Skip to content

Posts from In your opinion, which faction is the strongest in Heroes 5? Let's discuss the advantages and disadvantages of each faction.

5.0 (1 rating)
Open
In your opinion, which race is stronger in Heroes of Might and Magic V?
468 voters
Single choice Public votes
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
User Avatar
#349
Auto-translated
People with their spells won't be able to remove the debuff.
Sp doesn't affect removing the debuff; only the skill in Light and the level difference between the heroes matter. In general, Berserk is more effective because it can't be dispelled at all, but if the Knight runs out of mana, then Subdue can be used.
2. The bonus from attack damage with a charge is unlikely to be greater than the bonus from Berserk, but it also depends on the situation.
With Sp 14 (Darkness Expert), the damage bonus is already greater than for running 8 tiles.
User Avatar
#350
Auto-translated
It’s good that it can’t be dispelled, but someone in this thread mentioned Berserk on Paladins… you CAN’T cast Berserk on them! They have a Paladin-specific ability – I forgot what it’s called. And in general, I wouldn’t go up against Haven with Dark Magic… they often have a general dispel, plus Inquisitors can dispel, and I don’t think they mentioned that Paladins ALWAYS dispel with Lay on Hands… plus Humans have the Tent, which also dispels.
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
User Avatar
#351
Auto-translated
It’s good that it can’t be dispelled, but someone in this thread mentioned Berserk on Paladins… you can’t rely on Berserk against them!
But you can use it on those who are next to them, or you can just fight them, because they are much less dangerous than the Knights of Isabel.
And in general, I wouldn’t use Dark Magic against Heaven… They often have a General dispel + Inquisitors can dispel + I don’t think they said that Paladins ALWAYS dispel with Lay on Hands… +
But you have to spend a turn with a stack to do that, and the Knight’s mana is not infinite, unlike the Mage, Necromancer, and Demon. Against a Knight, Dark Magic is practically a must-have.
…+Humans also have the Lifespan ability, and that also dispels)))
Yes, but even on Expert difficulty, Lifespan only dispels Dark Magic spells of level 3 or lower that are cast on multiple units. Without the (advanced) skill in Machinery, Lifespan does not dispel spells.
__________________
User Avatar
#352
Auto-translated
I mostly agree, except for the Adepts – they don't shoot very well, so they almost always cast spells, which is why I don't agree that casting a spell is a wasted turn for them.
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
User Avatar
#353
Auto-translated
I voted for the Dark Elves because it's the race I play; secondly, they are good for rush strategies, fast-paced games, and late-game scenarios, making them a versatile race with various tactical options; thirdly, the units of this race are awesome and among the best in the game; and fourthly, the heroes have a lot of magic and attack power, and they have a great special ability!
Эсквайр клана "Lost Heroes":smile10:
Вступай в клан "Lost Heroes":smile20:
Я думаю с тоскою, глядя в даль,за мною радость, впереди - печаль...

User Avatar
#354
Auto-translated
Secondly, they are good for playing rush, a fast-paced game, and in the late game.
I thought that the Dark Elves are only good for playing rush, a fast-paced game, and maybe you can stretch it until the ultimate skill, but the late game is, in my opinion, not advantageous for them.
User Avatar
#355
Auto-translated
"However, you can attack those who are nearby, or you can simply fight them, since they are much less dangerous than the Knights of Isabel." The point is that the Paladins/Knights move very early and end up closer to the enemies by the time the enemy hero's turn comes – obviously, in this case, casting Berserk on them can only be done out of a desire to lose the battle. Again, Berserk can be countered with Inspiration (this has been done many times by the Knight and the Barbarian) – your unit is moved further away from the Berserk-affected stack, the Berserk-enhanced stack attacks the enemies, you spend 0.25 of a turn and 0 mana, or you simply put some "expendable" units next to them. In general, the main problem with Berserk is that the "protected" unit must be closer to its own units than to yours at the moment of the turn. And this is not as easy as it seems – all sorts of morale effects (especially with the presence of "Empathy"), fear, repulsion, in general, things that are difficult to predict. As for the fact that the Knights/Isabel are much more dangerous than the Paladins – that's WRONG! They are not significantly different in terms of stats; in essence, they differ only in one thing: the Paladins have "Ice Calm" (anti-Berserk), while the Knights/Isabel have "Tournament Strike," which is certainly useful, but any sensible opponent will, of course, do everything to prevent the Knights/Isabel from using it (it's not that difficult), or even better, to make them use it against their own units.
In reply to Gunslinger
User Avatar
#356
Auto-translated
shaddar;154563
I thought that Dungeon is more advantageous to play with a rush strategy, in a fast-paced game, and you can also stretch it until the ultimate, but late game, in my opinion, is not beneficial for the Dark Elves.

Not beneficial doesn't mean it's a guaranteed loss. If you know in advance that it will be a late game, just choose skills for the late game... See the topic in the Dungeon section.

P.S. I don't know how to insert links(((((
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
User Avatar
#357
Auto-translated
If we're talking about which faction is stronger, I wouldn't give anyone a clear preference (although I haven't played as the Lords of the North or the Orcs yet). The Knights are very strong. I once managed to get lucky with them – the enemy was completely overwhelmed. Add to that the speed boost, and the enemy's turn is over before you even see it. And with resurrection (not to mention the Guardian Angel), they become incredibly powerful. The Demons are devastating in terms of summoning. When I was playing through Agrael's campaign, he leveled up so much that he could summon a huge number of creatures. When the hero is strong and the enemies are strong, even one extra unit on the battlefield can make a big difference. Even if that unit is just a simple crossbowman. I liked the Necromancers in long campaigns. They're not that great on the battlefield, but a large number of archers can be very effective (except for the enemy, of course). The only thing that raises questions is the effect of the tent. You're not sure whether to be happy or not when it says "Zombie restored 30 health, 0 creatures resurrected." I really like the Dark faction. Yes, they don't have a very large army, but with luck, powerful magic, and assassin's poison, they are a formidable force. And the Elves, too. Especially when the druids cast free spells before the start of the battle. And the Ents can bind moving objects, and then you just shoot them with arrows until you get bored. And the Mages with their Titans are just beyond comment.
User Avatar
#358
Auto-translated
I haven't played with the Orcs yet.
I'll continue your reasoning about the Orcs...

Orcs aren't very strong on rush maps, although there are heroes who can rush – Tilseck, Haggeesh, but their strength lies in the late game! That's when the Orcs become truly insane... Huge damage (especially with Retribution, it's terrifying), Fury absorbs damage – that's where the fun begins... But, without that, they have a serious drawback. This is, of course, their vulnerability to magic (a good Necromancer can cast Berserk, and that's it... and there's nothing to remove it with :( and with such attack power, they'll hit so hard that...). They've added some countermeasures, but it doesn't help much (you can only guess the opponent's school in very rare cases). This race is one of the strongest. Fury is a huge bonus. If you manage to get the Education skill (where attack and defense are mainly improved, and that's just brutal), and get the Fire of Fury perk, you start the battle already at level 1, and that's very good... Many units have increased initiative, speed, etc. In general, you can see that the Orcs have a good division between attack and defense: you take the warriors who are armored if you plan to defend. You take the ones with bright skin and almost no armor if you're playing a brutal attack.

I quite like this Castle, I would rank them as the second strongest, of course, after the Elves.

Sincerely, _Prizrak_
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
User Avatar
#359
Auto-translated
Humans are stronger, in my opinion. Although, I would put Necropolis in second place with their vampires. But a large group of crossbowmen looks more impressive, especially with a well-developed and strong hero. I've been playing Heroes 4 and 5 for a long time, so I can judge.
#360
Auto-translated
Arbalesters have one significant drawback: very low initiative. And, as a rule, by the time their turn comes, there are considerably fewer of them left than there were at the beginning of the battle. But with divine power and/or acceleration, they truly become a formidable weapon.
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
#361
Auto-translated
In the patched game, humans cannot have a large group of crossbowmen, and the Necropolis faction cannot have legions of archers.
User Avatar
#362
Auto-translated
Well, that's been known for a while... And patch 2.1 fixes 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...
#363
Auto-translated
In my opinion, all factions are equal... You just need to learn how to use them effectively. And it's easiest to learn with the Necropolis.