Posts from Discussion about Dungeon (Dark Elves).
Guys! 1) What prevents you from upgrading both? But this will drag out the game.
2) If an Orc upgrades Weakness to Summoning and Chaos, it will only hurt him – first, he won't weaken anything effectively, and second, his creeping will be significantly weakened.
3) If there are neutral castles nearby, for example, on a map with the "Key to Victory" scenario, and you can view them, then you can upgrade Sylvan with Dungeon! This is awesome!
4) Orcs really need to be eliminated as soon as possible.
5) Even weakened Chaos magic deals good damage!
It's not worth upgrading resistance for Orcs. Take a triple ballista, upgrade fire arrows in attack, and raise Blood Rage... and that's it for everyone... you simply can't defeat Cyclops (with -70% damage due to racial ability, consider it 3 times more health), and the ballista and centaurs will slowly shoot everyone down... But a Warlock is an exception; it's worth taking Chaos Nullification against him...
Added 57 minutes later
I was just playing duels against a Dark Elf. I wanted to test invisibility from the perspective of an opponent of Dark Elves. And I didn't understand something. So, the turn of the Stalkers came, and they became invisible. But when their next turn came, they were visible to me, but remained semi-transparent. They made their move, and I couldn't see them again. But I knew where they were. So, I don't understand: is this only against the AI, or is it always like this? Then what's the point of invisibility if a human opponent knows where the Stalkers are and can send a squad there to wipe them out? Has anyone tested this in a duel on the anniversary edition?
3) Your opponent is a more or less experienced player (who has at least seen the skill wheel) - then it's just suicide!!! The Stronghold has a hero named Tilsek (or something like that, the one who specializes in Orcs). He can get a ballista at level 6 that attacks 3 times, ignoring defense - that's the end of everything, he can rush anyone he wants, and you won't be able to defend yourself very well, even in your own castle!
And you're talking about attacking in the first month:)
So, let's begin (specifically regarding the Necromancer):smile10:
1. Skill Wheel
It has become much more extensive, and many previously unavailable upgrade tactics have appeared, but:
- it has become much more difficult to find the necessary perks:(
- someone tell me WHY they gave everyone Spellpower:confused:
2. Alt Upgrades
- Scouts are very good; you can really do in the first week what you used to start doing in the second week, and even then, only if the starting level of the city was higher than 1 (death to mages and archers). Against fast melee units and flyers, Aces are better.
- I prefer Furies (2 higher initiative)
- Against undead and demons, the new Minotaurs are better; against everyone else and neutrals, the old ones are better.
- The old Riders are better (they don't want enemies to line up diagonally:smile53:
- Against neutrals, the old Hydras are better; against the enemy, the new ones are better.
- For me, the old ones are better (very subjective)
- Against humans, orcs, and non-caster neutrals, the new ones are better; against everyone else, the old ones are better.
3. Does anyone know what to do with the Academics now:smile31:
Added 5 minutes later
And I still haven't been able to level up a Lucky Sorcerer... Before, you could get him almost immediately from Waisan. Now, you also need some stupid magic resistance and a dark ritual. I took all of that, but the Lucky Sorcerer still hasn't appeared. So, I'll have to manage without him...
2. Alt upgrades
- Scouts are very good; you can really dominate in the first week, doing what you used to start in the second week, and even then, only if the starting level of the city was higher than 1 (death to mages and archers). Against fast melee units and flyers, Assassins are better.
- I prefer Furies (2 higher initiative).
- Against Necropolis and Inferno, new Minotaurs are better; against everyone else and neutral creatures, the old ones are better.
- Old Riders are better (they don't want enemies to line up diagonally:smile53:)
- Against neutral creatures, old Hydras are better; against enemies, new ones are better.
- For me, the old ones are better (very subjective).
- Against humans, orcs, and non-caster neutral creatures, new ones are better; against everyone else, the old ones are better.
1) Why are new Minotaurs better against Necropolis and Inferno, and old ones better against everyone else and neutral creatures?
2) Why, if magic immunity is not relevant (due to the opponent), Red Dragons become better?
The new Hydras are, in my opinion, useless (except maybe against Demons and Orcs), because regeneration gives them time to destroy the enemy with spells. The new Furies are much better for creeping than the old ones.
By the way, yes! What about the Academy units? It's not easy to outsmart them or rush them... and I won't even talk about their development... what should I do!?