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Heroes 5.5 WarGame Edition - Tactical Edition.

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#812
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1) It’s not necessarily an advantage; I didn’t list slowing/weakening/strengthening spells for no reason. Their role is to buy time for the hero by reducing the enemy’s damage by a significant amount, not to kill their troops.
2) It’s not necessary to repeat them; you can play using the ones that remain. They gave you Skin – okay. They gave you Curse – you countered it with Blessing. They gave you Slow – it went without a counter. We move on to the next stage, to the killing spells. If we only play with support spells, the 3rd school is definitely not needed.
The key words are “not necessarily.” These are all possible options that can be implemented in battle, but it is unknown whether they will provide any noticeable advantage. I believe that this is a false sense of variability, and it will be less effective than simple combat skills.
Area-of-effect Stone Skin reduces the damage received by 2-2.5 times. Area-of-effect Slow reduces the enemy’s initiative to 30-40%. If both of these support spells are active, no combat skills will be needed for the Archmage to survive.
But is Chaos needed?
 

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