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Posts from The essence of the tactics when playing as the Dark Elves. Auto-translated

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#31
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Mdance;152480
Well, I've always been a proponent of Summoning for the Warlock precisely because of the versatility of this school. Before version 3.0, I played as Vaishan because having a Trap from the start allowed me to quickly defeat large groups of powerful neutral creatures early in the game. And, accordingly, I also invested in Chaos (along with Summoning). But in the early stages, I only went up to the Secrets of Chaos (for the powerful spell and Knowledge), as it was much easier to obtain them. By the way, I used Fist to the Full in Utopias. Usually, people initially ignore the racial skill, and the damage dealt by Black Dragons is simply laughable. But Fist can be both Empowered and Lucky, and it doesn't get weakened.
And there's another trick in Summoning that few people use – Exorcism. It's fun to fight Demons with it. It gates Nightmares; a Trap is placed where the gate was, and when they appear, they immediately take double damage from 4 mines and then disappear... And it's also nice to one-shot the opponent's Phoenix or Necromancer with a single cast...
Now I'm playing as Lethos. Darkness + Summoning is a really powerful combination. Even the simplest combination of Mass Slow + Fire Elementals is a very powerful thing. And I don't even need to talk about a Phoenix under Vampirism... It's a pity they removed Fire Wall from Summoning – it was a pretty good spell, very suitable for Hunters – the same principle as Plague. Cast it and watch as the guys in the fire wait and burn. And if you have both Plague and Wall...
Stop, I don't understand something. The wheel says that Exorcism enhances Chaos magic spells, and they deal 100% more damage. What do Traps have to do with it?
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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#32
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Vayshan;152568
Hold on, I don't understand. The Wheel says that exorcism enhances Chaos magic spells, dealing 100% more damage. What do traps have to do with it?

Who cares what's written in the Wheel :)

Exorcism enhances any damaging spell. Even Words.
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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#33
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Hmm... This is misleading for players... But even then, it's not necessary to place four mines at the spawn point of the Nightmares. And casting it twice on the same spot... Although, with Exorcism and a Lucky Wizard, even one mine becomes super powerful.
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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#34
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Where???
Guess in three tries. Here's a hint: NOT in Karaganda.
No, seriously - the option looks promising in theory. And all the skills have a decent chance of appearing. The only thing is that Kif's start is a bit slow, but this shouldn't matter in a long game...
I'm generally in favor of starting with one hero in a long game and then making another one the main hero if the map allows it. It's a pity that the Golem eats 6 mana, not even 5, and there are too few Hunters. But for a long game, you need to come up with something for the Fortress, because many players tear it to shreds in the Chaos hero build, and it's not great in other builds either.
In reply to Fireball
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#35
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Fireball;152600
Guess in three tries. Here's a hint: NOT in Karaganda.
"What? Where? When?" right...
Fireball;152600
I'm generally in favor of starting with one hero in a long game, and then making another the main hero if the map allows. It's a pity that the Golem costs 6 mana, not even 5, and there are too few Hunters. But for a long game, you need to come up with something for the Academy, because many players tear it to shreds with a Chaos hero, and it's not great in other matchups either.

The option is good in terms of unpredictability. The opponent will prepare for one hero, but a completely different one will appear - I agree with that.
So, the starting guy/girl should develop Mentorship so that our Kifrah can at least start her ascent to the post of Malassa's punishing hand:D
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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#36
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So, it turns out that the starting hero needs to develop Mentorship to help our Kifrah begin her ascent to the position of Malassa's punishing hand.
Why not develop Mentorship? Attraction is useful, Scholar is also good on a large map, and Education works for everyone and always. And a couple of hit-and-run heroes wouldn't hurt, as well as just heroes with non-zero stats for mobility. Mentorship is easiest to develop with Irann, but she's not very good as a starting hero.
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#37
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I would also like to know how you develop your castle. This is also an important part of the strategy. My development scheme is as follows:
First week: I build and immediately upgrade scouts and furies, unenhanced minotaurs, a tavern, and a town hall.
Second week: I build a fort, a stronghold, and a castle, a market with a merchant guild, and, if possible, a capitol.
Third week: a capitol if I didn't build it in the second week, and creatures of levels 4-6.
After that, everything depends on the amount of resources. I build a guild of mages, an altar of elements, and, if possible, upgrade creatures. Perhaps this tactic is completely wrong; write your development options and comments.
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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#38
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During the second week, I don't build a castle; instead, I build 4-5 levels of creatures (if I have enough resources). Otherwise, I agree with everything.
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#39
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The Elves simply have their main strength in the first three tiers at the beginning of the game (as do all other factions), but unlike the Elves, the others have a large increase in power. Therefore, I build a Castle in the second week to have more troops. Then, I immediately build a Capitol, which ensures that I have the resources to hire troops first, and then the troops themselves. If I do it the other way around, I will have trouble with money.
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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#40
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In the first week, I upgrade either Stalkers or Furies; in any case, for my tactics, I don't need to upgrade two tiers simultaneously. Either Stalkers or prolonging the battle with Assassins and upgrading Furies. In the first week, I don't take Minotaurs but take Riders, as they help against archers, and it's not difficult to deal with melee units without Minotaurs.
Нет, я же Гитлер.
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#41
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Well, Stalkers and Furies aren't very effective until they're upgraded. And how do you get Cavaliers in the first week? They require a level 9 city, and there are only 7 days in a week. If you build something every day (which is usually the case in the first week), it's impossible to build Cavaliers.
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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#42
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Generally, I believe that both city development and hero leveling should be tailored to the map, so I don't think there's a universal "development plan" that exists. But there are, of course, some general principles.
If anyone is interested, you can read my report on Nival about testing Lethos on a specific map.
(Warning - it's very long...)
http://forums.nival.com/rus//topic/at/881677/
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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#43
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Stalkers and Furies aren't very effective until they're upgraded. And how do you get Cavaliers in the first week? They require a level 9 Castle, and there are only 7 days in a week. If you build something every day (which is usually the case in the first week), it's impossible to build Cavaliers.
I don't know, it's definitely possible, although if your Castle is at level 0, then of course not, but in "Former Friends," the Castle is already at level 4.

And of course, you need to develop your strategy depending on the map, but for example, I have a general tactic for playing on a medium-sized map against 4 opponents, and I change it during the game depending on the situation. Although, of course, this isn't the best option, but it's still convenient.)))
In general, I believe that both building up your Castle and developing your hero should be tailored to the map, so I don't think there's a universal "building plan" that exists. But there are, of course, general principles.
If anyone is interested, you can read my report on Nival about testing Lethos on a specific map.
(Warning - it's very long...)
http://forums.nival.com/rus/showpost...postcount=2876
+1 for the information, it's very interesting, and that's exactly what I was hoping for when I created this thread. Lots of text is good! If you have anything similar, please share it
Нет, я же Гитлер.
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#44
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Hmm... sorry for imposing with unsolicited advice, but I think it would be appropriate to discuss this topic from a slightly different (more specific and structured) perspective. There is no universal strategy that works for all situations in 3.0, not only for Dungeon but for none of the factions. Therefore, I think it is necessary to specify:
1. The race of the opponent
2. The initial level of the city
3. The estimated time of the decisive battle (the week number will be sufficient) and the expected/required level of the main hero and a detailed description of the skills.
4. The order of city development.

I think this will help avoid empty chatter and significantly facilitate the search for the necessary information for beginners.

All of the above is IMHO.
Порою люди не со зла
Творят настолько черные дела,
Что до таких блистательных идей
Не вдруг дойдет и записной Злодей

Темный адепт клана GODS
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#45
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Another rather important question: How to effectively use tactical enchantments directly on the battlefield? After all, between a hero's turns, something needs to be done. The lack of defense suggests going for a quick attack, but the large spread in speed and initiative... There's no point in staying on the defensive because of the lack of defense. Of course, the tactics depend heavily on the faction, but for example, against Orcs. A faction with average initiative and unit speed.
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...