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In reply to Light God
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Wind Dancers are quite effective... but you could try using Death Dancers, especially if you increase their speed. They can be very useful: take Gilraen (with a specialization in dancers), and if you find a teleport, throw them into a group and... they'll cause a lot of trouble. Crystal Dragons, in my opinion, last longer, even though their attack is unpredictable. At least, you can use them against dwarves, as they tend to cluster around the attacker and defender.
In reply to Light God
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Will there be a lot of them? That's the question. There will definitely be a lot against the Dwarves... And you need to use the Crystal there, but you can't play Dancing with Death at all without Gilraen.
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
In reply to Light God
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Death Knights are a controversial topic, but when playing as Hammers of Fate, they are often useful. The opponent doesn't always spread out their troops, as they are supported by dryads, unicorns, and dragons, in addition to the Death Knights. You just need to find the right moment. And often, the AI forces the player to play defensively rather than offensively. Against clustered dwarves, we boost Chaos to support the troops.

Wow! What a great post!
In reply to Gunslinger
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shaddar Dancers were definitely useful there, as there was no other choice! And you can generally upgrade all units! They're all good! Some run around like crazy, increasing their own defense, others heal trees and themselves at the same time! The third ones shoot like they're using armor-piercing cannons! The fourth ones (this is what bothers me the most) interrupt the spells of Necropolis and Dungeon! The fifth ones... I won't even talk about them; they're just as wild as the dancers! But they deal more damage and are hard to kill! And you can't do anything about Light magic! The sixth ones... u-u-u-u-u-u-u-u, they're practically unkillable with just one unit! And the seventh ones, I haven't quite figured them out yet, but they're definitely not weak! I'm just amazed by the units of the Elves!
Вступление в клан"Lost Heroеs"






In reply to Light God
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I don't know, I think the new tier of dancers is much better than the old one. The old ones were completely useless; they had low damage and a useless retaliatory attack, plus their ability was also useless because sending them into a group is complete suicide. But the new tier is very good; thanks to their high speed and corresponding ability, they can control all the critical points on the battlefield, where they need to defend or attack. Overall, it's a very useful unit, especially compared to the old ones.
Нет, я же Гитлер.
In reply to Light God
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Wind Dancers are more effective than Death Dancers, but it's wrong to say that Death Dancers are useless. With the introduction of Wind Dancers in Tribes of the East, everyone immediately forgot about Death Dancers. In Hammers of Fate, few people complained about them, but suddenly there was so much criticism that Death Dancers are terrible, but they can still be useful.

P.S. 2Alucard - I saw your post on this topic somewhere. It says the same thing.
In reply to Light God
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No one complained about the Lords or the original version because there was no alternative... But in this case, I believe the choice is clear: dancers with Wind mastery, because only a dull AI can create a dense group of enemies. There's no point in using them against neutrals, unlike the new ones. That is, the old two red gems were completely unjustified. Their only use was teleportation for a surprise attack. It's better to use the hero's turn for something else, and if you do teleport, then teleport Ents.
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
In reply to Драккошка
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Drakkoska;125784
In my opinion, Crystal Dragons only lose out in terms of appearance, and it's a pity they removed the immunity to Earth.

There's definitely nothing terrible about this, because few people attack dragons with Earth Shock or Stone Spikes. So, it's not a big deal, and the appearance isn't that important. However, the loss of guaranteed double attacks and the replacement with a prismatic attack is something to consider. What's better: guaranteed double attacks, or risking a prismatic attack? In my opinion, the latter is better because everyone knows about the dragon's breath and doesn't place units in pairs, while the prismatic attack can hit any unit, even those standing behind.
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
In reply to Light God
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Hmm... how do you even play as Elves? :) Wind Dancers are more useful at the beginning, against neutral creatures. Because they definitely don't cluster together, and there will be fewer losses due to their ability. In the endgame, however, Death Dancers are usually more useful. Especially with teleportation. Especially under Gilraen. Especially with generals. Who is forcing you to rush them headlong into enemy fire, exposing them and letting them die? And then you still say that the unit is bad... You probably have never seen how these dancers, under the cover of their troops or with teleportation, with Forest Fury, Retribution, Blessing, Smite, Haste, with upgraded defense and resistance, unexpectedly appear behind the enemy, among several units, even among archers, and just start cutting everyone down. The opponent can't even properly touch them, because the counterattack will be simply devastating... As they say, you just don't know how to use them properly. And in general, Death Dancers are my favorite unit in the game
In reply to Light God
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Well, I think the upgraded archers are better than the Master Archer.

Personally, I still prefer the Master Archer. He has a double shot, which means a higher chance of a successful hit, and I think the knockback on the attack damage scale is more important than ignoring defense.
Чую время пришло и захлопнулась дверь
Ангел пропел и полопалась кожа...
Мы выпили жизнь, но не стали мудрей,
Мы прожили смерть, но не стали моложе...

Агата Кристи
Ты должен быть сильным,
Ты должен уметь сказать: Руки прочь, прочь от меня,
Ты должен быть сильным, иначе зачем тебе быть?!

КИНО
In reply to Light God
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So, here's what I choose.
1. At the beginning of the game – Nymphs. They help when fighting neutrals. Later, when I'm more "settled in," I take Dryads. After all, symbiosis is powerful.
2. Here, I'm completely undecided... I don't know who to choose... I don't like either of them... But mostly, I choose Dancers of the Wind because they can attack multiple targets at once.
3. Forest Archers. Shooting without a penalty in the early stages is more effective than two shots. My opponents rarely run towards me.
4. First, I choose the Supreme ones (when the numbers are small) – then the Senior ones.
5. Light Unicorns. Because I always develop Light.
6. Wild Ents. And here, I simply like the appearance...
7. Emeralds. Their breath is fresher (probably because of Orbit...).

That's basically it... Although, I'm extremely concerned about the question of who to choose: Dancers of Death or Wind, and Archers or Forest Archers.
In reply to Light God
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Wind Dancers are great... but you can try taking Death Dancers instead, especially if you boost their speed. They can also be very effective: take Gilraen (with a specialization in dancers), and if you find a teleport scroll, throw them all together and... they'll cause a lot of trouble.
2 Psionic. Here's my quote, so not everyone thinks that Death Dancers are a bad alternative.
3. Forest Archers. Shooting without a penalty in the early game is more effective than two shots. My opponents rarely run towards me.
2 Gold Fenix....Archery Masters are more effective at the start than Forest Archers, because their ability (stopping arrow) is very helpful in fighting neutrals. If you're playing as Wing, the difference in initiative between Archery Masters and Secret Archers isn't that noticeable. To increase the chance of their ability triggering, take Soldier's Luck.

I take Wind Dancers (as Psionic already mentioned) and Archery Masters at the start when fighting neutrals. Depending on the game and the opponent, you have to adjust your strategy
In reply to Light God
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Here's an example: I'm currently playing as Gilraen, against the Dark Elves. Which units should I take? Forest Archers or Archery Masters (I've explored most of the map and am about to attack).
In reply to Light God
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Of course, the masters. They would quickly eliminate someone from the enemy ranks to prevent them from causing trouble!
Чую время пришло и захлопнулась дверь
Ангел пропел и полопалась кожа...
Мы выпили жизнь, но не стали мудрей,
Мы прожили смерть, но не стали моложе...

Агата Кристи
Ты должен быть сильным,
Ты должен уметь сказать: Руки прочь, прочь от меня,
Ты должен быть сильным, иначе зачем тебе быть?!

КИНО
In reply to Light God
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Right away, the question arises: why play as Gilraen and not as Wing? Well, if you're playing as Gilraen, I would take the Secret Archers because of the initiative bonus. If the enemy hero has high speed, the archers won't even have time to shoot properly. If I were playing as Wing, I would take the archers, but as it is, my choice is Forest Archers.

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