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Haven faction discussion.

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#597
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G10ry

Now, about what I've tried:
Reinforcement. Complete garbage, it adds 4-5 units to 50 archers. I upgraded it to the second level (it heavily depends on the strength of the army, i.e., it gives a very weak bonus to a weak army, so it won't help break a strong stack at the beginning).
Heroism. Yes, it's a pretty good mass ability. Why only upgrade it for the War path? Why is War Heroism better than Cleric Heroism?
Endurance. In theory, it's a good ability, but the question is, is it better than the Guardian ability?
Counter Strike. Thanks for the idea, I'll definitely try it.
Regarding magic, I tried playing by upgrading the Heal spell in the Light school, and in another battle, I tried mass Stone Skin. I'm not impressed yet. Heal restored 300 HP (to a single target), and mass Heal gave 100 HP to everyone. At the same time, the Vestals were dealing 600-700 damage. So, I'm wondering if spending 3 valuable skill points on this is a waste?
If I have to choose between Charismatic Leader and Chosen of Fate, I will definitely choose Leader, it turns out to be much more useful.

And yes, one more question, what is the best ability to take for a hero at the beginning? I'm currently leaning towards Tough Skin.

P.S. Here's the build that I used to complete the last game. As strange as it may look.

A mage hero with the Tough Skin ability.
Logistics
Tactics
Learning
Heroism II
Charismatic Leader II
Aggressor II

I took Aggressor and Heroism to increase the army's offensive potential, because the defense is already quite good. And yes, it turned out to be a mage without magic. I only chose this hero type because at the beginning, you get Vestals instead of archers.
You should forgive me, but you lost more than you gained by choosing a mage. Don't forget about the abilities that you get for reputation. You didn't mention which path you chose, Tears or Blood? I can't remember what I would choose, and I don't feel like getting out my laptop with the pirated version.
Regarding Heal, what did you expect with that hero build? You didn't upgrade any abilities that enhance magic, so the Heal spell is weak. If you don't want to spend points on magic, why choose a mage, just for the Vestals?
Why not upgrade Heroism for a mage? Because there are many skills that a mage hero can use during their turn, unlike a warrior hero, who is usually limited to reputation abilities and combat shouts.
In Earth magic, I meant the Regeneration skill, which provides health regeneration for several turns. In my opinion, it's a pretty useful skill.
Regarding the starting ability for a hero, I choose an ability that allows archers to shoot without hitting friendly units.
Aggressor, the benefits of this ability were extremely insignificant in the beta, and I only upgraded it if I had extra points.
Reinforcement, as I wrote, this ability is necessary towards the end of the game, and it's used on Guardians, which you were doing. And you correctly noted that it depends on the number of creatures in the hero's entire army.

P.S.: All my observations are based on playing the beta for 50-100 hours and a quick study of the skill changes in the pirated version. As I've mentioned many times, my licensed copy is still on its way. :smile51:
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:

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