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Posts from New units. Their discussion and selection of upgrades.
Well, what can I say here: nymphs/dryads – at the beginning, dryads, then nymphs.
Dancing with the Wind – definitely, as described above in terms of parameters, and in a quick game, Dancing with Death simply won't show the desired result.
Master Archer – undoubtedly, double shot is the most effective, especially against undead, as there is a chance of hitting at least 1 shot on the specters.
High Druids – well, no explanation needed.
Battle Unicorns/Light Unicorns: for a warrior, Battle Unicorns, for a mage, Light Unicorns, because magic is applied to Light Unicorns, and to Battle Unicorns... (it's clear anyway).
Wild Ents – it seems everything is clear here, higher attack, higher defense, and there is also a special ability.
But I have problems with dragons: I always choose them differently, but Crystal Dragons are better.
P.S. Light God, I think you will still think everything through and try not to spam and plagiarize, but come up with something of your own and new.
Neo122007
Actually, a topic like this has already been created, so now we are deciding whether to create a copy of it or not.
Well, I think the alt upgrade for archers is better than the Master Archer. First, the initiative was increased by 1, which gives more chances to shoot first, for example, at succubi. Second, ignoring defense helps well against high-level creatures. Third, not such a significant skill as the repelling arrow can also sometimes help. I also want to say something about the wild ents. They are cool, of course (and now dryads heal them), but with Forest Fury, they won't be able to bind anyone, so I'm more inclined to take the old ents; they are tougher than the wild ones and, therefore, are good defenders for the archers (you could say they are the only ones, because I immediately run all my troops into the enemy camp), and binding is generally great – it's good against paladins, for example, or high-initiative or high-level creatures. Take Readiness, and you can live peacefully! P.S.: There's no need to bash Light God so much. He's trying to raise the discussion about factions to liven up the community a bit. What's so bad about that!?
On level one, I take Dryads because they have higher damage, they heal thanks to Ents (which is much more useful than the Hive), and the one-point difference in initiative isn't fatal.
On level two, the Wind Dancers are undoubtedly the best: +3 to defense (plus additional defense from traversed cells), higher damage, and one more point of speed. Plus, it's rare to get a chance to use the Death Ripple ability of a Dancer in a battle against a human player.
On level three, I take Masters: Forest Archers may have more damage, no penalty, and one more point of initiative, but what is Enhanced Shot compared to Double Shot? And what if one of them is a lucky shot? (After all, there's a much higher chance of a Master hitting with a lucky shot, as they have two shots, compared to a Forest Archer with one...)
But on level four, I have a difficult choice. The Elders can cast spells, transfer mana, and have decent ranged attacks, but I often have problems with magic on my hero, so it makes more sense to take Elders? So, I take both... depending on the situation.
On level five, I completely agree with Witcher. If you're developing Light magic, then definitely take the Light creatures; if you're developing a warrior, take the combat creatures.
On level six, I honestly take whatever I can get. Do they entangle everything? Yes. Do Nymphs heal thanks to any creature? Yes. And that's all I need... unless I have the opportunity to spend some money. Then, again, it depends on the situation: to protect ranged units in the rear (more defense and retaliation is needed), take Ancients; to go out into the middle and entangle, take Wild creatures (better attack).
But on level seven, there are no questions – Crystal Golems.
ValgallaWolf
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All the new units are good, but in my opinion, the best ones are: Wind Dancers, Crystal Dragons, and Nymphs.
P_U
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What do you think about a peasant with wings, wearing armor, and wielding a sword?
Peasants in the Archangel faction have all of that.
Just take everything away from them at night!
Подумайте! Перед тем чтобы что-то делать...:smile39: :smile39:
M@)(iM
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The most useful upgrade for the Elves is definitely the Snipers!
_Prizrak_
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The new Treants are amazing... their attack power is incredibly high... You can play Elves equally well in both defense and attack; they are a versatile race, and they have definitely been improved!
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
The new Treants are amazing... their attack power is incredibly high... You can play Elves equally well in both defense and attack; they are a versatile race, and they have definitely been improved!
Nah... Would you really spend a crucial turn, which could be used to intercept a unit with Entangle, just to activate an ability (which will also remove the Entangle effect...)?
Elves were already versatile before this. Although, they are definitely more effective in attack now...
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!!!
First level: Nymph, second level: Dancing with Death, third level: Master Archers, fourth level: Supreme, fifth level: I prefer the older ones, sixth level: Ancient Ents, sixth level: I like the Emerald ones.
LuckySkulL
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The new guys are really awesome! And the snipers are impressive, but I still prefer the old, reliable ones.
Julyanna
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I just can't decide which unit is better – the old archers or the new ones. The old ones have 2 attacks and slow down the enemy's attack, while the new ones have a stronger attack. Which one would you recommend?
I take back what I said about the Crystal creatures... (I actually liked them, but only for Haven in duels against groups of ranged units). In the game... the ability is too unpredictable... It's much more convenient to reliably hit two targets.
2 Lucky Scull "Dancing with Death" are no match for the new ones. They die quickly. There's nowhere to use their ability because they die halfway there before they can reach the thick of the battle.
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!!!
Of course, the older ones are better. The older ones have 2 shots against one (although one shot is stronger, but elves always have luck, and it almost always triggers on one of the master archers' shots... and snipers have a lower chance of luck triggering...). And the abilities trigger equally (the slowing and enhanced arrow), so in my opinion, the older ones are better.
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!!!
It depends on who you're going to use them against! If you're going to fight high-level troops, then definitely choose the new ones. If you're going to fight archers and units with low defense, then choose the old ones. I think you should consider the situation: the opponent's race, the stage of the game. The old grade definitely rules in the early stages, and in the later stages, I choose the new grade! By the way, if you're attacking neutral creatures like black or green dragons, it's better to choose the new grade! IMHO.
P.S. If your sworn enemies include units like Riders or Vampires, I think it's better to choose the old grade, but if you're playing as Osiris, definitely choose the new one!:smile54:
It depends on who you're playing against! For example, against Inferno, they can really cause some trouble! And yes, they do die quickly, but now that there's a new tier of units, people are focusing on them to prevent them from spreading. But many people overlook the old tier, so sometimes they manage to reach their target! And then they cause havoc!
P.S. You shouldn't use them against every opponent! And while the new tier might be better than the old one, you shouldn't forget about the old tier either! IMHO.