Posts from Play as Inferno.
In what order should I build a Castle, capture mines, which creatures should I buy, which heroes should I use to defeat neutral creatures, and how should this happen? Which skills should I develop for each hero, which schools of magic, and why? I want to understand not just follow a certain scheme, but also understand why I am developing skills in this way, for this hero, and in this situation.
Moreover, you need to understand the principle - and this can only be done through experience (play more). For starters, here is an article about developing Necropolis (to understand the essence - it should help)
http://heroes.ag.ru/heroes5/advices/11/
And then, by analogy, taking into account the features of the map (sometimes you need to take money instead of experience for someone)
Added 1 minute ago
And in general, read the forum of this site
Added 56 seconds ago
And in general, read the forum of this site
P.S.
about Necromancer development
Just tell me the building order (specifically for INFOS).
/topic/698/
To be honest, I haven't played as Inferno for a long time, so there might be inaccuracies in the build order; I've already forgotten some details: tavern-cauldron-magistrate-tower-guild of mages-market-kennel. If possible, upgrade the kennel on the very next day; before the castle, it is advisable to build Halls of Temptation. After that, do as you wish.
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
And if a person wants to understand why something is done one way and not another, they need to figure it out themselves.
There's nothing complicated about it: take a piece of paper, a pencil, and play, recording all the construction costs (you can use Art-Money or codes to add resources and gold and build the city). This way, you'll learn what and how much you need (similarly, you can determine at what point you'll need a rare resource). It's unlikely that you'll be able to conquer mercury, sulfur, etc., on Veteran difficulty in the first week playing as "Haven," so you need to determine how much of them you need to gather by a certain day of construction.
I can't say anything more specific right now – it's been a while since I played as them.
http://vkontakte.ru/id13369110
(by the way, few "hardcore players" choose it =) why, remains a mystery to me. Maybe I just don't understand the techniques of playing with demons=)
I don't know what "hardcore players" are, but I consider this skill to be one of the priorities and try to take it as soon as possible - I even posted a replay where it clearly demonstrates its power (see details in the topic "Weak Demons", message #124).
I confidently state that in the late game, Demons beat EVERYONE, except for the overpowered Winged Azrael.
Justification: gating and monstrous initiative.
Formula:
1. Grak. No alternatives.
2. Forget magic schools. Seriously, forget them. Everything is decided in the first 2-3 turns of the hero, during which he must cast mass Stone Skin and Haste, and then the Bard is unnecessary.
3. For the final battle: Fast Gating, Wide Gate to Hell.
4. For neutral creatures, and also useful in the end: General Stone Skin, then General Haste, Tactics (if there are no Boots of Swiftness +1).
5. Thus, we prioritize Logistics and Luck, then Defense.
With Expert Gate, that's 14 levels – not that much.
With Attack and General Haste, that's 18. We can add another 2-3 levels for reserve.
If the game drags on, you can, of course, also level up Darkness, depending on who you're playing against; an alternative is Leadership.
I've never played with the Super Ability, but that's just cheating.
6. If there are alternative artifacts, merchants, etc., the main thing is initiative. The main artifacts are the Amulet of Mastery and the Ring of Swiftness (+20%).
7. Unit upgrade choices:
- Old Imps (automatic mana drain, otherwise they might get taken out quickly)
- New Demons
- New Cerberi
- New Succubi (even if the opponent has antimagic for 1 turn, a key enemy unit is disabled. It's fun against Orcs – you charm the Executioners, and that's it, they're done...)
- Old Pegasi (very often, their Fright ability helps to reduce the initiative of a key unit)
- New Horrors (more initiative and speed, the rest doesn't matter)
- Old Devils (also more initiative and speed, the rest doesn't matter)
8. In the first 2 weeks, we only make one upgrade in the buildings – for Cerberi. We save money, sulfur, and sometimes wood.
In the second week, we only buy upgraded Cerberi and don't buy anyone else – we save money. In the third week, we can buy upgraded Demons (level 2) and 1 Horror – to sometimes reduce the defense of neutral creatures. We don't rush to buy the rest. We develop.
9. In the final battle, we gate everyone except the Succubi, with which we charm the approaching key unit.
If there is an Amulet of Mastery, that's it – the opponent is doomed. Devils also gate, and the speed of the entire gating is monstrous.
Those who don't believe, take any hero except Winged Azrael, get a crate of beer, and let's go to a club (Minsk). Load, for example, Armageddon's Blade. So that they don't talk about "masses" of Dwarves and Necromancers – they can't do ANYTHING...
Playing as Demons on medium-sized maps – that's Mastery! I'm learning.
I don't visit here often, but I decided to share my thoughts.
I confidently state that in the late game, Demons beat EVERYONE, except for a ridiculously overpowered Winghorn.
Justification: gating and monstrous initiative.
Formula:
1. Grak. No alternatives.
2. Forget magic schools. Completely forget them. Everything is decided in the first 2-3 turns of the hero, during which he must cast mass Stone Skin and Haste, and then a bard is not needed.
3. For the final battle: Fast gating, Wide Gate to Hell.
4. For neutral creatures, and also useful in the end: General Stone Skin, then General Haste, Tactics (if there are no +1 Speed Boots).
5. Thus, we get Logistics and Luck as the main skills, then Defense.
With Expert Gate, this is 14 levels – not that much.
With Attack and General Haste – 18. Well, we put another 2-3 levels as a reserve.
If the game drags on, you can, of course, also level up Darkness, depending on who you are playing against; an alternative is Leadership.
I've never played with the super ability, but it's cheating anyway.
6. If there is an alternative in terms of artifacts, merchants, etc., the main thing is initiative. The main artifacts are the Amulet of Mastery and a +20% Speed Ring.
7. Upgrade choices:
- old Imps (automatic mana drain, otherwise they might get damaged)
- new Demons
- new Dogs
- new Succubi (even if the opponent has antimagic for 1 turn, the opponent's key unit is taken out of action. It's fun against Orcs – you seduce the Executioners, and that's it, they're done...)
- old Horses (very often their Fear helps to reduce the initiative of the key unit)
- new Fiends (more initiative and speed, the rest doesn't matter)
- old Devils (also more initiative and speed, the rest doesn't matter)
8. In the first 2 weeks, we only make one upgrade in the buildings – for Dogs. We save money, sulfur, and sometimes wood.
In the second week, we only buy upgraded Dogs and don't buy anyone else – we save money. In the third week, we can buy upgraded Demons (level 2) and 1 Fiend – to sometimes reduce the defense of neutral creatures. We don't rush to buy the rest. We develop.
9. In the final battle, we gate everyone, except for the Succubi, with which we seduce the nearby key unit.
If there is an Amulet of Mastery, then the opponent is doomed. Devils also gate, and the speed of the entire gating is monstrous.
Those who don't believe, take any hero except Winghorn, put a crate of beer, and let's go to a club (Minsk). Load, for example, Armageddon's Blade. So that they don't talk about "masses" of Gnomes and Necromancers – they simply CAN'T do anything...
Playing as Demons on medium-sized maps is a true skill! I'm learning.
1) Nimue and Deleb are bitterly crying in the corner.
2) A Demon without magic will be crushed by everyone, except for the Tower. There is simply nothing to counter enemy magic with, except to rely on magic resistance (and even then, it won't help against Light magic).
3) No questions.
4) Well, good luck getting the Defense skill, which drops in 2% of cases.
5) Again, good luck getting the Leadership skill...
6) The opponent can also put on a bunch of artifacts for initiative, and all your overwhelming advantage will disappear.
7) The choice of upgrades depends on the stage of the game (early/mid/late) and the opponent's race.
8) No questions.
9) The Amulet does not give any guarantee that you will WIN.
2. Defense works great.
3. Deleб for LATE game? You're kidding.
4. Nimues doesn't handle neutrals well; his skills are only useful in the final stages.
5. Leadership is a nice bonus – I wrote down the number of levels needed for the essential abilities.
Therefore, it's better not to take anything extra besides what's necessary.
If there are extra levels at the end, you can try to get a couple of levels in Darkness – for Blind or Mass Dispel.
But Stone Skin and Haste are still the most important.
6. Regarding initiative against the opponent: +20% to high initiative gives a better boost than +20 to low initiative.
In short, only Elves are decent opponents, and that's it. But this is for a specific late game. It's more difficult in the mid-game.
That's why Demons are considered a weak race because they don't take into account what I've written.
Grok develops quickly and handles neutrals very well.
In the late game, you can easily wait for defense.
You need to focus on the army (which is doubled with fast gating) and not waste slots on magic.
That's exactly how it should be done
I'm telling you – let's play. I just don't know how to play online.
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
Будьте осторожны со своими желаниями. Иногда они исполняются.Сервер в Discord
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