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Posts from Haven faction discussion.

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All those who think that Haven is a weak faction, try not to use them for attacking ;) It's a perfect faction for defense. A little about the creatures of Haven:
Guards
The backbone of the entire Haven army. In Heroes 6, we see an improved ability for armored units: "large shield." Now, Guards absorb 50% of the damage from all friendly units standing on adjacent squares, while only receiving 25% of the damage themselves. Therefore, they will often be a target for the Guardian Angel. So, all the basics of unit placement will revolve around the correct tactical placement of Guards.
Crossbowmen
Do Crossbowmen have low damage? Perhaps, if you compare them to Spiders and Necromancer's Liches, but thanks to the -50% physical protection on the enemy when they fire, and arrows that hit "through" enemies, they have become new Elven Hunters crossed with Academy Mages. When creating your hero, you can choose an ability that allows Crossbowmen not to hit friendly units.
Vestals
They can heal a friendly creature twice in battle, have strong magical damage, which is rarely used due to the limited mobility of Vestals and the need to quickly return under the protection of Guards, as Vestals have a low defense rating. I don't recommend using the healing ability to damage enemies, only if the enemy is much weaker than you.
Griffins
Excellent creatures, as was correctly noted earlier, they are indispensable during sieges. This has always been the case in all games of the series. But now, it's not so easy to escape from an un-upgraded Griffin. You can no longer move to an adjacent square and avoid damage :) The Griffin dives directly onto the selected unit, regardless of its (the unit's) movement. Unlike Imperial Griffins, which, like in Heroes 5, attack in a straight line with a width of 2 squares, so we are in no hurry to upgrade Griffins.
Shimmers
A real gift to Haven from the developers. They attack without retaliation, return to their original position, have a large amount of speed, the ability to blind, and strong magical attack. But most importantly, they remove all positive effects from enemy units (both the attacked units and those standing on adjacent squares) and all (except for special abilities) negative effects from friendly creatures standing on adjacent squares. Upgrade them as soon as possible. Shimmers are an excellent way to give the enemy a hard time while on the defensive :p
Sun Knights
The unit in our army that is least suited for defense. It has a low defense rating and a rather small physical attack. I recommend using them to block enemy archers. They have a pretty good ability that allows them to move through obstacles. In my opinion, it's the weakest unit in the army.
Seraphs
Our defense and support, they can resurrect a large number of allied units twice in battle and also add initiative and morale. They have one of the highest health and defense ratings in the game. But the attack is actually small, or rather, not as large as we would like :o
P.S.: If someone has written something similar, I apologize, I confess, I haven't read all 44+ pages of the topic.
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Vestals
In battle, they can heal a friendly creature twice. They have strong magical damage, which is rarely used due to the limited mobility of the Vestals and the need to quickly return under the protection of the Guardians, as Vestals have a low defense stat. I do not recommend using the healing ability to damage enemies, only if the enemy is much weaker than you.
You forgot to mention their ability to pacify an enemy, which is extremely useful.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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Zybr
You forgot to mention their ability to pacify the enemy, which is extremely useful.
I was writing from memory based on the beta, so I forgot a bit.
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
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Hello everyone. After playing Heroes for two days, I have a lot of questions, especially about hero development. Which skills do players choose for Knights and Clerics? The new talent tree is overwhelming. (I should mention that I don't play duels and haven't even reached level 15 with any hero yet, so I'm interested in the development up to level 14.)
For me, the optimal starting hero is the Cleric because he starts with Guardians and Vestals, which allow you to overcome many challenges without losses in the early game (I play custom maps on hard difficulty, without dynasty bonuses).
So far, my favorite unit is the Vestal. They deal a lot of damage with their healing ability. They saved me in a battle against Necromancers by taking down the Archliches. Sending them out on scouting missions under the protection of the Guardian Angel is also a good strategy when you have around 100 of them. I'm disappointed with the Knights, especially compared to the Champions in previous games. Now they are just a large, intimidating mass of units. Although their additional abilities seem very cool, like bursting into a Castle as a beam of light, bypassing closed gates, and attacking without retaliation, in reality, if an archer unit supports a core unit, the Knights will simply remain on that core unit.
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Up to level 14? Vestals + guards + archers, guards should ideally be leveled up. Have a 1-3 week supply of these. Buy all of this and go clear the map, optionally leaving the second hero to gather resources and upgrade a cheaper castle.
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
In reply to Klivren
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Klivren
Until level 14? Vestals + guards + archers, guards preferably upgraded. This should be enough for 1-3 weeks, depending on the difficulty. Buy all this and go clear the map, optionally leaving the second hero to gather resources and upgrade a cheaper castle.

Yes, there are no questions about building a castle and creating powerful stacks, the question is which abilities and skills to upgrade for the hero, not for a resource manager, but for a combat hero. And that's where I get confused, my eyes wander. Ideally, leadership is good, more double turns, more guardian angels. Logistics is also clear, tactics are most likely a must-have, and then what? Magic? Ranged attack? Defense?
In reply to G10ry
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G10ry
There are no problems with building a castle or creating powerful stacks; the question is which abilities and skills to develop for the hero, not the quartermaster, but the combat hero. And here I get confused, my eyes run wild. In theory, Leadership is good, more double turns, more Guardian Angel. Logistics is also clear, Tactics is most likely a must-have, and then what? Magic? Ranged attack? Defense?
Tactics is a must-have in the first place; max it out in subsequent turns when facing serious opponents; Tactics is everything.
Ranged attack, we only have one archer (more correctly, a crossbowman) at levels 1-2, and he already attacks the entire field.
Max out Counter-Strike; defense is our second priority.
Endurance increases the maximum health reserve by 2%.
If we are playing a mage, we develop Light or Earth healing; we can develop both, and don't forget to increase their magical power with special abilities in the Light and Earth branches. Also, don't forget about mana; there is a separate branch for it in Primal Magic. In it, you can also increase the hero's overall magical power and magical defense.
A good skill is Ambush, which gives +5 initiative at the beginning of the battle. Reinforcement increases the total number of creatures by 1-2 levels; we develop it when we need to fight serious opponents.
Among the battle cries, you can develop Heroism; it is now cast on all characters, mass, instead of a specific field as it was in the beta. Also, a good battle cry is Push Back.
We develop battle cries for the hero's warfare skills, of course.
We develop Charismatic Leader and Chosen of Fate for characters regardless of their affiliation; these skills increase morale and luck, respectively.

P.S.: This is the kind of description that needs to be done; you can't write it in 10 minutes. As soon as I play the release version of the game, I will definitely describe the tactics and development of the Alliance of Light in more detail.
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
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Klivren, thank you for the detailed response, but there are too many skills to learn even half of them. For example, I just finished playing on the "Fortress of Honor" map, and my main hero was only level 9. Now, about what I've tried: Reinforcement. Complete garbage; it adds 4-5 units to 50 archers. I upgraded it to level 2 (it heavily depends on the strength of the army, i.e., it gives a very weak bonus to a weak army, so it won't help you break through a strong stack at the beginning). Heroism. Yes, it's a pretty good mass ability. Why only upgrade it for the War skill? Why is Heroism for War better than Heroism for Cleric? Endurance. In theory, it's a good skill, but the question is whether it's better than the Guardian ability. Counterstrike. Thanks for the idea; I'll definitely try it. Regarding magic, I tried playing by upgrading the Heal spell in the Light school. In another battle, I tried mass Stone Skin. So far, I'm not impressed. Heal restored 300 HP (to a single target), and mass Heal gave 100 HP to everyone. At the same time, the Vestals were dealing 600-700 damage. So, I'm wondering if spending 3 valuable skill points on this is a waste. If I had to choose between Charismatic Leader and Chosen of Fate, I would definitely choose Leader; it turns out to be much more useful. And yes, another question: what is the best skill to take for a hero at the beginning? For now, I've settled on Toughness. P.S. Here's the build that I used to complete my last game. It may seem strange. Hero mage with the Toughness ability. Logistics Tactics Learning Heroism II Charismatic Leader II Aggressor II I took Aggressor and Heroism to increase the army's offensive potential because the defense is already quite good. And yes, it turned out to be a mage without magic. I chose this hero type only because they start with Vestals instead of archers.
In reply to G10ry
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G10ry

Now, about what I've tried:
Reinforcement. Complete garbage, it adds 4-5 units to 50 archers. I upgraded it to the second level (it heavily depends on the strength of the army, i.e., it gives a very weak bonus to a weak army, so it won't help break a strong stack at the beginning).
Heroism. Yes, it's a pretty good mass ability. Why only upgrade it for the War path? Why is War Heroism better than Cleric Heroism?
Endurance. In theory, it's a good ability, but the question is, is it better than the Guardian ability?
Counter Strike. Thanks for the idea, I'll definitely try it.
Regarding magic, I tried playing by upgrading the Heal spell in the Light school, and in another battle, I tried mass Stone Skin. I'm not impressed yet. Heal restored 300 HP (to a single target), and mass Heal gave 100 HP to everyone. At the same time, the Vestals were dealing 600-700 damage. So, I'm wondering if spending 3 valuable skill points on this is a waste?
If I have to choose between Charismatic Leader and Chosen of Fate, I will definitely choose Leader, it turns out to be much more useful.

And yes, one more question, what is the best ability to take for a hero at the beginning? I'm currently leaning towards Tough Skin.

P.S. Here's the build that I used to complete the last game. As strange as it may look.

A mage hero with the Tough Skin ability.
Logistics
Tactics
Learning
Heroism II
Charismatic Leader II
Aggressor II

I took Aggressor and Heroism to increase the army's offensive potential, because the defense is already quite good. And yes, it turned out to be a mage without magic. I only chose this hero type because at the beginning, you get Vestals instead of archers.
You should forgive me, but you lost more than you gained by choosing a mage. Don't forget about the abilities that you get for reputation. You didn't mention which path you chose, Tears or Blood? I can't remember what I would choose, and I don't feel like getting out my laptop with the pirated version.
Regarding Heal, what did you expect with that hero build? You didn't upgrade any abilities that enhance magic, so the Heal spell is weak. If you don't want to spend points on magic, why choose a mage, just for the Vestals?
Why not upgrade Heroism for a mage? Because there are many skills that a mage hero can use during their turn, unlike a warrior hero, who is usually limited to reputation abilities and combat shouts.
In Earth magic, I meant the Regeneration skill, which provides health regeneration for several turns. In my opinion, it's a pretty useful skill.
Regarding the starting ability for a hero, I choose an ability that allows archers to shoot without hitting friendly units.
Aggressor, the benefits of this ability were extremely insignificant in the beta, and I only upgraded it if I had extra points.
Reinforcement, as I wrote, this ability is necessary towards the end of the game, and it's used on Guardians, which you were doing. And you correctly noted that it depends on the number of creatures in the hero's entire army.

P.S.: All my observations are based on playing the beta for 50-100 hours and a quick study of the skill changes in the pirated version. As I've mentioned many times, my licensed copy is still on its way. :smile51:
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
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I think I leveled up Heal pretty well, Heal -> Mass Heal, and Light Enhancement at level 2. I haven't tried Restoration yet, but I definitely will. Regarding reputation, I still don't understand how to earn enough points. So far, I've only noticed one way: chase neutral creatures after they run away, attack them, and then release them. But with this method, it's hard to fill even half of the reputation bar, no matter which way you go. P.S. It would have been easier to buy Heroes on Steam for 600 rubles. No need to wait for delivery, and there are no problems with broken keys from Bookka.
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Klivren essentially writes well. But Aggressor is a complete failure +1 damage. Not serious.
G10ry, a mage for the sake of Vestals... I haven't encountered anything more foolish, no offense.
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Hello. I have a question: how do I actually use the Vestal's "Pacify" ability? After upgrading, they still only have one ability in battle, which heals. Could it be because I'm playing the campaign and not custom games? Thank you.
In reply to Belerafon
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Belerafon
Good afternoon. I have a question: how do you actually use the Vestal's "Pacify" ability? After upgrading, they still only have one ability in battle, which heals. Could it be because I'm playing the campaign and not custom games? Thank you.
In my opinion, this ability is no longer available as such; now, the Vestal's healing ability simply drains health, just like any other light healing ability on dark units. :)
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
In reply to Klivren
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Klivren
In my opinion, this ability is no longer present as such; now it simply heals Vestal, draining HP, just like any light healing spell on dark units. :)
This is very strange, as the unit's description in the game itself states that this ability exists. It seems to be a bug.
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"Pacification" triggers when attacking Vestals, with a certain probability! This is a passive skill.
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