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Posts from Barbarian magic suppression skills...

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#1
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I played... I played as Barbarians... and noticed a certain pattern in myself... I never chose any of the four skills that silence schools of magic... so I decided to ask you, **respected forum members**, whether it's worth taking them, and what would you advise? ... usually, I try to take Education (for Blood Wrath) or War Machines instead.


- Информация... -вступление...

Твой друг назвал меня принцессой,
А ты сказал, скрывая страх:
Таких принцесс в старинных пьесах,
В конце, сжигали на кострах...
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#2
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It makes sense to acquire them only when you are certain whether the enemy has learned magic or not. That is, if your opponent is Sinithar, then Atihaos is necessary; if it's Leto, then you need anti-darkness, and so on. In all other cases, in my opinion, it's not worth investing in them; there are more useful skills.
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FAQ по Heroes VI
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#3
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So, while blocking is certainly useful, it's only effective in specific situations! Major Whirlwind and I had a discussion about it (look for it, the topic is somewhere in the Orcs forum)... Blocking should be used when you're certain about which school of magic your opponent is using. In that case, it's a super useful ability. Anyway, we argued, argued, and decided that it's better to take luck with magic resistance and education. Also, find artifacts that provide resistance, and don't bother with blocking. Of course, against a Town, I would take a chaos blocking spell; if you guess correctly, the damage will be minimal.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
In reply to Amko
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#4
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So, I'm right, and if you're playing on a map with 6-8 players of different factions, these skills are generally useless? Is that what everyone thinks?

P.S. Thanks. I didn't see this argument earlier... I'll look for it now...


- Информация... -вступление...

Твой друг назвал меня принцессой,
А ты сказал, скрывая страх:
Таких принцесс в старинных пьесах,
В конце, сжигали на кострах...
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#5
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in my opinion, placeholders are pointless. You spend six levels on some dubious skill that might be useful either in a battle against an enemy hero (and even then, it's not a given – they might learn two schools of magic, or another one, or not learn any at all, and instead level up dungeon skills to disrupt the Orc's plans), or in a battle against spellcasting creatures... and that's it. No, in my skill order, all the slots are already taken by logistics, luck, attack, machines, and leadership.
by the way, I also don't see the point in leveling up war cries, because the bonuses, in my opinion, are too questionable.
Первый, кто был забанен за Правду.
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#6
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it is worth leveling up the Chaos artifact
as it contains the main attacking spells.
Мертвые сраму не имут (с)

"Альянс Полумертвых"
#7
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After playing with the AI, I came to the following conclusion. Against mages (meaning any magical race), silence skills are also not necessary. In a battle with a mage, you can’t hesitate; you need to eliminate all their troops as quickly as possible. You can’t allow more than 3-4 spells to be cast, otherwise, it could end badly. You can disrupt these spells with Hoplites and Shamans, which I always include in my final army composition. If your opponent is from a race with low magic, you can prioritize Strength over Magic (if your spellpower is at least 6-8). All other perks should be focused on attack. Taking a silence skill will definitely prevent you from taking something more useful, such as Luck or Leadership. Both of these will be much more helpful.
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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#8
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well, I've basically already said that:
except I don't have high hopes for the Goblins... no matter how much I mess with enemy heroes, the most that's ever happened is that the Goblins themselves get hit with half the damage. yes, it saves other units from the attack, but the Goblin casualties are quite high:
it doesn't always work. that is, to effectively use the ability, you need quite a few Shamans; it's calculated based on the number of hit points.
Первый, кто был забанен за Правду.
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#9
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I agree with what was said above; I have never downloaded them.


Lie awake in bed at night
And think about your life
Do you want to be different
In reply to Nevil
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#10
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I am a proponent of relying 100% on the effects of skills. That is, I only take a skill if I am absolutely sure how it will help me. For example, if I take Luck, it will help me in every battle. But if I take one of the Silence skills, it's not even certain that it will be useful at all. And of course, I agree with the others that even if you guess correctly with the Silence skill, there are still skills that offer much greater benefit in battle (like Luck or Morale). And I have never seen an opponent use only one type of magic in battle (at least 2), which means that for real benefit, you need to take all 4 Silence skills, and that is an unaffordable luxury. Conclusion: Silence skills are nonsense, poorly designed.
Мне больно видеть белый свет,мне легче в полной темноте.
КиШ.
Ушел на неопределенный срок
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#11
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isn't it possible that luck might not have a 100% effect? It might not even trigger once during the entire game.
Первый, кто был забанен за Правду.
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#12
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In a battle against a mage, you can't hesitate; you need to eliminate all their troops as quickly as possible. Allowing them to cast more than 3-4 spells can lead to a disastrous outcome.
You say 3-4 casts? For example, if an Orc in a somewhat prolonged match doesn't have Slow and a Necromancer consistently casts Mass Slow, Mass Dispel, and Haste (attack perk), while the Orc can only approach, the game is over for the Orc. As is the case with casting Sign of the Mage, Enchanted Arrow (Ballista, Rain), etc. Slow is useful in the endgame, but it actually hinders development during the early game; otherwise, it would be a fairytale. The Orc is strong, but extremely vulnerable against Dungeon, and other magic schools also give him a hard time. And the main thing is that no single race is tied to only one magic school; mages, in general, are experts at surprising with their choices. So, you have to guess.
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#13
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Even though the orcs were given some temporary solutions, they aren't as effective as they seem! But still, against True Sight, anti-chaos is needed, in my opinion. Against other races, I would focus on resistances (in luck, maybe they found boots, etc.).
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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#14
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I agree that antimagic skills are only worthwhile when you can easily predict what the opponent will specialize in. For example, against the Dungeon faction, you can take anti-Chaos; against the Necropolis, anti-Darkness; and against the Sylvan, anti-Light. But even then, there can be situations where you won't be able to guess correctly. For instance, I play with Ilfina, but I develop her Light skills because there's no other option, and otherwise, I focus on combat skills plus leadership and luck (then the unicorns tear everyone apart... well, here I go again, talking about myself :). This is to say that you can easily make a mistake with a skill and waste a slot that wouldn't be superfluous in any case. So, when playing as a Barbarian, I develop anything, but definitely not antimagic. After all, Blood Fury still reduces damage from magic, right? Plus, you can also get artifacts for resistance. In principle, a well-developed Barbarian with Blood Fury at level 2-3 and a couple of good spells will make any mage nervously stand aside :). *classic* Of course, all of this is just my opinion (IMHO).
А, вот почему.

??+⛓️♿=?
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#15
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maybe I'll reveal a terrible secret now :)

but in the Thieves' Guild, you can always see the enemy hero,
and if he initially has some kind of magic (for example, Letos with Darkness :)), you can take that item ;)
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