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Here's another question I have. How does the Guildmaster's ability work? (reduces resistance by three times). Does the resistance reduction apply when the Guildmaster is present in the army, or only when he attacks?
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
I have another question. How does the Guildmaster's ability work (reducing resistance threefold)? Does the resistance reduction apply when the Guildmaster is present in the army, or only when he attacks?
I just checked: The Guildmaster reduces resistance when he attacks (casts a spell). Creatures in the hero's army cannot cast spells on a hero with magic resistance of the 5th level.
why is he immediately considered not very useful? A fast unit and a lord in one – that's already pretty good. Then, if you have some kind of staff or scroll with a damage spell, you can attack enemy units with support. You can also give him Chaos – at least a basic +magic skill. Magic arrow. And if it's an advanced skill, then fireball is just wonderful.
But what's really interesting is on a large, marathon-style map: first, make him a guildmaster and give him Grand Death + Death Touch (or Chaos + Despair)! This is amazing – it will kill any hero:smile14: – no matter how super-powerful he is! It's a pain to level him up, of course, but I repeat – on a large map. If there's a lot of free experience, like on Leskandr, you can also try it.;) He's unique, in short. But in most cases – unfortunately – that's not the case.
P.S. It's an exotic option, but it's possible (so don't get too mad if it doesn't work:smile32:).
but a marathon-sized map presents a special challenge: first, create a Guildmaster and give him Grand Death + Death Grip.
That's a bit much. ))) It takes at least 45 skill points. ))) There's a special major skill for Death Grip that allows you to cast it without Grand Magic of Death. It sometimes appears on maps. Many players rely on it in PS (presumably referring to a specific map or scenario).
That's too much. ))) At least 45 skills are needed. ))) There's just a special major skill for the Hand of Death, which allows you to cast it even without Grand Magic of Death. It drops on some maps. PS rarely does without it.
Well, regarding the minimum – I specified that it's for a large map. And on a large map, I think it's quite possible. Although, you don't even necessarily need to level up magic – it's enough to find some kind of Chaos Wand, like a Fireball. Or – Chaos Magic – even an Expert level is enough (6 skills – maybe it's enough with Universities and Altars) + Lightning... In total, we get a Guildmaster: at least seven skills in Nobility and Scouting + 6 skills in Chaos, totaling a level 20 hero when leveling up purely through experience, minus levels for Altars and Universities, and there he is!... Level 13-15 is quite realistic. By that level, Lightning will deal about 300-400 damage. You can also use the Order – Advance + Ice Bolt. But the combat wand option is also good – you don't have to be distracted by leveling up, and by the endgame, the wand will also have considerable killing power.
Draw your own conclusions... And I will definitely check it – all this is just theory.
P.S. And I'm hearing about the Hand of Death major skill for the first time:( I've never seen it:( By the way, can you tell me exactly how the Guildmaster's ability works – I don't remember whether it reduces resistance by a factor of three or by a third:confused:
The Guildmaster bonus has been changed from "ignores magic resistance" to "reduces resistance by three times" (the Guildmaster's ice arrow will deal 100 points of damage, taking away 67 health points from a hero with 100% magic resistance).
Thanks, that's helpful. And regarding the resistance, that's really great – the Death Grip of the Guildmaster will kill anyone regardless. And Chaos Despair too... Lightning will deal 200-230 damage.
I don't quite understand this point... Guildmaster is purely a combat class! That is, he doesn't have any magic initially. So, isn't there a risk that, with sufficient development of a particular magical school, the Guildmaster class will change into some kind of fire diviner? Please clarify the situation...
I don't quite understand this point... Guildmaster is purely a combat class! That is, he doesn't have any magic initially. So, isn't there a risk that if you level up a particular magical school enough, the Guildmaster class will change into something like a Fire Diviner? Please clarify the situation...
Hmm... we level up Nobility and Scouting as the main skills - and make sure that the number of skills in the Chaos magic being leveled up doesn't exceed the number of skills in either Nobility or Scouting: I wrote in the previous post - to get, for example, a Guildmaster with expert magic (6 skills), you need Nobility and Scouting to be at least 7 (or even 6?) skills, then the class won't change ;)
Yeah... focus on developing Nobility and Scouting as primary skills, and make sure that the number of Chaos magic skills doesn't exceed the number of Nobility or Scouting skills: as I wrote in my previous post, to get a Guildmaster with expert magic (6 skills), you need Nobility and Scouting to be at least 7 (or even 6?) skills each; then the class won't change. ;)
In my opinion, even on a large map, it's not worth it. It's one thing if you find a staff or scroll with a powerful offensive spell, but in other cases, it takes a very long time to develop him. Moreover, if you have Scouting, you want to make a fast-moving unit, and sometimes even a Thief can be useful, and if you have a Noble, why not upgrade his main skill to level 5? +50% to growth is a significant advantage. But chasing after such a rare chance of upgrading isn't very wise, and who's stopping you from moving a Tactician, who will be extremely useful on large maps, to the rearguard. And with skills developed to levels 6-7, the Guildmaster will be neither fish nor fowl, like a single-shot rifle with only one bullet, and you still need to find armor-piercing ammunition
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
And with skill specialization into 6-7 skills, the Guildmaster will become neither fish nor fowl, like a single-shot rifle with only one bullet, and you'll need to find armor-piercing ammunition for that bullet.
What prevents you from developing Swiftness or Nobility? Finding a wand or scroll with a combat spell is highly likely on any map (I'd even say very likely), and you don't need to spend experience on magic; instead, you can develop what's available in universities or on altars. In my opinion, it's still worth it: Many maps feature neutral heroes with 100% resistance, and against Barbarians/Archers, it's an excellent armor-piercing bullet – a hero with a Warfare Guildmaster is not so easily killed by pure physical damage. And you don't even necessarily have to hit him with combat spells – even casting some kind of spell on a combatant is already good, for example, removing immortality with Cancel/Dispel, aging/weakening/slowing/cursing/poisoning, etc., and then hitting him hard with physical attacks. Something like that, in general... This needs to be tested for its practicality in the game... otherwise, you can argue about it for a long time.
What prevents you from leveling up Swiftness or Nobility? Finding a staff or a scroll with a combat spell has a high probability on any map (I would even say a very high one), and you don't need to spend experience on magic; instead, you can level up what's available in universities or on altars.
Um... well, the thing is, it requires a lot of skill points. A staff isn't that easy to find. Since we won't be leveling up magic, a simple fire or ice bolt spell will be very weak on its own, so you need to find a staff... at least one with fireballs (although that's still weak), and even a scroll with lightning. And with the huge variety of scrolls, it's not that easy to find exactly what you need. You can't level up magic beyond the second circle in universities, and with altars... well, even with the best-case scenario with universities, you need 2 altars to reach level 3, and then... it's a lot, in general.
I agree about dispel and cancel, but again... if you find a scroll ;) So, if you're going to level up a Guildmaster, you need to be at least 80-90% sure that you'll find the necessary spells along the way
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
Um... the problem is that you need a lot of skills for this.
On many maps there is a prison with an upgraded Lord - underworld of battle, Lezkandra for example - we boost scouting - give him a rod/scroll and voila! - he has reserved his spot in the finale;)
ZYbr;197800
It's not that easy to find a Rod. Since we won't be boosting his magic, a volley of Fire Arrow or Ice Arrow would be very weak on its own, so you need to find a Rod... at least of Fireballs (though still weak), and maybe a scroll with Lightning Bolt at least.
When leveling up, even without magic, the spell's power increases with each level - Ice Bolt/Fire Bolt at level 15-20 - it will be around 130-180 + basic/advanced magic - and it's already 150-250...
ZYbr;197800
And with the general huge variety of scrolls, finding exactly what you need is not so easy.
hmm... still, it's not hard to find something - mage towers, monastic havens, Dragon Utopias, just on the map...
ZYbr;197800
I agree about Dispel and Cancel, but again... if you catch the scroll ;)
Dispel/Cancel works against 100% resistance anyway - from any mage - I meant removing Immortality with another mage, then the Guildmaster casts some debuff, and then we hit physically
ZYbr;197800
So if you're going to boost a Guildmaster, you need to be at least 80-90% sure you'll find the right spells along the way
something will turn up - in this case anything will be useful ;)
P.S. I'm not saying you should always boost such a hero - but if we know we're playing against Barbarians, for example - with such a hero the chance of victory increases.
Added after 23 hours 24 minutes Tested the Guildmaster. Here's what I got:
took a level 15 hero (533 Nobility+55 Scouting - theoretically need 19 levels to train from a Lord, or 20 levels from a Thief, but in reality you can get a discount of 4-5 skills from altars and universities, guilds). so...
give him a rod/scroll of Fire Bolt - it deals 135 health damage. the increase is 5 damage per level. with Ice Bolt/Fireball it's a bit worse - 108 damage, increase +4 per level.
now give him basic Chaos - no changes ... basic Spellcaster + advanced Chaos - no changes ... not it - you need Pyromancy, or Sorcery and get +20% i.e. 162 from Fire Bolt. and if basic Pyromancy+basic Sorcery / advanced Pyromancy / advanced Sorcery, then it's already 40% = 189 - that's significant. Though 33% resistance still remains, but still, dealing 126 HP damage to a Grandmaster of Battle is not so easy with a physical strike.
so we get that you need 3-4 Chaos skills (variants: 1010, 1001, 1020, 1002, 1011. and if you're lucky even 1021, 1012, 1022!!! ) and we get an excellent "armor-piercing round" (c) ZYBR. well, as for the Arm of Death artifact, there's nothing to calculate there - it will kill.