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Posts from Barbarian magic suppression skills...

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In reply to valery
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Placebos can be useful, the main thing is not to miscalculate. :)
A Chaos placebo against the Dungeon, which usually builds its superiority precisely on chaos, is excellent.
A Darkness placebo is useful, no further comments.
A Light placebo - ... I don't know. :)
A Summoning placebo - Doesn't inspire much confidence.
Tomorrow holds no promises
Except the ones we've made
In reply to VaRvArHawk
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VaRvArHawk;191105
It's better to upgrade anti-chaos units for the Orcs, and use Goblin Shamans against dark magic; they are much more effective than the Darkshade. They saved me more than once.
When I created this topic, I thought about it for a long time, and I'm still choosing Goblins so as not to take up a skill slot... magic resistance is very helpful... :smile02:


- Информация... -вступление...

Твой друг назвал меня принцессой,
А ты сказал, скрывая страх:
Таких принцесс в старинных пьесах,
В конце, сжигали на кострах...
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When I created this thread, I thought about it for a long time, and now I'm also choosing Goblins so that they don't take up a skill slot... Magic corruption is very helpful.
A reasonable and active opponent will quickly assess the chances of various tricks. And if they are significant enough, they will thin out the Goblins, which is easier to do with 5 base HP than with 7. At the same time, some remnants will remain from the Wrath of the Horde. I agree that the Goblins are a burden everywhere except in the final stages, but how many mighty Barbarians have been defeated by a more modest and weaker army after Subjugation on Cyclops (the strongest unit in the game) and a couple of Berserkers - with 3 stacks of 7 under the enemy's control? If Light is not such a big hindrance to the Barbarian (although after Righteous Strike and Stone Skin, the enemy warrior definitely becomes stronger), then Chaos and Summoning can be a problem. And Darkness is a scourge for Orcs; it is rarely possible to defend against it with Goblins alone, and it is NECESSARY to do something about it.
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I don't really like the Silence skills because you often have to guess, like in a lottery. For example, against Light Elves, you might try Silence Chaos or Silence Light. If you're lucky, it works, but if not? Also, there can be surprises. For example, against a Necromancer, you choose Anti-Darkness, but the Necromancer has maxed out his Summon skill, knowing that Orcs will be afraid of Darkness.
In reply to Мститель
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Avenger;199944
I don't really like the Silence skill, as it often feels like a guessing game, like a lottery. Also, there can be surprises. For example, against a Necromancer, you take Anti-Darkness, but the Necromancer has maxed out his Summoning skill, knowing that Orcs will be scared of Darkness.
Some (including me) level up both for the Necromancer.:)
In reply to Boris K
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Well, it's not that difficult to guess. If the enemy hero is Deydra, you need to pump up anti-magic. If it's Vlad, then anti-summon. But if it's Naadir, I think it's better not to pump anything at all, because you can't pump two anti-magics anyway, and one is useless. Although, if there's an artifact for spellpower on the barbarian, strength against magic would be good.
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I don’t take any skills that reduce damage. I mostly take luck, morale, sometimes machines and logistics, and of course, attack (not always defense), and something else.
Ко мне всегда на Ты


In reply to Julyanna
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By the way, instead of reducing chaos, you can take Barbarian Luck; if it gives +5, the effect will be no worse than with Chaos Reduction. Plus, it also reflects 15% of the damage.
Tomorrow holds no promises
Except the ones we've made
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For me, it all depends on who the opponent is and what bonuses are available when leveling up, and what choices are offered. Besides simply weakening spells, the skills available in these branches can also be of interest. For example, when playing against Necropolis, I will, of course, try to get Antimagic and Antisummoning at all costs. But you can also get some benefit from Antilight (it seems, what does it have to do with it?), due to Storm Wind: the key units of Necropolis – Vampires and Spirits – fly, so reducing their initiative will not hurt in any way; the same applies to playing against dwarves – here it would be good to take Fire Protection for obvious reasons. Another good trick with Antilight can be used thanks to the Daughters of Heaven. If you manage to get Secrets of Light, you can immediately hit the opponent with lightning, without sacrificing poor goblins. This doesn't always pay off, but you can find a use for it.
Land aus Blut im Aschenregen,
Wüst und leer und ohne Segen.
Hier bin ich durch dich gefangen,
Muss für dich durchs Feuer gehen.
Du siehst mich in Flammen stehen,
Glühend will ich dich empfangen.
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I never study the "Diminish" skill; I think it's unnecessary and just wastes a skill point. Plus, you might not even guess correctly. It's better to invest in Luck or Logistics instead of Diminish.
Клан "Хранители Небесных Врат"

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