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In your opinion, which race is stronger in Heroes of Might and Magic V?
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#364
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The only truly original faction is the Mages (excluding the cities in the sky). All the others are based on existing concepts. And the leader of the Mages is an original character.
In reply to Fireball
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#365
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Fireball;154169
In general, Berserk is more effective because it cannot be dispelled at all.
Berserk can be removed by Vampirism and Antimagic. ;)
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

In reply to Amko
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#367
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Night Nazgul;164628
You still have to catch them. :)
So, a Berserker isn't needed? :D
Head to head :)
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

In reply to oxygen_hl
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#368
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oxygen_hl;164632
But what about the Berserker? Do we not need him? :D
We do need him! But he's easier to catch – there are three Berserkers on level 4 in the light and three on level 5 in the darkness. The only thing that can prevent you from catching a Berserker is blindness.
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In reply to Amko
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#369
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Night Nazgul;164685
Yes, it should be. But it's easier to catch him – there are three traps in the light on level 4 and three in the darkness on level 5, but only blindness can prevent catching a Berserker.
50% chance of catching a Berserker, versus 5/9 (~55%) chance of getting either antimagic or vampirism. So, what's easier? :)
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

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#370
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Berserk is countered by vampirism and antimagic.
Of course, it can be countered; I wrote that it cannot be dispelled, and that's important. A dispel can easily reduce initiative by half, but Berserk cannot.
Out of habit, we apply Berserk so that it cannot be removed, at least until the first turn of the unit. Then, you remove it, and both sides have spent a turn, but only one has benefited. Of course, sometimes it's useful to apply Antimagic or Vampirism.
There's a 50% chance of catching Berserk, compared to 5/9 (~55%) of catching either antimagic or vampirism. So, what's easier?
It's closer to 56%, but how many races do you level up Light and Dark magic simultaneously? And do you level them up simultaneously for a Knight, the only unit with Light and Dark in its guild? I don't think so, so the probability should still be estimated at 33%.
In reply to Fireball
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#371
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Fireball;164734
Of course, it can be removed; I wrote that it cannot be dispelled, and that's important. A dispel can be easily cast in half the initiative, but Berserk cannot.
Out of habit, we cast Berserk so that it cannot be removed, at least until the first turn of the unit. Then you remove it, both turns are spent, and only one benefits. Of course, sometimes it's useful to cast Antimagic or Vampirism.
That's correct, but the Knight won't be able to hold out either. The Knight usually has one stack that has just finished training (either Imps or Paladins), and one of the immunities is immediately cast on this stack, if available. In the worst-case scenario, the Knight will receive one hit from his own units. This will interrupt the tactic.
Even closer to 56%, but how many races do you develop Light and Darkness simultaneously? And do you develop them simultaneously for the Knight, the only one in the guild who has Light and Darkness? I don't think so, so the probability should still be estimated at 33%.
No. I definitely don't develop two magics at the same time. Moreover, I will first level up the hero to level four, and only then will I start developing magic. If I see Antimagic, I will definitely choose Light; if I don't see it, I can level up one more time and see if Vampirism is available. If resources are scarce, there are two options: risk and develop Darkness, or give up and develop Luck and Resistance (if there are +10% boots, that's also an option).
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

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#372
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I’ll probably express an idea that has already been mentioned here. All factions are equally strong; everything depends only on the hero's development, their skills, level, and artifacts.
Борьба и единство противоположностей -
вечный двигатель мира сего.
In reply to Атлант
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#373
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White Wolf;167564
I’ll probably express a thought that has already been mentioned here. All factions are equally strong; it all depends on the hero's development, their skills, level, and artifacts.
This is indeed true, but I'll share my opinion! Maybe something is better, but I play as Sylvan!!!
Подумайте! Перед тем чтобы что-то делать...:smile39: :smile39:
In reply to Magnus
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#374
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Magnus;44155
Inferno has the ability to open gates, and when combined with Urgash's Call + wide gates + fast gate opening, it becomes a unique advantage. Also, they have Chaos and Darkness spells in their guild of mages, as well as a lot of knowledge. For example, at level 23, the hero had 190 mana.

Urgash's Call still needs to be researched; it's enough to destroy the initial units, and the summoned creatures will disappear on their own. :) 190 mana is, of course, good, but magic power is better! :) 100 is enough for one battle, and then the Warlocks use Dark Ritual. And the high spell power of the Warlocks, enhanced spells, wizard's luck, and meteor shower will wipe everyone out! :) Even mages won't be able to deflect Meteor Shower! :) High attack, powerful creatures of levels 1-4. :) The only drawback is low defense. :( But there is plenty of knowledge!
In reply to Аренгар
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#375
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In my opinion, the Dark Elves have everything they need: they are good both as mages :smile54: and as decent warriors :smile54:. But I also want to note that Necromancers are also great :smile20:, especially in Heroes 5 and in the Hammers of Fate :smile24: :smile20: :smile54:.
Графомания путешественника
In reply to Artes
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#376
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I, for example, like the people. I really like their angels and paladins!! :smile54: :smile03:

Added after 11 minutes
Major Whirlwind;156277
Crossbowmen have one significant drawback: very low initiative. And, as a rule, when it comes to their turn, there are considerably fewer of them left than there were at the beginning of the battle. But with divine power and/or acceleration, they are truly a formidable weapon.
I AGREE. Once, I amassed over 600 crossbowmen, used divine power, and killed 2000 militia. :smile44:
In reply to Нэйко
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#377
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Mutare Drakke;167600
In my opinion, Dark Elves have everything: they are good as wizards :smile54:, and they are also decent warriors :smile54:. But I also want to note that Necromancers are also great :smile20:, especially in Heroes 5 and in the Fortress faction :smile24: :smile20: :smile54:

Exactly, Necromancers curse, and with spells like Banshee's Wail and Raise Dead, they overwhelm with quantity rather than quality! :smile54:
But Night Elves are the best!!: :smile54:
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#378
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Definitely the Dwarves! Especially with their, in my opinion, overpowered runic magic and terrifying Godzilla made of magma!