Sanctuary faction in Might & Magic Heroes VI

>> Saturday, 30 June 2012

Sanctuary faction in Might & Magic Heroes VI
I love to do video gaming on the computer of mine. Well I have installed and played Might & Magic Heroes VI on the computer of mine. after playing the Sanctuary faction would like to state something over here in this particular thread. According to me watery-asiany theme seems to be quite pretty the overall animation in the game is seems to be slick. Reputation abilities is not having the synergy. Some of them is providing the soaked condition. So that units are taking the extra fire damage. It is specifying except the fact that is Sanctuary heroes are not access any of the fire spells. Give me the speculation of yours on this particular matter. thanks a lot in advance.

#2
07-09-2011
Emerican
Member

Join Date: Dec 2010
Posts: 213
Re: Sanctuary faction in Might & Magic Heroes VI
Well I agree with the thing which you have stated over here especially for the faction ability. It seems to be quite awful than that of the other faction abilities.

#3
07-09-2011
Raju S
Member

Join Date: Dec 2010
Posts: 192
Re: Sanctuary faction in Might & Magic Heroes VI
In this particular game I have noticed that the Flyers is able to move over the walls. However if you are moving alone into the game than I think it seems to be suicide. Kenshi has destroyed the main door quite quickly. Kappa is able to leap over the walls even they are suffering from any of the issue. however the Kenshi's multiple attacks are not the proc. It is getting happening when you are supposed to attack the same target again and again.

#4
07-09-2011
Dinkar P
Member

Join Date: Dec 2010
Posts: 199
Re: Sanctuary faction in Might & Magic Heroes VI
Well I have found that the some of the factions are quite easy.
Griffins fly and battle dive ability.
Blazing Glory fly and teleport.
Sun Crusaders will be able to go through walls.
Praetorians and Vestals are seems to be stuck outside.

#5
07-09-2011
RyanInt
Member

Join Date: Jun 2009
Posts: 3,970
Re: Sanctuary faction in Might & Magic Heroes VI
According to me Sanctuary is seems to be the worst and Inferno is the second worst part. You will get the catapult increases and structure damage by simply putting the skill points. However it seems to be quite pointless. If you are into the Sanctuary than there will be lots of chances to have the get points on the Earthquake skills. If you are looking to getting through the gate than you will need to have the reasonable amount of the time. If you are hero than you will be SOL if I am not wrong. Even if you are Magic hero you need to spend the couple of turns blasting the hole through the gates.

#6
07-09-2011
Robin Pande
Member

Join Date: Dec 2010
Posts: 216
Re: Sanctuary faction in Might & Magic Heroes VI
I wanted to share something about the Necropolis.
Skeletons as well as Liches are ranged.
Vampires teleport and Lamasu fly.
As far I know ghouls and banshees are stuck outside of the game. banshees can heal and do AoE damage so that they can have the some ranged damage.
If you are talking about Stronghold than.
Goblins, Centaurs and Cyclops are seems to be ranged.
Harpies fly will fly and attack over there and return back.

#7
07-09-2011
Bejan Daroowala
Member

Join Date: Dec 2010
Posts: 219
Re: Sanctuary faction in Might & Magic Heroes VI
Demented, Lacerator, Ravager, Cerberus are freezes outside into the faction. They will be get into the creatures through the wall. It will tie up with some of the enemy action into the game. more Succubi will not only provide an additional target than that of the towers but also it will give you an opportunity to get charm.

#8
07-09-2011
AZUL
Member

Join Date: Jun 2009
Posts: 3,864
Re: Sanctuary faction in Might & Magic Heroes VI
Once you have Naga manage to get through the gate than the fun will begun. If you are having correct position than I let you know that entire enemy army will be able to bottleneck through the incoming units and pound them through the time. Without using the flyers you have to sit back and take the same. you should simply send the units at the time. There is possibility that Kappas will be able to make kamikaze over the wall but I don’t think so it will not stay for the longer unit of the time.

#9
09-09-2011
MacIntel
Member

Join Date: Aug 2009
Posts: 3,734
Re: Sanctuary faction in Might & Magic Heroes VI
I let you know that I have played the necromancer and it seems to be really ranged units are hitting with 25%. So there will be quite pointless to attack as they are nothing which can be healed.

Well I also agree with structure damage and it is kind off and it would be quite impossible to balance the same. you will not be able to get the traditional health because the people will be rushing through the castle. Well best possible thing which I can have into the game that you can have the Kenshi +1 to the walls.

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