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Posts from Which faction poses the greatest challenge for the Dwarves?

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16 years ago
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Ingvar is absolutely right. The Dwarves will simply take the Light – a storm wind. And the Ghosts, Dragons, and Vampires are significantly weakened. In essence, the Necromancers have been seriously nerfed. Besides, your Naadir's ability is, to put it mildly, not very good. What's the point of Ghosts when the Dwarves have "Fight to the Last"? Did you even think about that? How many Ghosts will you get from killing a unit? One? And the "Protection Giver" – what is the Dwarf's general dispel used for? That's right, to dispel general effects. Necromancers always win against weaklings because any idiot can avoid losing Necromancer units when others are losing theirs. You've chosen some nice artifacts for yourself; maybe I'll take that set with the Dwarves, which automatically gives general evasion and stone skin. Where are you going to get 2,000 Ghosts? You can't gather that many in any normal game! You must be only playing against the AI, but then 80% wins won't be enough. Added after 4 minutes I'll add one more thing. I looked at the initiative, and both sides have an initiative close to 10 for almost all units; the difference is completely insignificant.
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16 years ago
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Oh, please, don't – I have a 100% win rate against the AI on any difficulty. What made you think it was just one ghost? And have you tried playing it out to the very end? You definitely won't be able to resurrect anyone after that. And blocking with ghosts – you can block almost anyone, which is just great! Dwarves cast spells poorly because they lack magic, so a general dispel is not very effective. You can gather 2k ghosts in Random Map Generation – I've tested it. But okay, troops aren't the most important thing. I just found a recording of a battle. The opponent: Demon, level 17, 50 Dark Wyverns, 47 Kshatriyas, 14 Cyclops, 58 Wolf Riders, 149 Earth Elementals, 202 Warmachines, 22 Titans. My army: Naadir, level 22, 18 Messengers, 100 Vampires, 600 Skeletons, 15 Liches, 17 Draconians, 200 Zombies. Naadir won, losing only the Vampires, and the Draconians and Zombies were just passively defending. He won with negative spells + plague + low morale. Horrifying!

Added 1 minute ago
And besides, Naadir's magic skill was only 29 – below average, I'd say. And no one even remembers the poor dwarves.
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16 years ago
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1. One ghost – because with the “fight to the last” option, I always have one last creature die in the squad, and Naadir’s special ability implies the appearance of ghosts (= Naadir’s level) but no more than the number of creatures killed in the squad.

although, no, most likely the number of ghosts will be equal to Naadir’s level; I might have overcomplicated things here.

2. I tried the “fight to the last” option, and I can definitely resurrect anyone then. I don’t understand what this is about at all.

3. Gnomes cast spells poorly because they don’t have magic, that’s true, BUT what does this have to do with the ineffectiveness of general spell removal? These are general light spells; the hero moves up the initiative scale more advantageously than with skillful spellcasting; didn’t you know that?

4. The example given is shocking to me. Really – it’s TERRIBLE.
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16 years ago
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I meant the battle to the last with Naadir – then the summoned creatures also get this ability, and it becomes almost impossible to drive them away from the corpses. As for the general dispel, so what? All they'll be doing is casting that spell, while we cover them with plague and unholy words. By the way, don't forget about the emerald boots. And the army will be larger – with diplomacy and inhabited mines, and even more so if they have dragon gear – no one will be lacking. Regarding the Town Experience (TE). There is a very effective way to increase TE, namely – mentorship. An amazing skill. What else is needed for complete necromantic happiness? The only serious opponent for this army is probably a Warlock with Armageddon. I don't see anyone else, especially not Dwarves.
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16 years ago
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You know how Erling can really shine with Armageddon + warlords + priests + lava dragons! I've tried it myself, and the fire damage to a unit under the fire sign will be simply amazing + Fire Lord...
All the advantages of Ingvar were mentioned above... Ingvar will have the entire set of runes, and what do we have? A rune that removes all negative effects, and then darkness disappears, and light remains:smile20:!

Added 7 minutes later
I already said above that the dragons will do if they are teleported or moved with inspiration + rune of battle fury...
I won't say anything about relic artifacts, it depends on how the player collects them, but darkness definitely won't work against dwarves with light (if the player is skilled).
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16 years ago
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Zombie Peasant, what are you talking about? Why would I constantly cast Dispel? Dispel is only used in response to Necromancer hero's curses. And since it's a general spell, the next cast will be mine again (if yours is a single-target spell). "Unholy Word" still needs to trigger, and artifacts are a matter of luck, so why guess?

And most importantly, if people here are confident in the strength of Dwarves (and there are several of them), and you don't see their strength, maybe the reason isn't us, but you?
Leadership for Necromancers? Well, that's debatable, to say the least. Maybe only for the Mine Dweller, but in any case, it's not easy to get, and it's clear that it's unlikely to happen at the very beginning.
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16 years ago
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No, I agree, if you get some really good spells and artifacts, then it's worth it. I just played a dragon passage map against Ingvar – that's the situation. Luckily, the phoenix helped, as did the vampires, but the dwarves are developing quite well. I'm talking about Armageddon, it's powerful. What bothers me most about the dwarves is the energy rune. Regarding runes that remove effects – how do you remove control and berserk? By the way, I don't think berserk can be removed with a dispel charm. Naadiru's leadership skill keeps appearing – I don't know, maybe it's even a bug. Zoltan seems to be luckier in that regard. But honestly, the undead's troops are weak, and in situations where it's one castle against one, the chances aren't very good.
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16 years ago
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Light is used to cast antimagic on the most dangerous unit in your army... The Energy Rune is essential; without it, the Gnomes wouldn't reach the enemy, except for the Trolls and their upgraded versions...
I agree that one Necropolis isn't enough because it overwhelms the enemy with numbers and darkness or summons...
Give the Gnomes a couple of castles with light magic, and the Darkness faction will have a hard time (we have Eternal Light)... and if we find another Gnomish city... God forbid!!
For the Necromancer, it's better to have Luck + Death's Grasp; that's much more effective! Leadership should only be taken if you've carefully considered the inhabited mines!
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16 years ago
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What should we do about the plague and unholy words? As I said, this is my main tactic. The Necropolis faction sits in defense – while the Dwarves with their damage output tear them apart (if the spirits allow), we will keep cursing. Against Armageddon and Priests, we take Ice Shield + Undead Magic Protection = 70% protection from fire, and if we add defense, it's 85% in total. We can even do without Berserk and Subjugation. True, the Dwarves can rush at the beginning (tested) due to their defensive units, but this won't work in the mid-game.
There's no need to level up luck for the Necropolis faction; it's enough to take Archmage, as we will be attacking the Dwarves with magic. Even though their units are tough, what's the point? Yes, Avenger, if you're going to speak for everyone, how much have you actually played as the Necropolis faction yourself?
In reply to Крестьянин-ZOMBIE
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16 years ago
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I think Necropolis is the most dangerous faction... All because of their Darkness!
You can defeat all the others, but you need to be cunning against Necromancers... You can't just overwhelm them with brute force...
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16 years ago
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And what is the difference in the danger that undead and demons pose to dwarves? Demons also have darkness, and humans can have it too.
In reply to Мститель
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16 years ago
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Because their magic, like that of the Dark Elves, is primarily focused on… You can also develop Darkness magic for Demons, but they are more of a combat race, focusing on quickly summoning reinforcements and rushing. And you shouldn't try to hold positions with them; their defensive capabilities will be much weaker. Humans are more dangerous with Darkness magic… But again, their magic is also relatively low. Imagine a Necromancer with 30 magic… And their spells at the highest level are quite good: Unholy Ground, Word of Command, Plague, Dispel. Gnomes like to cluster together, so Plague is perfect for that. And with that much magic, Plague will be devastating :smile01:. And the undead will hold the defense. And then, if you have Dispel, you can disable someone with Blindness. You might not even need to use Banshee's Wail if the enemy has high initiative; they'll die on their own :smile52:.

Added 4 minutes later
And if the Gnome doesn't have a general spell dispel… then, all other things being equal, he's 100% doomed.

Added 15 minutes later
With that much magic, Dispel lasts for, I think, thirty turns. Unholy Ground lasts for 6 turns. Berserk lasts for either 6 or 8 turns, I'm not sure. Blindness lasts for 15 turns. Plague lasts for either 10 or a little less. And the damage from Plague will be around 200 HP per turn, if I'm not mistaken. You'll disable their archers, someone will be controlled, poisoned by Plague – what can the Gnome do? He might get lucky with a Rune of Energy… But he can't rely on that alone.
In reply to KGB
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16 years ago
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KGB
....

Added 4 minutes ago
And if the Gnome doesn't have a General spell dispel... then, with all other parameters being equal, he's 100% doomed

Added 15 minutes ago
With such magic, Dispel lasts, in my opinion, for thirty turns. Subjugate lasts for 6 turns. Berserk lasts for either 6 or 8 turns, I don't remember exactly. Blindness lasts for 15 turns. Plague lasts for 10 turns or a little less... And the damage from Plague will be about 200 HP per turn, if I'm not mistaken... Your archers will be taken out, someone will be subjugated, poisoned by Plague, what can the Gnome do? He might get lucky and have an Energy Rune... But you can't rely on just that.
KGB, do you really think that the Gnome doesn't have other runes? I can give you an example: a rune that dispels all negative spells -> Plague and Dispel definitely won't work... against Berserk and Subjugation, there are other ways, for example, Light magic + Eternal (antimagic, Divine Retribution) (and if there's also Helmar...). Darkness is weakened by 50%... and that's a lot! We'll strategically use Light spells and go for it: a Sign of Fire on liches + priests (Fireball or Wall), dragons with an Energy Rune, followed by bears with Stunning Strike.... Gnomes with good attack skills will also look good, and of course, Battle Dwarves (AI) - the result is 5, and that reduces the number of turns!!! And Rune Harmony results in 7 for one turn...
Play as Gnomes, test all the runes, and find out what Gnomes are capable of... although the Necromancer is a dangerous opponent, so you need to focus on attacking him, not sitting back:cool: :cool: :smile14:
In reply to Ereb
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16 years ago
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Ereb
KGB, do you really think that a Dwarf doesn't have other runes? I can give you an example: a rune that dispels all negative spells – plague and confusion definitely won't work... against a Berserk and Subjugation, there are other ways, for example, light magic + Eternal (anti-magic, Divine Retribution). And if you also take Helmar, then... darkness weakens by 50%, and that's a lot! If you strategically apply light spells, you can succeed: cast Fire Sign on Liches + Priests (Fireball or Wall), Dragons – Energy Rune, then Bears with Stunning Strike... Dwarves with attack skill will also look good, and of course, Battle Dwarfs (Artillery) – the result is 5, and that reduces the number of turns! And the Rune Harmony gives a result of 7 for one turn...
Play as Dwarves, test all the runes, and you'll see what Dwarves are capable of. Although, a Necromancer is a dangerous opponent, but against him, you need to focus on attack, not defense:cool: :cool: :smile14:
I used to play as Dwarves; they were my favorite race until the Orcs arrived.
Now, about dispelling and runes. Here, I cast a general plague, your turn? Keep in mind that as a mage, I take Enchantment, while your Helmar, if he doesn't take Enchantment, will move much slower. And if he does take it, then goodbye – either Leadership, or Logistics, or Attack...
And which rune will you use? If you have dispels, you won't use Energy, which means you might not reach me... And with the next spell, I cast a general confusion...? And again, what should the Dwarf do?
Use a dispel rune or Thunderclap, for example? And keep in mind that Helmar's general dispel affects an area, not everyone. This is a big difference; I only cast Plague on an area, while other mass spells affect everyone. And Helmar will constantly have to dispel spells, but if he has Retribution constantly, and what? There's no longer time to cast Haste or Stone Skin, plus the Necromancer's casting speed... What will you win with? If your entire army is slowed down and under confusion, and also plagued?

Added 6 minutes later
Plus, if I cast a spell that destroys defense on the Dwarves, their armor won't help... This spell is impossible to remove with anything, neither a rune nor a dispel.

Added 28 minutes later
I develop a Necromancer like this... I take a Dread Lord or a Vampire Princess.
Expert Defense: Toughness, Steadfast, Solid Defense. There, either Stone Skin or Magic Resistance.
Expert Enchantment: Wisdom, Secret Knowledge, Diversion.
Expert Logistics: Scouting, Sharp Mind.
Advanced: Scouting, Secret Knowledge, Magic Attraction (there, either Dark Knowledge or Spellcraft).
Expert Dark Magic: All three Overlords, or just Pain and Mind. Then, take Cursed Land.

And if you choose Eternal Light, I'll take Dark Restoration.
It will be fun with Enchantment, giving a bonus to initiative:smile44:
In reply to KGB
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16 years ago
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KGB
Berserker, level 6 or 8, I don't remember exactly.
:smile52: Another theorist has joined the ranks of LoL experts? Could you please share a replay with that Berserker?

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