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Posts from Which school of magic do you prefer and why?
Poll results will be visible after you vote or when the poll closes.
kcfgogbfalgfl
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Water!!! Because without water, you can't go anywhere! Summoning a boat + SH (presumably referring to a specific skill or ability) instantly solves the problem if there's even a single water tile!!!
Firstly, not all maps have water... Secondly, almost all spells become useless near water... or simply lose their effectiveness. Of course, Mass Blessing and Prayer are good spells, but the rest... As I said before, I think the best school is Earth. : )
Of course, Mass Blessing and Prayer are good spells, but the rest...
Besides these spells, there are also such excellent spells as: Teleport - the opponent is holed up in a castle, and we teleport, for example, hydras there :) :smile20: Forgetfulness - all of the opponent's archers stop shooting and start walking (even on the advanced level!!!) :smile20: Clone - simply amazing :smile20:!!! Healing and Dispel - Super!!! The opponent has cursed armor, and he also cast a shield on himself - we dispel it and destroy him :smile20:
kcfgogbfalgfl
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A clone is just…!!!
:) Even a clone will have 1000 snipers with 1 HP :) Even one peasant (well, I might be exaggerating a bit, but…) can destroy this legion :) Although, it can also be used for other purposes, for example, to make the enemy hero cast a spell on this unit, thus wasting their turn. But…
Forgetfulness - all enemy ranged units stop shooting and walk (even on the advanced level!!!)
After that, we use:
Dispel - Super!!! The opponent has cursed armor, and they also cast a shield on themselves - we dispel it and destroy them
:) Even if the clone has 1000 snipers, they'll only have 1 HP :) Even a single peasant (well, I might be exaggerating a bit, but...) can take down this legion :)
One peasant can defeat them if he stands next to them, but who will let him get close? The clone has a very remarkable property! The clone always moves after the original (unless he's blind or paralyzed), regardless of speed! That is, if we have 1000 snipers, during THEIR TURN, we create a clone of them, and it will immediately start moving, and the opponent will not be able to prevent this!!!! Well, then let them kill it, because clones rarely survive more than one round (of course, if the battle isn't against neutral creatures...).
Added after 14 hours 2 minutes invisible
The clone doesn't move immediately after its original. With equal speeds, units take turns, including the clone!
I was a bit off... Indeed, if the opponent's army has monsters with the same speed, then the turn will be taken in order... BUT! For your own army, everything is true. If the clone has a speed of 9, and the original has a speed of 4, then the clone will still move after the original! If the original is blind, then the clone will move immediately after the original "should have moved"!
WhiteLizard
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Personally, I like water magic more. But in general, each school of magic has excellent spells; there are just a lot of them related to water! By the way, earth magic is also very good :)
За всем следят машины благодати и любви.
Vincent50
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Earth and water! First of all, I try to choose earth... I won't explain why I chose these elements specifically. Everything has been said above.
Могучих крыльев тяжелый взмах. Под чуждым небом и взгляд чужой. В каких-то серых скупых горах Он ищет встречи с своей судьбой.
Well, I really like Water Magic, what can I do, it's just my element:D. But in Heroes 3, for me, the best magic is Earth Magic, and that's undeniable...
And I love air magic :) especially in Heroes of Might and Magic III. It's completely different in the other games. Why? Because of the damage per day (DDP) :)
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель
:smile24::smile24::smile24::smile24::smile24:
РУХ-ЧУДИЩЕ-ОГР
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Magic is generally chosen based on preference... but it also depends on the map... On large maps, Earth and Air magic are essential for the main hero... on smaller maps, you might not have time to develop the hero and build up the castles to the desired level, so you might need less Air magic, and Fire magic will be more useful, etc.
Earth, I think, is the best school of magic.
Slowing allows your warriors to move before the enemy, and the enemy won't have to move far.
Shield and Stone Skin won't hurt.
With the Earth Magic Expert skill, Restoration revives units.
Explosion is the strongest attack spell.
Meteor Shower is only surpassed in scale by Inferno.
I don't find it interesting to play on small maps. There's no freedom. The enemies are already running around right away. I prefer to play on large maps. The scale is different in everything.
I don't find it interesting to play on small maps. There's no freedom. The enemies are already running around right away. I prefer to play on large maps. The scale is different in everything.
So you can't play on small maps?????? I also prefer larger maps, and I don't rush to defeat enemies; sometimes I take my time and explore everywhere. But I also play on small maps, and I advise you to do the same to improve your skills....:smile29: ;) :smile42: :smile35:
Sub specie aeternitatis.
Под знаком вечности.
Demon26-I
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I prefer Earth magic; it has the City Gate spell, which has saved me many times, and it also has slowing effects. If I recruit archers, fewer monsters will come towards me with this magic, although there are exceptions, but in most cases, only a few monsters will approach.