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Posts from Poll: Preferences when choosing skills in Heroes of Might and Magic IV.

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ZYbr;107218
Nature + Chaos certainly sounds powerful and intimidating, but... consider a simple example, a tournament game. You're playing as Nature. I'm almost 100% sure that, regardless of the build, the fifth level of Nature magic will be very useful, especially if it includes "Dragon's Might" or "Summon Mantis." Then the question arises: to get the most out of Chaos, you need to level it up to 3-4, which requires a significant amount of experience, and you also need, for example, Warfare, or have two heroes, a mage and a warrior, in which case the experience is divided between them...
regarding Death, in my opinion, Death is only needed for Nature because of Demonology, although it's unlikely to reach Devils, but Cerberuses and Demons will do, but why does Nature need Death curses, especially since Death has some spells that are mainly suitable only for Death itself, such as "Dreadful Song," "Life Drain," "Plague..." so not all curses are universally applicable.
I perfectly understand that the combination I've chosen has many drawbacks, especially in tournaments and generally on small maps, but I just wanted to show the principle that, in my opinion, it makes sense to follow so that you have spells "for all occasions" on hand, because, based on the example of the team from "The Coming Storm," I was convinced that this is not at all useless. Besides, Nature and Chaos really don't complement each other, but rather slightly interfere with each other: why attack the enemy yourself if you can summon someone else?:) ;)
P.S. The fifth level of any magic has never hurt anyone
А, вот почему.

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In reply to Драккошка
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Drakkoska;107228
I perfectly understand that the combination I chose has many drawbacks, especially in tournaments and generally on small maps, but I just wanted to show the principle that, in my opinion, it makes sense to follow so that you have spells "for all occasions" at hand, because, based on the example of the team from The Coming Storm, I was convinced that this is not at all useless. Besides, Nature and Chaos really don't complement each other, but rather slightly interfere with each other: why attack the enemy yourself if you can summon someone else?:) ;)
P.S. The fifth level of any magic has never hurt anyone;)
The team from The Coming Storm doesn't count; all heroes have 4-5 missions (including the final ones), so even the most insane experiments with skills work there:D
Spells for all occasions are, of course, great, but often this is not required; if you don't touch the Storm campaign, then the army acts as the missing spells for all occasions)))
P.S. The fifth level of magic may hinder. For example, Order against Death: Order has "Mirror Image," "Hypnotize," and "Steal All Spells" at level 5 – of these three, only the first one might be useful, and even then not very much, and it will take (without altars) 5 levels to get from level 4 to level 5! Agree, that's not a little; it's not difficult to gain 5 levels at the beginning, but what if it's 20, 21, 22, 23, 24 – then every thousand experience points counts:) So, the fifth level is not always needed)) but to my example in the previous post, this probably doesn't apply)))


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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Perhaps it's a manifestation of stubbornness, but I still enjoy the combination of death and life. At the very least, I enjoy playing with a hero who uses this combination. In tournaments, I prefer death and nature. A lot depends on the map. On large maps, I think it's extremely important to develop a leader with scouting skills. A governor is very helpful, especially in the early stages or on maps with scarce resources. Plus, it provides an additional increase in units. I develop the governor separately, and he is like a secondary hero for me.
Миром правят циники - романтики его украшают...
In reply to Zybr
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ZYbr;107234
The team from The Coming Storm doesn't count; all heroes have 4-5 missions (including the final ones), so even the craziest skill experiments work there.
Having spells for all occasions is great, but it's often not necessary. If you don't mess with the Storm campaign, the army acts as the missing spells for all occasions.
Zy's answer, Zy:D. The fifth level of magic might actually hinder you. For example, Order against Death; Order has "Mirror Image," "Hypnotize," and "Steal All Spells" at level 5 – only the first of these three might be useful, and even then, not very much. And it takes 5 levels to get from level 4 to level 5 magic (without altars)! You have to agree that's a lot. It's not difficult to gain 5 levels at the beginning, but what if it's levels 20, 21, 22, 23, 24? Then every thousand experience points counts. So, the fifth level isn't always needed, but it probably doesn't apply to my example in the previous post.
I won't argue with such arguments. (Although Order can still give Death a hard time with those same spells; it might not seem like much, but it is. :D)
In general, IMHO, you really need to look at the circumstances. If your army is small, level up a druid or demonologist; if it's larger, focus on blessings. If the enemy army is large and has no immunities or resistances, then combat magic or curses will be useful (provided the enemy doesn't dispel them or redirect them at you). The same applies to non-magical skills. If you want a powerful hero, you need Warfare; if you want to strengthen your army, level up Tactics; if you don't want to fight mine guards and want to learn about the enemy, take Scouting; if you need more resources and creatures, you need Nobility. Although a lord isn't needed in the army, as Alex_P noted, he shouldn't be your main hero – let him sit in the rear and accumulate money. :D
А, вот почему.

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In reply to Драккошка
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There are many development paths, but the essence is the same: a larger army, a stronger hero, and better artifacts.
The first can be achieved by the Sylvan and Haven factions, the second only through the player's skill, and the third is achievable with the first and second, although when you have a Rogue, only the second is enough. In general, in my opinion, you should always take a Lord, even on the smallest maps; a Mage should always increase their defense (at least to medium), and a combat unit should learn defensive spells of the first level (not necessarily Life). And then... look for trees:D
P.S. Another useful thing is an invisible scout (first-level scouting and 1-2 levels of stealth). It's not quite a Rogue, but it's enough to, for example, spy on a human opponent, guard a border, or send ahead to scout territory and capture weakly defended castles, mines, etc. With such a hero, you won't even have to send a "suicide" unit to determine the size of the enemy army.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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Yes, that's a good question. But my opinion is that it's usually difficult to manage without a priest; there's almost always a paladin. :smile16:

Then, you definitely need a tactician, and he should either be with scouting (field marshal) or with nature (guardian):smile13:

I also like having a chaos knight in the army – he has some serious blessings (I almost never use his combat spells; he strengthens his own army much more than he can inflict damage), so he should also be related to warfare (like a fire mage?):smile51:

Of course, a lord is very useful – no one argues with that (it's a pity that they didn't come up with some kind of economic class; that would be great – by the way, that's an idea for the developers):smile31:
Well, that's basically all my favorite heroes. And, of course, it also depends on the race you're playing. :smile14:

Думающий поймет. Действующий совершит. Дорогу осилит идущий ©
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usually, I combine magic with melee combat, and I try to combine death with nature, as well as chaos and order. Sometimes I use life, but for example, on large maps like in Legacy, the "Nobility" tactic with a scout unit can also be effective.
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To create an invincible juggernaut, you need:
Combat,
Nature Magic (because of "dragon power")
Life Magic (because of healing)
Order Magic (because of hypnosis and general slowing)
Lastly, either Death Magic (because of demonology)
or Scouting (because it's too lazy and tedious to run around a lot)
or Chaos Magic (because of cat-like reflexes)
It is practically impossible to defeat such a hero; you can believe me.
In reply to Thorimdark
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Thorimdark
To create an invincible juggernaut, you need:
Combat,
Nature Magic (because of "dragon power")
Life Magic (because of healing)
Order Magic (because of hypnosis and general slowing)
Lastly, either Death Magic (because of demonology)
or Scouting (because it's too lazy and tedious to run around)
or Chaos Magic (because of cat-like reflexes)
It is practically impossible to defeat such a hero, you can believe me.
:D
We'll believe you, of course.
Модератор форума Лиги Героев (http://forum.heroesleague.ru)



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the core idea is a Barbarian-Dark Priest hybrid, and you can also incorporate nature elements to use Divine Intervention at the beginning and constantly summon magical dragons as soon as it becomes available.

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