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Posts from New units. Their discussion and selection of upgrades.
A tournament organized by a ghost clearly demonstrates where to find good Masters and where to find good Snappers. If your enemies are tough-skinned Dwarves, Snappers are definitely the way to go. If they are lightweight Te, Masters are better. Inferno – Masters. Mages – Snappers. Haven – Snappers. Necropolis – Masters.
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!!!
The new arrows are definitely cool, no doubt about it, but I still prefer the old ones. The slowing arrow and the double shot are very useful, in my opinion. :)
Added 1 minute later
I choose the first dragons too; they seem more powerful to me, and I don't like the prismatic breath of the second ones:confused:
Level 1: At the beginning, I take Dryads because Ents aren't available yet, and you can summon Bee Swarms. Then, with a full army of Nymphs.
Level 2: Definitely Wind Dancers; they have a cool ability.
Level 3: I prefer Archers. Stopping Shot and Double Shot (if successful, it's really good) are more useful, in my opinion.
Level 4: High Druids have powerful spells.
Level 5: I agree that if it's a mage, choose Light; if it's a warrior, choose Combat.
Level 6: I take Wildlings. I don't know how to justify it.
Level 7: Emeralds, because sometimes breathing on 2 cells is more useful.
That's my opinion.
Somewhere in one of the threads, it's written how to train Crystal units to land the correct attack. I understand that if luck wasn't a stat for Elves, then it would be worth taking the guaranteed attack of 2, but as it is, the risk is minimal...
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!!!
Somewhere in one of the threads, it says how to train Crystal creatures to land the correct attack. I understand that if luck wasn't leveled up for Elves, then it would be worth taking a guaranteed attack of 2, but as it is, the risk is minimal...
This is all good, but I would like you to point out that thread. Regarding Crystal creatures, the risk is minimal, but it still exists, and unlike Emerald creatures, they don't have immunity to Earth.
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
and unlike the Emeralds, they don't have immunity to Earth.
This isn't that important. Their main task is to eliminate as many of the most dangerous creatures as possible from the very first turn. Their high initiative allows them to do this. And the hero will have a good choice: attack the archers or the dragons... I think they'll choose the archers;).
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
2. Mallasan Dragon
Come on, immunity to Earth... a Warlock with Earth Shock and/or Meteor isn't something you encounter every day... Not to mention irresistible magic. And a Gnome is more likely to use fire. A Mage with top-tier Chaos spells is not a high probability. I don't think you're losing much by giving up the immunity.
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.
Immunity to earth is useless. Warlocks don't care about immunity anyway, as their Undead creatures are already immune. Mages might not even get the Shock spell, and even if they do, it's questionable whether they'll use it. Elves fighting elves is a rare occurrence. And demons, with their inherent resistance, are also immune to Shock. So, it seems like this immunity is just for show.
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!!!
The question is this: which upgrades and for which creatures in the Castle of the Light Elves do you choose? Please, in advance, just the type of upgrade and the justification. Please, no off-topic discussions. For example:
Nymphs, because... Wind Dancers, because...
.
Out of the two upgrades, I choose.... -Nymphs, because they heal themselves and the Ents, and the Aspen Swarm for the Dryads does not compensate for this ability. -Wind Dancers because they have more attack and defense. -Forest Archers. Because they have no range penalty and higher initiative than the Bow Masters. And if the hero is Ossir, his archers solve everything)). I only take Bow Masters when there is the Unicorn Horn Bow artifact. -High Druids, because they have the Lightning Wall spell and more defense than the Elder Druids. On fast maps, when the armies are small, High Druids deal good damage with the spell. -Unicorns, depending on the circumstances. -Ancient Ents, because they have more defense and hit points. -Emerald Dragons, because they deal damage not only to the target but also to the creature standing behind it.
They are all good. But, I choose: 1) Dryads (I really love them). 2) Wind Dancers (so cute):D. 3) Forest Archers (also cute):D. 4) High Druids (they have better magic). 5) I like both versions of unicorns, ents, and dragons, so it depends on the circumstances. In total, I feel the same way about both types of elven upgrades:smile54:.
2 Archlich
I agree with everything except for the Emerald Dragons... Why do they appeal to so many people? They deal damage to the creature behind them. But Crystal Dragons can not only target the creature behind them but also teleport. Moreover, it's a common practice to trap archers in corners. On fast maps, I agree with the High Druids. On long maps, not really, because Bolt doesn't offer much anymore. Rangers already have plenty of mana. And the higher-tier archers shoot better. They also have a low spell power, which can be boosted by the hero.
Regarding post #38: So, you choose your army based on which units are "cute" and which are not????????????
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!!!
I think the fairies can stay the same (since they have a swarm of bees).
I haven't quite figured out the second tier yet, but I choose the new ones.
I think snipers look and perform better, because they shoot without a penalty.
I choose the supreme druids (because they have deadly lightning).
I haven't figured out the unicorns yet. If you want, you can give me a hint.
I choose the new dendrites (they are beautiful and cool):D
I don't like dragons in Heroes V at all, but I always take emerald ones.