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Posts from Advantages of Mages over other races.

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Recently, I played against a Barbarian (player) and a Necromancer (player), and I discovered a few interesting things: 1. During castle sieges (we are defending), Gremlins are incredibly useful for quickly taking out catapults due to their high initiative. They can also manage to fire a few shots, but the main advantage is that with a fully intact wall, the Barbarian loses most of his offensive power (Wyverns and Centaurs are destroyed too quickly). 2. When defending a city and in other large battles, prioritize killing Goblins and Centaurs first. Horde Fury deals an absurd amount of damage (in my case, 7 Thunder Lizards at once, even a Dark Knight couldn't do that). Specifically, level 1 and 2 units make up its strength. Also, Cyclops no longer shoot, and the main Orcish troops don't reach you all at once. If you have mini-artillery with high initiative, they won't survive. 3. Cursed Lands will help keep Horde Fury at a more manageable level. 4. If you have more than 70 Mages, Combat Mages are more effective than Archmages. 5. Against Necromancers with Dark Magic, I recommend using Counterspell, and our troops with mini-artillery will do the rest, with almost no losses
In reply to Владислав
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I like the golem repair ability that mages have. When I discovered this feature, golems became the foundation of my attacks. It's great because you can take back valuable units from high-level enemies and then attack with heavy cavalry. You can also use them as a shield to protect more valuable units, but you need to plan it out. In short, you repair them and win without losses:smile44:
Мне больно видеть белый свет,мне легче в полной темноте.
КиШ.
Ушел на неопределенный срок
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One downside is that Tier 1 Gremlins have weak attack and defense and can only be repaired once, so I go for Tier 2.

Added 3 minutes later
And they cost less... they are only good for a rush with a Slinger and against neutral creatures at the beginning. Otherwise, they aren't very good.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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no... the new gremlins are more important (we take them with the new golems), but you can still take the old ones with the old ones)))

P.S. I won't be original and will also put this smiley:smile44:
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
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Artwork is a great way to strengthen your army, but it consumes a lot of resources, and if there's nothing left to strengthen, it's pointless!
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When I play as a Mage, I generally don't engage with neutral creatures; my army mostly stays put, and my hero does all the work. I don't even use minor artifacts on my own units. That's my strange tactic. :)

P.S. The Wizard's Sign is awesome.
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель

:smile24::smile24::smile24::smile24::smile24:
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Well, let's start with their buildings; they are very good, and visually, they are the best. Then, their magic is also useful; it pierces the target completely, although when the arrow misses its own units, it doesn't look very good:D))). And their super ability is also the best (after the elven one, of course).
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And their super ability is the best (after the elven one, of course).
I would argue with that... The special abilities of all factions are good, almost... But putting the Academy's ability in second place doesn't seem right...
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
In reply to _Prizrak_
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_Prizrak_;190704
I would argue with that:)... Academy has good special abilities, almost all of them;)... But putting it in second place somehow doesn't seem right...
I don't argue, the Academy's special abilities are great:), but Eternal Luck is still better, because many spells in Heroes aren't that great, but double damage attacks are just awesome:D))).
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In reply to Нэйко
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As I understand it, Ghost was saying that 2nd place is too good for absolute knowledge, and not the other way around. And I agree with him. And the Elven skill isn't that strong either. The spell power skill for mages is good, but it's hard to get, because playing without magic at the beginning is very difficult for a mage, not a warrior. But it's different for warlocks :P
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In reply to Amko
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In my opinion, mages have a good chance of defeating the Haven's troops, as they are more focused on defense. And 3 archers in the army + magic is not bad at all against warriors. Of course, there are some difficulties... for example, the paladins. But overall, you can use all the military resources of the Academy very effectively.
Tomorrow holds no promises
Except the ones we've made
In reply to Wistrit
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WisTrit;193240
I think mages have a good chance of defeating the Haven forces, as they are more focused on defense.

Does a Knight have a 30% chance of getting an attack bonus when leveling up, like a Warlock? Compared to a 15% chance of getting a defense bonus for a Mage? And Archangels, like Paladins, can also deal significant damage at the beginning of the battle... Maybe I didn't understand what you meant?
In reply to KonServator
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I wanted to say that a Mage has three archers, which is quite good for an army that isn't the fastest in Haven... Although, griffons too... but the Mage has magic. As an option, you can kill archangels and paladins with magic, and use archers to kill the archers. + magic. Although, this option hasn't been tested, of course... But as an option, it sounds good. Here. P.S. signature... witches.
Tomorrow holds no promises
Except the ones we've made
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You can give specific units mini-artifacts that increase luck and morale, while not choosing luck and leadership themselves, but instead selecting something more useful. As a result, morale and luck work, and we didn't even focus on these skills. Mages, for example, could develop summoning, spellcasting, education, and perhaps get defense, logistics, plus luck and leadership.
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In my opinion, luck and morale, while good on their own, look better as mini-arts on some creatures. Although, in general, I prefer to apply luck to all creatures if resources allow – everything else depends on the creature. But don't forget that luck and morale can be increased to a good level by visiting 2-3 corresponding buildings; not every opponent will think to "remove" these bonuses with a weak hero before the main battle.
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

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