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Posts from Orcs have no magic. Warcries.

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How will the ABSENCE of magic affect gameplay for Orcs?
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That’s good that there won’t be magic – one less thing to worry about. =) And it will be interesting to play in a completely different way.
aka Sir Holmes aka David Jones.
In reply to HoM[M]ie
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HoM[M]ie;113265
It's actually good that there won't be magic – one less thing to worry about. =) And it will be interesting to play in a completely different way.
Well, magic will be there; combat spells will be cast using mana, and you'll also need to upgrade magic to gain the ability to negate enemy magic skills, which is why Barbarians are very strong. Only Dwarves can beat them with their runes, because Barbarians can learn light magic, and any Knight without blessings and resurrection will quickly die. But Dwarves have a loophole, and what a loophole it is....
In reply to DungeonLord
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What does magic matter to a true warrior? They are warriors, and that says it all! Sword in hand, and forward to the mines! For the horde!
In reply to Glukpo(Wt-U)
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I want to share my impressions about the lack of magic among the Orcs.
All the concerns that were expressed about the impossibility of playing against them with mages are, to put it mildly, not entirely true – you can play, and play well! :) The so-called Orcish Anti-Magic is as much of a myth as Snickers with hazelnuts))) :)
It has been said more than once that this is definitely not an overpowered ability. Now, with the release of the expansion pack, we can draw some conclusions that have already been tested in practice.
Firstly, “Strength against Magic” – a racial ability designed to reduce the opponent's magic, is not as effective as one would like, since the “reduction” is a rather small value, which does not have a significant impact on enemies.
Secondly, all the Magic Silencing abilities, which were almost declared as another form of cheating (remember the Dwarves :) in my humble opinion, are not as scary as predicted. Everything turned out to be quite balanced; any “silencer” drops for a barbarian hero with a probability of only 5%, and Battle Cry even less – 2%. :) It turns out that in order to develop at least one Anti-Magic ability more or less decently, you will have to spend 3-8 levels on it, and it is far from certain that with such a low chance of it dropping, you will be able to prepare quickly enough for a meeting with a real opponent.
Finally, thirdly, the new expansion pack has significantly expanded the number of skills in the skill tree, thereby giving the player the opportunity to look at their tactics in the game in a new way. Now it is no longer so obvious what the opponent will prefer and what magic he will make his main one. It should not be forgotten that the innovations have significantly affected the balance of power in the game; it is unlikely that now, in a confrontation with the Orcs, serious players will standardly develop Sylvans and Haven through Light magic, Necromancers through Darkness, or the League of Shadows through Chaos – it seems to me that the most likely thing will be an attempt to deceive the Barbarian and not go along the standard “well-trodden” path, but choose something else, thereby forcing him to rack his brains over your preference in magic.
Magnus;113266
because a barbarian can learn Light magic, and any knight without Bless and Resurrection will quickly die
Maybe you are making agreements with the opponent about which school he will definitely prefer :) , but I like to give the Knights Darkness, because the chance of it dropping is exactly the same as Light, or, when playing Inferno, I often bet on Chaos spells, and I won't even talk about the academics – for me, all schools are almost equal. But an error in choosing a “silencer” can be very costly for the Barbarian, as the experience spent cannot be recovered.
In general, I have expressed my opinion, which is based on a rather small experience in hot-seat mode in “Lords of the Realm”; I would like to hear other opinions, preferably well-reasoned, arguments are welcome :)
Иногда они возвращаются :smile27:
Бросайте флуд и оффтоп из раздела пятерки в Флудовские ссылки или мне в личку.
In reply to SteN
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I also think that Orcs shouldn't have magic. They are warriors. But battle cries are a different matter (in Diablo 2, Barbarians also had battle cries). Moreover, this is a distinctive feature that sets them apart from other factions.
Варвары рулят!!
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the lack of magic among the Orcs is just a name...
The Fury of the Horde deals decent damage, sometimes over 1000 - an alternative to Chaos spells;
I don't see any difference between Punishing Strike and Battle Cry;
The effect of Terrifying Roar is similar to summoning a bee swarm, even better;
Warlord's Command and Unifying Cry affect the army's initiative in different ways, like a speed boost, but weaker...

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So, everything is great for the Orcs in this regard, and you don't even need to learn the corresponding schools of magic...
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In my opinion, the warcry they added for the Orcs is great, but they could have also added some kind of anti-magic defense, because by the time the Orcs reach the enemy troops, the enemy mage has already destroyed half of the Orc army, and the remaining troops are finished off by the mage's other units.
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A war cry is purely an Orcish tradition, but the fact that the developers didn't pay much attention to anti-magic, which significantly weakens the Orcs and makes them vulnerable to any magic, is a pity...
Orcs never had magic, and they never will, because they are Orcs!
In reply to VaRvArJokeR
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VaRvArJokeR;124523
In my opinion, the new abilities for the Orcs are great, but they could have added some kind of anti-magic defense. Otherwise, while the Orcs are running to reach the enemy troops, the mage has already destroyed half of the army, and the remaining troops are finished off by his own units. :(
There are skills that suppress magic... although I rarely use them. :)
Exceptions:
First, against Lethos and maybe Alastor - anti-darkness, and second: against Sinister - anti-chaos.
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In reply to Amko
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Night Nazgul;124579
There are skills that suppress magic... although I only use them in rare cases. :)
Exceptions:
Firstly, against Lethos and maybe Alastor - use anti-darkness, and secondly: against Sinistar - use anti-chaos.
I know that you can level up anti-magic skills; I'm talking about innate anti-magic, like dark energy for Necromancers or opening portals for Demons.
In reply to VaRvArJokeR
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I apologize for the inappropriate question, but has anyone fought against an Orc with fully upgraded anti-magic skills? No? Try it – you’ll get a lot of new impressions! I’m currently only playing as the Orc faction, but I haven’t been very successful against it yet. Battle cries are basically MAGIC, just with a different, Orcish name. I don’t agree that you can’t predict in which direction they will develop (I mean in terms of magic schools, because in terms of strength, Orcs can certainly defeat anyone with skillful play). I advise everyone not to give up on developing Dark and Chaos magic! Those who have previously upgraded these magic schools know how good they are and why it can be difficult without them. When facing Haven, it’s better to choose Light and Chaos magic (just in case).
Ideally, develop an ARCH-ANTIMAGUS if you’re facing the Academy, but that’s already in the realm of unreasonably spent resources. :))
In general, Orcs have become my favorite faction! :smile44:
Я лишь с теми, кто ищет истину...
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I don't quite understand why the developers are talking about orcs versus magic, and magic requires what? Mana, of course! Then they could have created some other resource for orcs instead of mana. A war cry that consumes mana – that doesn't seem right, it doesn't feel very orcish!
In reply to REgulus
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REgulus;124743
I apologize for the inappropriate question, but has anyone fought against an Orc with fully upgraded anti-magic skills? No? Try it – you'll get a lot of new impressions! I'm currently only playing as the Orc faction, but I'm not doing very well when playing against other factions. Battle cries are simply MAGIC, just with a different Orcish name. I disagree with the idea that you can't predict in advance which direction they will develop (I mean the schools of magic, because with skillful play, Orcs can certainly overpower anyone in terms of strength). I advise everyone not to give up on developing Dark and Chaos magic! Those who have previously upgraded these schools of magic know how good they are and why it can be difficult without them. When playing against the Order faction, it's better to choose Light and Chaos magic (just in case).
Ideally, develop an ARCH-ANTIMAGUS if you're playing against the Academy, but that's already an area of unreasonably wasted resources:)).
In general, Orcs have become my favorite faction! :smile44:
I played as an Orc against a Mage, upgraded anti-magic, and he used Warriors, and I lost badly:(
In reply to Arandor
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Arandor;109122
They made it once, so it will be replaced)
Maybe it will be tough for mages... but dwarves will be the best to counter them)) most likely))

It's good that they at least added the Dwarves)) because in Heroes 4, they weren't very good.
I haven't studied the add-on yet, but based on the available information, it seems to me that the Outcasts will be a good counter to the Orcs:smile10:
Хакер - не преступник.:smile28: Взлом - для искусства. Смысл - в свободе.
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Does anyone know how an Orc's stats are leveled up? Attack is clear – it seems to have a 50% chance of increasing the most. Magic is the worst. But what about Knowledge and Defense – what's the order? I couldn't figure it out.

And one more thing. The skill tree says that a hero's ability reduces the enemy hero's magic by 1/2 of their own magic. Has anyone checked if this is actually true? Because with the Orc's meager magic stat, the ability becomes practically useless.

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