Heroes of Might & Magic V: Tribes of the East

Heroes of Might & Magic V: Tribes of the East

Wizards? Best Artificer artifact combo??
I already commented on an HC thread with same headline...
Best Artificer artifact combo?? but i'm just hoping to reach a greater audience. Plus, HC never alerts me to any threads having a response which I've commented on, like steam does.

So...

If I have Expert Artificer on a hero, Level 12 or something.
And I have all Academy creatures now upgraded, some alternatively.
What is the best Combo Artifacts to create for ALL 7 creatures?

Just curious what others create for each creature, as there are so many combo possibilities. I mean, some artifacts can be made to boost the features of a creature, while others can be made to offset what a creature lacks... so how does one make what for whom?? ANd I prefer to make those artifacts to full potential, using all three slots, making use of the Expert Artificer level. I know, they are extremely expensive at this point, which is why i'm kind of here, hoping to get better ideas or guidance so not to waste on the artifacts which may not work so well.

Maybe it differs depending on the creature upgrades? or No?
My current hero creature setup is
Master Gremlin
Obsidian Gargoyle
Magnetic G.
Archmage
Djinn Visier
Rakshastra Kshatra
Storm Titan
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To show one of my artifacts designed, weather a good choice or not... I made the "Carefull bull Amulet of Peircing" (+2 Health/+3 Defense/+3 Attack per creature) for the Master Gremlins which is a stack of x231 atm!

The masters will help keep the Golems alive, but will also attack from range when not repairing. The sheer numbers will make him a target for other range attacks, so I wanna keep him alive longer than possible, and protected. Hence the health and defense. Sense he is one of the first to move beginning of fight, he'll fire off before Golems ever get damage, so i added attack as well to make him more effective in the fight. Protecting the Masters from spells, the Magnetic Golem starts off by the Master's side, with the archmage the other side.

The Carefull Bull Am of Prcg was also the best value atm. It only cost me 15 wood/ore, 25 Cry, and 5 Gems. With Health and Def, i tried other options for 3rd, and they all had other res including sulfer and murc for all three... pretty steep!
If you got any articfacts to boost your base luck or luck skill, then go for luck boost in mini-artifact. Morale bonus is also good enough to pass by. And last one is initiative boost - your Academy creatures mostly have average or below average initiative, which needs boosting.
All in all, my recomendation: Initiative+Luck+Morale in any order you want (I guess number of spent resources won't change, only the types may swap). But for low level stacks like gremlins or gargoyles you could swap morale for health boost. Luck is too precious to give away, especially if you got initial luck stat at 1 or 2 and if mini-artifact boosts that up to 5, then you got your luck cap and almost every second attack will be lucky. Unless enemy doesn't diminish your luck by some artfacts.
Qnemes Mar 16, 2018 @ 11:42am 
It`s depends on your foes, skillbuild, herobuild, map etc.But mainly like that:
Master Gremlin - HP, deff, initiative/morale.
Obsidian Gargoyle - HP, speed, initiative/deff.
Magnetic G. - HP, deff, attack/speed.
Archmage - initiative, morale, HP/deff.
Djinn Visier - initiative, morale, deff/speed/HP.
Rakshastra Kshatra - attack, deff/initiative/speed/morale.
Storm Titan - initiative, morale, attack/deff/luck/speed.
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Date Posted: Oct 26, 2016 @ 4:38pm
Posts: 4