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Hello! That's an interesting question. In general, I think it's better to apply positive effects to your own units rather than negative effects to the enemy. For example, if you apply a speed boost, you'll move faster. As a result, you'll deal damage to the opponent's units earlier, which means you'll weaken their unit, and a weakened unit will deal less damage to you. But if you slow down the enemy, you'll just delay the inevitable, and that's all.
Мне больно видеть белый свет,мне легче в полной темноте. КиШ.
I think Haven. But I'm not very good at tactics, and I'm not a great strategist, to put it mildly, but I think that if a faction is the most "light," then its magic should also be "light."
Berserk and mind control are certainly good, but with light magic, you can resurrect, and there's also... that magic... like, Divine Punishment or something similar. In short, it deals a lot of damage.
Мне больно видеть белый свет,мне легче в полной темноте. КиШ.
Berserk and Subjugation are certainly good, but with Light, you can resurrect, and there's also... that magic... like Divine Punishment or something similar. In short, it deals a lot of damage.
I haven't used Light in a long time, I've even forgotten its advantages.
also, it's important to have good skills in magic. I don't see them in Dungeon, they all seem ineffective. But Haven has a full set: Eternal Light, Fire Protection, Storm Wind. They all provide a good bonus.
Мне больно видеть белый свет,мне легче в полной темноте. КиШ.
Since the troops of Haven are stronger than the hero, in most cases it is better to play as Haven, as it allows the troops to move more often. But sometimes you can surprise your opponents by playing as Dungeon. Especially if you see a slow unit like a Wyvern or a Wraith in the enemy guild. Personally, I prefer to play as Dungeon (I simply consider this magic to be the strongest), but in general, I agree that Haven is played more often.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
For humans, it's light, although I personally play as Necropolis (which represents darkness). Once, I fought against a mage, and if he had used mass acceleration, I probably wouldn't have had a chance to attack even once. Luckily, he was heavily equipped with artifacts (specifically, Necromancer artifacts), so I managed to slow him down as much as possible. If elves were to cast something like that, it would probably be game over!
The choice also depends on the opponent. For example, against Necropolis, many dark spells are not very effective. But the advantage of dark magic is that it has a cool perk – the Fallen Knight, which increases spellpower by 5 when casting dark spells, although it reduces defense by 1. However, if you have leadership, this won't be noticeable. In this case, by adding a couple more artifacts that boost spellcasting, you can cast high-level spells quite effectively. On the other hand, light magic is also quite effective against knights. Increasing the speed of a large group of units with low initiative is a good strategy. Mass Divine Power at the expert level is also devastating (archers, royal griffins, knights Isabelle, and seraphs deal tremendous damage). Against Necropolis, as an option, you can consider the Eternal Light perk.
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.
Dark magic is more effective than light magic because it makes the enemy's troops fight as if they were on your side, which means you can win battles with minimal losses. It doesn't work against necromancers, though; in that case, the Sandro's Cloak artifact would be helpful, but it's not always available. Divine Vengeance is a strange magic; to make it useful, you need to lose half or more of your troops. I level up Dark magic for all heroes except the Dark Elf; for him, I think Arcane Wave is better. For the other heroes, I don't level up magic at all, except for Summoning occasionally. Instead, I prefer to level up Luck, Leadership, Attack, Logistics, Defense, or Mechanics – it depends on the situation.
I believe that choosing a faction depends on two things:
1) Who is your enemy...?
2) Your play style...
If the enemy is Stronghold, then darkness is definitely the way to go; the light option only works in one case (yes, by the way, it's another way to counter Orcs) if you are Haven, and your hero is (don't be surprised)) Myv...
If the enemy is Necropolis, then light is the way to go; if the enemy is Fortress, then darkness is definitely the way to go! (+readiness + battle griffons + vampirism))
But in general, it all depends only on you; there is no definitive answer here... :)
Хакер - не преступник.:smile28: Взлом - для искусства. Смысл - в свободе.
I'm all for Dungeon! It often comes in handy. + It has a cool skill – Fallen Knight... + Intimidation + Berserk... Dungeon looks good in the hands of players! (if those hands aren't clumsy ;) )
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
By the way, weakening is very effective against demons (since the minimum and maximum damage values differ by a factor of 2 or more for all creatures), and if you add vulnerability (of course, applied to the entire army), the demon army will deal very low damage.
I wouldn't rely too much on Berserk or, even more so, Dominate, as with a meager spell power, a Knight won't be able to cast powerful spells; after all, people generally prefer mass spells over high-level single-target spells.
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.
I wouldn't really count on a Berserker, and even less on controlling him. With a meager spell power, a Knight won't be able to cast many spells; people generally prefer mass spells over high-level single-target spells.
I generally agree, except for the Berserker; spell power isn't that important there, the main thing is to have skilled Dark Magic. Dark Magic works very well against Orcs, and, as already mentioned, against Demons. But in Heroes 3, Light gained a significant advantage: Divine Retribution. It's a very powerful spell... although it's not guaranteed that you'll get it, but still. ;) When choosing between Light and Dark, you need to consider the opponent's race and the spells available in the guild: for example, if you have Weakness and Feeblemind, it's more advantageous to take Dark Magic with a mass curse, and if you have Bless and Holy Fury, then Light Magic with a mass blessing.