Might & Magic: Heroes VI

Might & Magic: Heroes VI

harf4ng Jan 12, 2014 @ 11:17am
How to play Kiril in Inferno campaign?
Hi,

Kiril is a might character. To me he is a bit more blood than tears, so I built it like that. My first blood character.

What I wonder is, should I take spells as well? He has not a lot of mana points as a might one. For now I took the fire spell which increase damage and initiative, as to me it is important to play first in a battle, but I wonder if I made the good choice. Especially the all army version is very expensive. But without this spell and without ways of healing me, I lost too many creatures in fight, and I can't efficiently use my succubus charming skill.

So, any advice would be welcomed.

Thanks
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Showing 1-12 of 12 comments
Les Grossman Jan 13, 2014 @ 7:15am 
You see, it's very complicated. As for myself, I never mix up might and magic in one hero and always stick to heroes' main affinity. Why? Because buffs and bonuses. Example:
Might affinity is best at buffing your troops, your might power/defence, creatures health, parries and etc will sustain your army great deal.
Magic affinity doesn't buff your army so good, it focuses on obtaining powerfull spells and maxing out Magic Power or Defence considering what kind of mage you are (damage dealer or buffer).
But there are many players successfully using hybrid heroes, and doing great, it's more matter of taste I'd say, but you have to be good to clearly undertsand what are you doing, randomly invested points will only fail your hero.

About Kiril. Inferno is one trickiest faction to play with, but it's also my favorite. Campaign is not so easy when you don't know how to play it right. Inferno really sucks at healing, but you can compensate it with Might affinity hero with one single skill - Reinforcements. It's a MUST for Kiril, I'd say even for every Inferno might hero as well.
My build:
http://www.celestialheavens.com/viewpage.php?id=782#4110101BH3G3F3E3D161D17181E141B3J3K3I3H4142434546442A2G2J2D1H1I11191F
It's not ultimate build, but main pointers are:
Focus Destiny, Logistics, Reinforcement, Might Power and max out Warfare branch, it will give you invaluable passives that will raise survivability and strength of you army insanely high.
With this build I recently finished Campaign with almost 0 losses. It's kinda tricky to figure out how is best to use Reinforcement ability, but do not hesitate to replay combats to find best tactics for it.
Good luck.

P.S. If you are not too good with this game yet, and you didn't get too far I would advice you to restart campaign, or respec your points if you get Tears or Blood rep up early.
Last edited by Les Grossman; Jan 13, 2014 @ 7:22am
harf4ng Jan 13, 2014 @ 9:57am 
Sure I'll do that... restart campaign I mean.
btw my respecialize button is never up ;) Dunno why

I always used reinforcements for all my heroes, even magic focuses ones, to me this is a must have skill of course. What I wonder though... Kiril to me is mostly blood, you played it blood, this is not an issue to use both tears and blood skills ?

btw the first fight against a heroe in the inferno campaign I cannot finish without loosing at least one creature, because the enemy hero has more initiative than me, therefore he hit one of my troop without me being able to use reinforcement... or any other skill/spell.

What difficulty level you play with?

Usually I play easy level. I did the tutorial and the first necropolis campaign at normal level, then I ♥♥♥♥♥♥ up badly with the haven campaign in normal level, was unable to build a good army without the other armies to kill me. In fact I like taking my time, I don't want to be in a hurry doing things, so I switched to easy and I did the sanctuary one in easy as well.

I wonder if this is possible at the start of the inferno campaign to kill the one with the dogs and later on the first hero which flees without loosing anybody in our army...

Thanks
Last edited by harf4ng; Jan 13, 2014 @ 11:37am
Les Grossman Jan 13, 2014 @ 12:33pm 
Your respec button should flash on when your gauge is filled with blood or tears and you are ready to advance.

I have played Kiril with blood affinity too, buffs destiny good but it's more like taste, any path will do, all abilities have their uses.

I generally don't use reinforcements on any other might hero than Inferno and Stronghold (never using on magic heroes because of heal/regen/life drain, etc spells), because those two factions really lack healing/defencive abilities from their troops. Necropolis can resurrect almost full army + blood path has passive vampirism (overpowered IMO), Heaven Vestals and Seraphims can heal/resurrect great deal of your troops + Guardian Angel, Sanctuary Pearl Priestesess have sick regen spell, you just have to keep those alive + race gauge buffing health and giving good defence both from magic and might, Dungeon can conceal troops and hitting enemy without being hit back, so you can almost take out most of enemy army in first turn.

I have finished all campaigns previously on Normal like year ago, now I'm replaying them and mixing up hard with normal. I don't play hard with factions I don't really like since it's not really harder but takes more time to finish the map, though I have never played on easy, maybe once in skirmish when I first got this game.

I kill guy with the dogs with like 1-2 units as casualties and it's insignificant coz you will have his dogs, it's more important to lose few but to get dogs early than delaying it.

P.S. Just a tip, if you haven't figured yet, try to buy additional hero in turn 1 week 1 with economical based traits (like gold each day - Malik), transfer stacks from him to your main hero, it will give you nice boost at the start of every map/campaign.

Glad to help.
Last edited by Les Grossman; Jan 13, 2014 @ 12:35pm
harf4ng Jan 13, 2014 @ 12:38pm 
I have found a way not loosing a single creature on the guy with the dog and on the first hero I meet after, by using the skill that adds to initiative (passive) and the dynasty weapon that adds to initiative as well. In normal difficulty. This allowed me to have one pack of succubus before one of his pack, and by good use of my succubus charming spell I was able to kill all his creatures without him being able to retaliate.

And in the inferno campaign there is no economical based traits heroes available at first.
Last edited by harf4ng; Jan 13, 2014 @ 2:10pm
abenormaL Jan 14, 2014 @ 1:55pm 
i played with my own created hero and used blood magic
harf4ng Jan 15, 2014 @ 10:40am 
Usually I prefer playing at first with the provided hero. I made an exception for t he sanctuary one, Irina, as the default hero skill was a blood one and I wanted to play tears, so I made my own hero...

Blood magic? What's this? Oh you mean the blood path?
Last edited by harf4ng; Jan 15, 2014 @ 10:41am
Les Grossman Jan 15, 2014 @ 11:24am 
Originally posted by harf4ng:
Usually I prefer playing at first with the provided hero. I made an exception for t he sanctuary one, Irina, as the default hero skill was a blood one and I wanted to play tears, so I made my own hero...

Blood magic? What's this? Oh you mean the blood path?
Actually I've played Sanctuary campaign with Irina in tears affinity, she's great,
Tsunami and Serenity are awesome skills, what was your problem with it?...

About blood magic I reckon he means Pyromancer (Inferno mage with blood affinity),
there's no other types of magic then ones represented in actual skills menu.
harf4ng Jan 15, 2014 @ 11:32am 
Just that default Irina has a blood skill as default so to me this means she is intended to play as blood ;)
Les Grossman Jan 15, 2014 @ 11:41am 
Originally posted by harf4ng:
Just that default Irina has a blood skill as default so to me this means she is intended to play as blood ;)
it's really doesn't matter, your choice tho.
harf4ng Jan 15, 2014 @ 11:49am 
But using a blood skill will add blood points, isn't it? Isn't it an issue to have both blood and tears skills on one character?
Les Grossman Jan 16, 2014 @ 7:19am 
No, it's not, you have:
Blood based skills (gaining +1 point with every use)
Neutral skills (gaining nothing)
Tear based skills (gaining +1 point with every use)

Considering that majority of your battles end in first turn, that means you can get maximum +1 point of either tears or blood, but chasing down enemy gets you +8 points of blood and letting go +10 points of tears, also there are Libraries and Arenas which gives you +25 point of blood/tears, and there are quests providing up to +100 points of blood/tears. If you use only blood based abilities and want your hero to have tears affinity, best way is to let most enemies you encounter go, and choosing tears as bonuses from all possible buildings and quests. For blood affinity it goes vice versa.

You also might wanna know that almost every campaign designed so your hero can have maximum points (1000) of both blood AND tears in the end, but of course you can advance only in one path.

All that means that your combat abilities doesn't affect anyhow the way you want to advance your hero. And normally best builds for heroes include both blood and tears affinity skills, because you can't survive with only supporting or attacking skills/spells, you always need both.
Last edited by Les Grossman; Jan 16, 2014 @ 7:21am
harf4ng Jan 16, 2014 @ 8:43am 
Of course it may be because I play on easy, but my tears heroes only use tears or neutral skills.
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Date Posted: Jan 12, 2014 @ 11:17am
Posts: 12