This is very effective if you have massed
Squires/Marksmen.


Protection is also nice as it adds 15% magic resistance.
Magic resistance is crucial to the success of a Haven army if
fighting almost any other race.


Evasion decreases ranged damage by 20%, if taking a 3rd
ability this is the one I would advise.


Stand Your Ground increases your defense by 60% when clicking
defend, so if you ever use defend instead of wait then this ability
is useful.


Last Stand allows the last unit of a stack to have 1 hp if a
stack is completely destroyed.
This is useful if the stack happens
to be an archangel and has time to resurrect something.
That can
turn the tide of a battle.

War Machines: Only really good if Vittorio is your hero, or if
you rely on War Machines(which I wouldn’t recommend).
If you
get this skill the first ability you should take is Ballista.


Ballista allows manual control of the ballista and provides it
with an extra shot.


Triple Ballista is another ability you should definitely go
for if you take War Machines, 3 shots can do a lot of damage to a
stack.


Catapult is good if you fight a lot of towns, like in
campaigns.


First aid tent is useless, as it generally makes the best
choice for healing.
Seldom do I lose a fight because my first aid
tent healed the wrong stack.



Diner’s Club (Looks Nice, but basically useless)


Destructive Magic: You very rarely get these spells offered to
you, so generally not worth it.
If you have the right spells then go
ahead and have some fun with this.


Master of Fire causes your fire spells to decreases target’s
armor.
This makes them weaker obviously and they take more damage
from everyone.


Master of Ice causes your ice spells to freeze target in
place, making them lose their turn for a set amount of time.


Master of Storms allows your lightning spells to stun target
lowering their initiative.


Fiery Wrath adds fire dmg to all melee and ranged attacks.

Summon Magic: You also don’t know if you will get
summoning spells offered to you, though they are useful if you do.


Master of Life makes Fist of Wrath and Raise Dead more
powerful.



Master of Earthblood makes Fire Trap and Earthquake more
powerful.


Master of Conjuration makes Conjure Phoenix and Summon
Elementals more powerful.


Elemental Balance summons a small group of opposite aligned
elementals every time enemy hero summons any elemental.While this
sounds like a very good ability, it isn’t really worth it in
what you’d have to trade off to get it.

Sorcery: With Haven being much more Might oriented than Magic,
Sorcery gets put towards the bottom of the list of skills. This could
be used in combination with Light and Dark if you weren’t
trying to use mass spells.


Arcane Training reduces spell cost by 20%. I don’t know
if this works with mass spells or not as I have never went for
Sorcery with any Haven build.


Mana Regeneration doubles your mana regen rate.


Magic Insight allows hero to learn spells of 3rd
circle without having the skill.


Arcane Excellence gives you +2 Spellpower and 100 mana one
time temporarily.







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Strategy


Here I will talk about some things you probably have tried and
hopefully some you haven’t thought of.
Remember this is a
beginner’s guide, so I’ll try to leave out the too
in-depth strategies.

Paladin/Archangel
Zerg – Basically this strat calls for you to build only
enough buildings to get Paladins and Archangels and use your
resources to get as many of them as possible. You can also train up
your lower tier units to Cavaliers and then upgrade your Cavaliers
into Paladins, provided you have enough gold.
This army is very good
at taking on ranged and casters. You send your Paladins out to the
front lines, you cast Mass Haste. You also have 2 single stacks of
Paladins in the back as well as 1 single stack of Archangels for
healing/rezzing as needed.
The other stacks of
Paladins/Archangels(divided up however you want) do the majority of
your damage.
Inquisitor
Buffs – I sort of touched on this strat in the Inquisitor
description section, but it isn’t exactly the same.
In this
strat you need 3 even stacks of Inquisitors(or as close to even as
possible). One stack to cast each spell.
Your other 4 stacks should
be Paladins, Archangels, Squires, and Imperial Griffins. Buff the
Paladins and Squires with all 3 buffs.
Buff the Griffins with Haste
and Divine Strength.
After all the buffs, if enemies are still alive
then your Inquisitors start doing Ranged attacks. Your Imp. Griffins
should dive immediately if any casters or shooters are on the field,
otherwise have them wait until buffed to start attacking.
Your hero
should cast Benediction and Mass Righteous Might.
This army becomes
a powerhouse capable of taking on the strongest of foes.
If anything
dies, just have your Archangels resurrect.
The only losses you
should take are Paladins and Squires.

Griffins/Imperial
Griffins – When fighting casters or high initiative
ranged(master hunters) Then just put out Imperial Griffins(unless
Irina is your hero then you can use Griffins also).
Keep them in the
air as much as possible and the casters/shooters should be dead very
quickly.

There are many more strategies with Haven, these are just my favorites and suit the way I play, I hope you try these out and enjoy them, and if not I hope you learned a little anyway.

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