Posts from Orcs – discussion about the race.
It doesn't matter anyway. The hero doesn't make the first move that quickly. I don't understand what you mean by magic power of 30? Is it witchcraft?! For a Wood Elf?! If so, no comment... Regarding the seventh level, try attacking Cyclops with dragons under the effect of Fury... The damage is unlikely to be impressive, but the counterattack can be painful.
He doesn't need to be quick; he needs the druids to have time to move. Do you even know the abilities, or are you just talking here? However, the next phrase only confirms the latter. Of course, witchcraft!!! Have you read the abilities of the Alt-Druids? Apparently not, otherwise you would know that they can increase the hero's magic power.
And who is asking the Cyclops to attack? Hit the Monks or somewhere else, and besides, dragons are still expendable (they should attack everyone and die anyway), their main goal is to hit two squads, disrupt the Fury. And then, what kind of Fury is there at the beginning of the battle? 50-100? It's quite funny...
Indeed, your knowledge of heroes is simply beyond comment.
He doesn't need to be fast; he needs the Druids to have time to move around. Do you even know the abilities, or are you just talking? Your next sentence only confirms the latter. Of course, it's magic! Have you read the abilities of the High Elf Druids? Apparently not, otherwise you would know that they can increase the hero's magic skill. And who's asking the Cyclops to attack? The Monk can strike at individual units or somewhere else, and besides, the Draconians are still just expendable units (they have to attack everyone and die), their main goal is to engage two units and reduce their morale. And what kind of morale are we talking about at the beginning of the battle? 50-100? That's ridiculous... Your knowledge of heroes is truly beyond comment.
I know about the abilities. The maximum number of magic units that druids can give to a hero is limited to 18. A ranger hero's own magic as a defense, for example, is around 4-5 at level 20. This totals 23. You still can't get 30. A lot also depends on artifacts; only by equipping artifacts that increase magic can you get 30. But is this necessary for a Wood Elf? In this way, you can also give a Warlock a defense of 20-25, which is completely uncharacteristic for him. In my opinion, it is better to develop racial directions, i.e., magic for Wood Elves and defense for High Elves. As for rage, Orcs have an ability that gives them 50 to 100 rage points at the beginning of the battle, plus a building in the city gives another 50. So, on average, you get about 130. The hero can also cast some kind of warcry, and there you have the first level of rage. And that's no longer funny (and 100 points provide good defense).
P.S. I've been playing Heroes since around July 2006. Not since the very release, but long enough. So, I'm definitely not a noob.
Read my post carefully: "with magic power around 30," then it's much easier to find a ranger some magic item with +2-3, than to look for a Warlock with +20-25 (if it's even possible), so don't exaggerate. And what does it mean "it's better to develop racial directions"? That's what everyone expects, but you should surprise your opponents – that's already 60-70% of success (for example, Goblin Trappers or Orcish Shamans in the army are a good way to create an effective build). Yes, they have initial rage (and I also mentioned this), but there will be no warcry – the ranger's troops will attack earlier, and the main damage is dealt precisely by the first attacks (well, more precisely, the second and subsequent ones).
P.S. You can grind a campaign on Recruit difficulty for 5 or 10 years. But an account on the "Heroes of Might and Magic III: The Restoration of Erathia" with stats of 500 to 100 is already an indicator. Based on your posts, I can judge the average level of play (don't be offended if I'm wrong).
P.S.S. Orcs are not overpowered, and they are just as vulnerable against Elves as they are against everyone else. You need to think with your head and not get stuck in one build. Sometimes the most unexpected and seemingly absurd builds lead to amazing results. Don't be afraid to experiment and treat WORKING non-standard builds normally. Good luck in the game.
I wasn't saying that Orcs are overpowered. Balance is still important. Someone previously wrote that "only High Elves can stand against Orcs, the other races can't withstand such pressure." That's what bothered me, and I asked them to explain what High Elves have against the Orcs that other races don't (meaning, what equivalent they have to this "something" that High Elves possess).
Okay. Then, the Dark Elves have awesome Chaos/Summoning magic, elemental chains, two invisible creatures, hydras, riders that ignore defense, furies, some of the best seventh-level creatures... crol, read the messages more carefully. I indicated everything in the last parentheses.
Isn't that painful? :rolleyes:
Can you explain what the High Elves have that they can use against the Orcs?
I didn't say that Orcs are overpowered. Balance is still important. Someone previously wrote that "only High Elves can stand against the Orcs, the other races can't withstand such pressure." This bothered me, and I asked for an explanation of what the High Elves have against the Orcish horde that other races don't (meaning, what equivalent advantage do the High Elves have).
To Vayshan. Hmm, I apologize, I couldn't have predicted such an interpretation of your phrase. For me, it was a straightforward question about the Elves, not a comparison with other races.
When I talk about upgrades, I naturally mean not the main skills, but the abilities. But it is precisely through abilities and monsters that the Sylvan have the opportunity to significantly increase their base attribute, which other races don't have. And it's not very wise to miss such an opportunity, so you can tailor the upgrades to this, even if the initial skills don't quite match, but you can change everything in battle.
By the way, no single arcane spell will deal as much damage as four arrows fired at cursed enemies with an enchanted Meteor Shower. And considering that enchanting no longer reduces initiative, you can adjust to the desired spell every turn.