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ASW – Alternative hero leveling.

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Nargott

Evasion is useless (unless you use True Sight, in which case it's much better, although it still remains a specialized skill). Its only role is to deal pinpoint damage, as it draws AI aggro (it's cool to give Evasion to Ents, and they'll start shooting at them).
I'm going to fall off my chair. Evasion is a sure death for Ossir (a significant weakening of the Elf) and the Mage. The only problem with it is with the AI, but you can disable it for him ;)
Nargott
Blessing is a specialized, single-target spell (it doesn't work well in mass form).
No way? The spread of Archers and Rangers is 75% of maximum damage. Zealots are 40%, Griffons with pikes are almost 70%, Izabel is slightly less than 50%, Seraphs are about 70% - is that considered garbage? :eek:
Inferno, for example, also has a very large spread.
Nargott
Remove Curse is a purely situational spell (you definitely can't build a strategy around it), and it's also an area-of-effect spell.
Well, yes, but it can save the Elf from Evasion and Stun ;)

And let's not forget the huge plus of mass spells, which pushes the hero back by half of the scale!

Added 17 minutes ago
As I said, I'll take a look at the suggested build after I post my own.
Nargott


LIGHT
5) Storm Wind
6) Eternal Light
7) Secrets of Light
8) Luminous Revelation (= Ashera's Blessing)
Why is Ashera's Blessing here? Also, Seal of Light should be in Darkness. I think Secrets of Light would be better in Magic or Education. Storm Wind is a matter of taste.
Nargott
DARKNESS
5) Dark Replenishment
6) Seal of Darkness
8) Spell Attack (= Enchanted Arrow)
9) Spell Ballista
Dark Replenishment depends on Magic, so it should be there. When using mass spells (which are Darkness), it simply doesn't work. Seal of Darkness should be in Light, maybe also in Dim. Spell Attack and Enchanted Ballista? Are we depriving the Elf of Enchanted Arrow? Well, well...

Nargott
CHAOS
8) Fire Vengeance
Fire Vengeance increases damage, so it should be in Attack.
Nargott
SUMMONING
8) Exorcism
Exorcism enhances Chaos magic, so it should be in Chaos.
Nargott
MAGIC
1) Keen Mind
Are we preventing Warriors from using Keen Mind?

Nargott
EDUCATION
7) Cold Steel
8) Fire Wrath
9) Grave Chill
Why are these here? Attack and Defense. Or just damage (Attack).

Nargott
LUCK
4) Magic Resistance -2 (= Barbarian Luck)
6) Critical Hit (= Elven Luck)
8) Spoils
9) Deadly Mishap
Barbarian Luck is a useless perk; in its current form, it's not needed at all. I'm not sure about Elven Luck. As for Spoils, they don't depend on Luck. Deadly Mishap is also a useless perk.

Nargott
LEADERSHIP
9) Resurrection of the Fallen (= Eternal Slavery)
Are we depriving the Necromancer of Eternal Slavery? Although, it's not very useful, and it's also buggy..

PREPARATION
4) Warlord
5) Guardian Angel
6) Twilight
What's Warlord? And the name is funny, and it's in the wrong place (if this is Inspiration).
Nargott
MASTER OF ARTIFACTS
5) March of the Golems
6) Devotion of Machines
March is only for 1 unit, and Devotion of Machines can be given to all races.
Nargott
AVENGER
6) Hunter's Mark (= Mark of the Cursed)
Did you kill the Enchanter and add this? Oh, Ashera... what about Sinedrudoballistogeddon?
Nargott

5) Gates of Hell
In my opinion, it should be in Luck.
Nargott
UNYIELDING MAGIC
5) Secrets of Chaos
6) Magical Luck
What about the other races? :(
BLOOD FURY
4) Goblin Aid
I've already written about this somewhere.
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Карты для HeroesV:
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