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Posts from A Warrior hero from the Dungeon faction? That's absurd...

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A build for a Dark Elf Warrior: 1. Magic of Light - Righteous Fury, granting Storm Shield. 2. Luck - Soldier's Luck, magical resistance, Lucky Charm. 3. Leadership - Troop Gathering, Diplomacy, Aura of Swiftness. 4. Attack - Tactics, Battle Fury, Retribution. 5. Wizardry - Mana Restoration, Secret Knowledge, Counterspell. This system will work even better if you have artifacts like the Ring of Swiftness, Amulet of Haste, Boots of Speed, Lion's Crown, Horseshoe of Luck, and Staff of the Underworld. This will result in a good warrior with decent magical support. Please comment on this build system. Added 2 minutes later. If everything is maxed out as needed and you have the necessary artifacts for initiative, then with Haste (if you take Magic of Light instead of Chaos Magic), the Fury's initiative becomes 34!! Added 12 minutes later.
Drake
The most useful thing in Magic of Light for a Warlock is Resurrection. I'll remind you that creature growth is not important for him:smile24:. But in general, it's a matter of taste. I don't like Lethos because of its rather narrow specialization. There are more worthy heroes, although many of them have a personal skill that is only useful at the highest level of development.
The most useful thing for a Warlock-Warrior in Magic of Light is universal Haste and universal punishing strike! Try it yourself!!
In reply to Илюха ВДВ
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Leveling up a battle mage instead of a warrior, although it's not a bad choice.
True, with such artifacts, you can even turn a mage into a warrior. ;)

By the way, Stone Skin and Anti-Magic are also useful for a Warlock. Especially Anti-Magic against, for example, Mind Control.
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In reply to Loken
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Loken
The problem with a combat-focused Warlock is that:
- its combat stats grow much slower than those of strength-based heroes;
- its ability is purely magical;
- yes, the leadership skill has a very low chance of appearing (which makes Retribution almost useless);
- it has troops that are not typical for a warrior.

The first point is clear, and I think that in the latest versions, the chance of an attack skill appearing has even been reduced...

Elemental Chains actually add only a small amount of damage, and unit attacks are not aimed at exploiting elemental weaknesses, but rather at maximizing efficiency (blocking, countering, etc.).
Meanwhile, a Demon, Orc, or even an Elf doesn't face such a dilemma.

As for the troops... no matter how good they are, they are practically useless for a purely combat-oriented approach. The main attacking force of the League army is dragons and riders. Also, Furies, but they die very quickly. That's it. The rest are support units. Minotaurs are not very effective, being extremely slow, with rare exceptions; Hydras are even less so, they are always left for later; Witches simply (de)buff, sometimes dealing mediocre damage; single units... don't make me laugh. Either they attack one by one with Assassins, which is not very strong in itself, or they deal one or two blows in melee, at the level of a Spearman.
That's how it is. And there are few dragons, or none at all, unless the map is small.
Riders are focused and eliminated almost as quickly as Furies. Game over, dungeon cleared.
And all that huge spell power is wasted.
...yes, I forgot to mention the small increase in the first three levels, and the fact that warriors actively use Light and Dark magic, which greatly increases their already excellent attacking potential.
That's why the so-called warrior-warlock has no advantages over a pure mage.
I completely disagree! 1. Why is it worse?!
2. If you mean the super ability, it increases the damage from Elemental Chains by 50%, and that's not insignificant!
3. If you develop the hero properly, any skill will eventually appear (in any case, I have played dozens of times as the Elven faction and I always got Leadership!).
Why are they not typical for a warrior?! I agree that the creatures have low defense and low growth, but they have some of the highest initiative and speed! The first 2 levels are the best in the entire game, not only in terms of characteristics but also in terms of special abilities... take, for example, Strike and Return.
Furies have invisibility, and Harpies have Speed. And what about Dark Riders? Do you know that my 120 Dark Riders (with a skilled Power Attack) took out 310 Zealots of the Faith in one attack (they were under the command of Laslo, level 30, i.e. +15 to defense and attack!). This was a lucky attack, but still, it was a powerful blow. And Furies, if they have a Ring of Speed and a Boots of Speed, have an initiative of 37 with a general skilled Haste! And as for Minotaurs, with a Speed Aura and Boots of Speed, they can reach the opposite edge of the map in 2 turns!
And they deal 2 hits! ...And if there is a Dark Rider nearby? ...And if the hero is Sorgenal?
I have played many times on the Ubisoft version, and my Furies were never targeted, and the Riders were not focused. They didn't have time, they chopped the enemy into small pieces!
And by the 3rd or 4th month of the game, the damage from the attack of the units is even higher than from enhanced, lucky Meteor Strikes! So I think that a properly developed warrior-warlock is unmatched!:smile19:

Added 3 minutes ago
WisTrit
Developing a combat mage, not a warrior, although it's not bad.
True, with such artifacts, you can turn a mage into a warrior ;)

By the way, Stone Skin wouldn't hurt a Warlock either. And Anti-Magic is useful against, for example, Subjugate.
I also think so (in general, I think that for a full-fledged warrior, it is better to take Light magic instead of Chaos magic). It's just that for the Elven faction, the main thing is a fast and strong attack.
And spending the hero's turn on casting Stone Skin, in my opinion, is not logical, it is better to teleport Hydras!
In reply to Илюха ВДВ
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Ilyukha VDV
The most useful thing for a Warlock in Magic of Light is universal speed and universal punishing strike! Try it yourself!!
Well, I don't know:smile42: The main problem with the Warlock is the poor troop growth, and with Unstoppable Magic, Punishing Strike, etc., becomes secondary and (despite being useful) is not a key component of victory.
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
In reply to Drake
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The Knight doesn't have an overwhelming attack, but his punishing strike is very useful.
Overwhelming is just additional damage, applied independently to the troops.
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Has anyone tried playing with Iranna? Her meger is incredibly fast, making her a good warrior combined with summoning magic, and the phantom on Iranna's meger might be one of the most powerful builds in the game.
In reply to Wistrit
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WisTrit
The Knight doesn't need an "Irresistible" attack; however, the "Punishing Strike" is very useful.
Irresistible is just additional damage, applied directly to the troops.
The Knight doesn't need "Irresistible"! He has a completely different specialization; you can't compare a sword and a shovel. And I don't think anyone has calculated the additional damage from "Irresistible" here. The numbers are impressive.
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
In reply to Drake
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With one Castle, the damage is +40% to the desired stack.
The Warlock has few troops, but they are strong, so this is not a problem.

"Here, the Knight is helped by the punishing strike, but the Warlock is helped very little."
Why?
The effect is no worse. It is overwhelming for Chaos, but there is no Chaos left, only troops remain.
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WisTrit

"A punishing strike helps a Knight a lot, but a Warlock very little."
Why?
The effect is just as good. It's devastating against Chaos, but if there's no Chaos, only the troops remain.
Because a Knight is "destined" to use Light magic! It's one of his primary focuses. Light magic is important for a Warlock, but mostly to reduce losses. In other cases, it's much more advantageous to spend the hero's turn to destroy, say, eight level 8 creatures with a single spell (of course, with the Lucky Charm skill).
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
In reply to Drake
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The Knight is destined to use dark magic...
Considering that the Warlock also has a lot of attack power, it's not a given that some kind of shock spell will be more effective than a punishing strike; again, it depends on the specific troops – attack.

Casting resurrection with a Warlock seems pointless to me. Neutrals usually don't kill anyone, and if they do manage to, resurrection definitely won't save them.
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In reply to Wistrit
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Are we only going to fight neutral creatures? What kind of limitation is that?:) The primary task is to eliminate all enemy heroes. And it's not difficult to level up a Warlock:) If you listen to that, it seems like you can deal so much extra damage with Retribution that you can destroy a dozen level 7 creatures? That's nonsense:)
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
In reply to Drake
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Okay... you're saying that the Light's priority is to avoid losses. I understand that to mean avoiding losses on neutral territories. Or are you planning to resurrect units in the final stage? Good luck; unprotected League units will fall 10% faster, and that's all you'll achieve.
If you listen to that, what does it mean? Can you inflict so much extra damage with a punishing strike that you can destroy a dozen level 7 creatures? That's nonsense.
Really?
If the punishing strike, which gives +12 to attack, only guaranteed the death of level 7 creatures...
And in general, does Chaos often kill "a dozen" creatures?
I rarely see anything like that.
Unless it's against computer opponents on giant maps.
But even there, you can win by just pumping up your magic skills and not taking any magic.

Added after 4 minutes
Just so you know, I once played on a huge map against someone, playing as Sylvan against the League.
I had 16 crystal dragonlings.
I attacked a Castle...
The enemy had a Stronghold + Lucky Sorcerer + 2 League Castles + dragons were a suitable element. Shock wiped out 14.
So, talking about "dozens" of level 7 creatures so easily doesn't really make sense.
Tomorrow holds no promises
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In reply to Wistrit
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WisTrit
Okay... so you're saying the Light's priority is to avoid losses. I understand that to mean avoiding losses on neutral creatures. Or are you planning to resurrect in the final battle? Good luck; unprotected League units will fall 10% faster, and that's all you'll achieve.

Really?
If the Retribution strike, which gives +12 to attack, only guaranteed the death of 7th-level creatures...
And in general, does Chaos often kill "a dozen" creatures? I rarely see that happen.
Unless it's with companions on giant maps.
But even there, you can win by just pumping up your magic skills and not taking Chaos magic.

Added 4 minutes later
Just so you know, I once played on a huge map against someone, playing as Sylvan, against the League.
I had 16 Crystal Dragonlings.
I attacked a Castle...
The enemy had a Stronghold + Lucky Sorcerer + 2 League Castles + dragons were a suitable element. Shock wiped out 14.
So, talking about "dozens" of 7th-level creatures is clearly an overstatement.

First, a well-developed 20th-level Necromancer can reliably take out 8 7th-level creatures at a time. Second, the battle tactics depend directly on the Necromancer's opponent. In some cases, Chaos magic won't be needed at all; Irresistible Magic will be enough. In other cases, if the opponent is, say, a Rune Priest, it will be much better not to give up Chaos magic spells. It's practically impossible to consider all possible variations, and trying to fit every event into the same scheme is more than foolish. You need to take all factors into account, including the player himself; only then will something worthwhile come out of it.
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
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I'm against using light magic for a Warlock. It's frustrating to have so much magic power when less than 50% is enough for light spells. And the school isn't even a natural fit. Neutrals can really break through without resurrection and without any losses. In my opinion, summoning is better, maybe even without the Arcane Wave.
In reply to Мститель
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I was already about to give up...
I'm against a Warlock using light magic.
A Warlock is not a mage (in this situation).
This kind of build is generally not suitable for him (or maybe it is).
Let's start with the fact that a Warlock, properly built to level 20, can take down 8 level 7 creatures at a time.
“Guaranteed” is a good word, but what kind of build is “guaranteed” to work on any map against any enemy and under any circumstances? I'm very interested.
You have to try very hard to make him take down 8 at a time, and even then, it's hard to survive long enough in a battle to get to your turn.
Secondly, the battle tactics depend directly on the Warlock's opponent.
What about the ideal build?
In some cases, Chaos magic will not be needed at all; Invincible Magic will be enough.
How is that?
If the opponent is, say, a Rune Priest, it will be much better not to give up Chaos magic spells.
That's exactly right, considering his dwarven luck, innate immunities, and runes.

Well...
Let's start with the fact that a Warlock, properly built...
It is practically impossible to consider all possible variations, and to adapt every event to the same scheme is more than foolish.
Tomorrow holds no promises
Except the ones we've made

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