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Posts from Haven vs. Necropolis

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14 years ago
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Hello everyone.
In Heroes 6, I currently like three factions: Necropolis, Haven, and Sanctuary.
I can easily play as Necropolis, but I can't defeat Necropolis when playing as Haven.
Tell me, how do you play?
I'm currently using a starting hero who is a Mage, with the Education specialty (a total of +35% experience), and I'm developing skills in Light and Earth magic.
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14 years ago
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Once I finish the campaigns, I will definitely create a detailed guide on the Haven faction and its playability. For now, I'm exploring all the other factions. I can say this: out of all the factions, Haven, with its Sanctuary, has the best chance of defeating Necropolis.
In reply to Klivren
14 years ago
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Mode: Skirmish Map: "Distant Bridge" I: Haven AI (medium): any.

Hero - warrior. Ability "increased experience" (+10%), dynasty bonus +200 gold/day

Day 1: the hero explores the chests (1350 experience) and the stone of enlightenment. Build a tavern. Immediately order Rosalia (why? 7 novices + 3 recruits per week). Upgrade "Economics 1", train troops for the main hero, and collect money; Rosalia collects all the money!!!
Day 2: build a town hall (+1000 gold). Main Hero level 5. Upgrade the main skill "Harass", and I, for example, upgrade shooting (levels 1 and 2), tactics, and stamina.
Day 3: Market (+500 gold).
The main units are tier 1; tier 2 units are not needed on this map! We take improved infantry, unimproved archers, and vestals, and clear the entire map. The AI killed the main hero right in the castle.

Time to complete the map: 2 weeks, 3 days. Achievements: "Survived to tell the tale" (no units lost).
In reply to Umbru
14 years ago
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We played many Alliance vs. Necropolis duels with friends and concluded that the Alliance is overpowered because: 1. Resurrections: * Vestals (2) * Seraphs (2) * Racial ability * Light magic (area of effect and single target) * Earth magic (area of effect and single target) The Alliance is simply unkillable – no other race has as many resurrection abilities. 2. Invulnerability 3. I would like to highlight light magic separately: * Aura of Retribution 3 – it’s very annoying when it’s on the Seraphs, and they keep attacking Necromancer damage dealers. 4. Alliance archers – with a hero who has a bonus for them – are a real problem; you always have to watch out so that fewer stacks are exposed to them, or take them out immediately. 5. Gleaming weapons are simply a terrible weapon – massive damage + spell removal + unreturned attacks (with reinforcement and constant resurrections, they are unkillable). 6. Guardians, despite their low level, are quite dangerous due to their ability to buff nearby friendly troops (if you keep them next to 2 high-level stacks, it becomes pointless to attack those 2, and in general, you can buff anyone, but the main thing is to protect 2-3 units – this is more effective)
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14 years ago
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Don't worry, this isn't the last patch. They'll nerf your faction soon.
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14 years ago
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Then Necropolis will be weakened as well ;). Haven is indeed a powerful faction, with the best faction ability :)! But you need to know how to use it. By the way, they also have a significant advantage against Necropolis: Vestals and Luminaries have a Light Strike attack. In addition, the healing of Vestals and the healing spell that can be learned by the hero are effective against the undead! So, Haven is a real alternative to Necropolis; there is no need to weaken it :).
14 years ago
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Today, I played as Necropolis against Haven and lost, but only because on an unfamiliar map, I unexpectedly ended up with an incomplete army near the enemy's Castle. :)
So, he spent almost 2 weeks' worth of main and elite unit production on 40 Ghosts that didn't move from their position. :) Only his archers, which weren't finished off by Agony, and the Vestals survived.
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14 years ago
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I've always questioned the usefulness of the Agony skill.
In reply to Klivren
14 years ago
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Klivren
I've always questioned the usefulness of the Agony skill.
When the final battle is between heroes of level 11-14, there's plenty of mana but not much health left – why not? Agony lasts for three turns, slowly dealing damage. In that battle, I regretted not having mass Agony and some kind of Lightning spell. I lost, but I still had a lot of mana left at the end. The Knight ran out of mana on turn 2.
In reply to Supric
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14 years ago
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Necromancers are overpowered. In a duel against Haven, I haven't won against my friend even once. A fully developed Necromancer mage heals their units incredibly well. For example, at level 1, they summon 37 ghosts in a duel, and 105 in a stack. It's completely unbalanced, considering that it doesn't cost mana and replenishes almost instantly, if not faster.
Best countered with a Paladin - a warrior with maxed stats. Martyr helps a lot.

Added 1 minute ago
Also, does anyone have a bug where the enhanced griffins don't deal damage when they fall?
In reply to Антоха
14 years ago
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Yes, it's a known bug – upgraded griffons don't deal damage when attacking from the air.
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14 years ago
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And that’s it… the apocalypse is canceled – the wizard easily defeats the Necropolis faction.
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14 years ago
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Nothing like that. Your Haven faction looks weak; you barely have any archers, while the Necropolis has three. I easily and effortlessly defeat the AI playing as Haven.
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14 years ago
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A weak archer is the only downside of the Haven faction :). A mage hero increases the damage of Vestals and Luminaries, and Light deals more damage to undead than any other type of damage. The rest has already been mostly listed: 3.5 flying units, blinding Luminaries, the "Aura of Retribution" with Seraphim tanks... A worthy faction that can definitely defeat Necropolis. There's no need to cling to the undead so much ;).
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14 years ago
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A weak archer is the only downside of the Haven faction.
This weak archer easily gathers all the necessary resources, so that even the Luminaries can be built.

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