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Posts from Which creatures from the alternative upgrade options do you choose?

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What is your opinion on alternative upgrade paths?
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In reply to Vayshan
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The Dwarves are all familiar units, and the only new one is the Erdlord in the second tier (but he's also an old unit). Among the alternative units for the Dwarves, only the Bears stand out. For the Humans, it's the opposite – all the units are new, and the Inquisitor and Archangel show promise, but otherwise, everything is in red. For the Elves, all the units are new except for the Dragon and Ent (the Wild Ent loses defense, making it die faster, especially in large battles). I also didn't like the alternative units for the Mages (the Gremlin is only useful in battles against other Mages with Golems or against heroes with strong ballistae, like Dalek; the Elemental Gargoyle dies too quickly, and the Golem has the same problem, and Endless Retribution is more useful; the Mage, Djinn, and Titan also don't impress with their abilities – the old ones are better; the Kshatriya is the only one I liked, as the Whirlwind is visually appealing). In the Inferno, all the units are new except for the Imps, Demons, and Archdevil, and I also slightly prefer the old Cave Lord. For the Dark Elves, I liked the idea of invisibility (but it's very easy to dispel), but it's great against neutrals (especially against archers), and the old upgrades are still the best. The same goes for the Necropolis – only the old units are used in battle, except for the Lich and Dragon. As for the Orcs, I understand them. There's a choice – combine and think; there's no constant here, it all depends on the situation. :D
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Well, we can argue about the mages. Gremlins can be useful during a siege by blocking catapults. Gargoyles increase the damage of chaos magic to adjacent cells; they are cannon fodder. Golems are resurrected by magic. Although, in general, Endless Barrage is the best. New mages don't attack their own units. And genies are definitely better, for example, they can reduce the luck of enemy archers. As for Thunderbirds... it depends on the situation. The damage from lightning isn't very high. And in my opinion, the new hydras are definitely better than the old ones. After all, what's the point of having only 30-50 hit points per turn with a total of 125 hit points and such low initiative? The new ones have something like Endless Barrage. And aren't the new dragons great against races that don't specialize in dark magic?
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.

God save us everyone
Will we burn inside the fires of a thousand suns...
In reply to Vayshan
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Vayshan;138211
And in my opinion, the new Hydras in the expansion are definitely better. There's no point in having those pathetic 30-50 HP per turn with a total of 125 HP, especially with such low initiative.
I used to think the new ones were 100% better. However, I noticed that their ability can easily be detrimental, just like with the free Cyclops.
Готай:"Они убили Хенги! Сволочи!":D
PC Only and Forever
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Well, that doesn't happen often. And the damage isn't that great either. But free Cyclops are truly dangerous creatures.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.

God save us everyone
Will we burn inside the fires of a thousand suns...
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For the Sylvan faction, the old Druid upgrade is better than the new one, at least because it has an attack spell.
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Phoenix, the new druid, will help the elf become an excellent Chaos Knight by increasing his spellcasting skills. Elves have a lot of mana, and education is often a reward (which includes mana attraction), so new druids slightly change the hero development strategy. And if you add the enchanted arrow to all of this, it's even better. And the old druids have good attack magic. In my opinion, the upgrades are equivalent.
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I only recruit new Druids if I'm playing as a Dire Elf.
For other factions, I don't level up anything other than Light magic.
Первый, кто был забанен за Правду.
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The old upgrade for the Sylvan druid is better than the new one. At least because it has an attack spell.

The old upgrade is good for fast-paced gameplay on a small map or for quickly dealing damage to neutral creatures with lightning at the beginning, but the new upgrade is better in the ultimate and late game!
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Why are you so fixated on that Lightning spell? After all, if it triggers with good luck, it will deal more damage than Lightning. Although, it depends on the situation. Personally, I liked the new Druids more.
Варвары рулят!!
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Even when playing as Orcs, I usually chose Trappers. But yesterday, while completing the last mission of the Orc campaign, I decided to try the upgraded version. IMHO, it's not just overpowered; it's ridiculously overpowered. A level 1 unit managed to strip the magic from a high-level mage. Throughout the entire battle, he was shooting at my centaurs, of which I had over 4000.
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For Necropolis, vampires of the 1st level are better!
And the Lich is an alternative hero, but only one can be chosen!
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Nevil, stop spamming; this is not the first post of yours with virtually no content. If you continue, you will receive a warning. You could have provided a couple of arguments to prove your point. In my opinion, the upgrades are equivalent, even though alt-vamps lose counterattack, they gain a great ability that, with some probability, disables the enemy stack for a few turns. Statistically, the new vamps are slightly better, with a speed of 1 more, meaning they reach the target immediately without any tactics; the only downside is the large damage range.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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On the first level, there are mountain guardians, and I'm already tired of talking about how you can run around with them for half the game. I only take other units when priests start appearing because defenders of the protector are better than berserkers in terms of stats when they are in the starting position; they are simply overpowered killing machines.
Otherwise, it's the same as ValgallaWolf's strategy.
P.S.
Now, to avoid having to post about the mega combo of hero + protector + defenders, I will use the code variable "ZHО." Finding "ZHО" means having a protector + defender (and "ZHО" is so that enemies don't figure it out).
Нет, я же Гитлер.
In reply to Boris K
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Boris K;145820
Even now, when playing as Orcs, I usually choose Trappers. But yesterday, while completing the last mission of the Orc campaign, I decided to try the upgraded version. IMHO, it's not just overpowered, it's ridiculously overpowered. A level 1 unit stripped a high-level mage of his magic. He spent the entire battle shooting at my centaurs, of which I had over 4000.

This ability is too unpredictable... and it often fails. You just got lucky. In a similar situation, I lost all my Shamans... But Trappers only lose initiative.
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me


19.08.2008 СК Олимпийский.Я запомню это навсегда!!!

Как играть онлайн в Герои 5??Ответ здесь
In reply to ValgallaWolf
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ValgallaWolf;156723
This ability is too unpredictable... and it fails too often. Sometimes you get lucky, but I lost all my shamans in a similar situation... while trappers only lose initiative.
Well, if you manage to gather a relatively large number of goblins, why not take shamans? If the enemy has a mage, the battle will likely take place on their side anyway (meaning there's no one to set traps on), and goblin warriors aren't that great, so they might as well try their luck with magic disruption. After all, a single disrupted spell like "Control Animal," "Earth Shock," or "Phoenix" can decide the outcome of a battle when the forces are evenly matched... IMHO.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal

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