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Posts from Heroes of the Academy - Academy

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In reply to Крестьянин-ZOMBIE
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16 years ago
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Ereb

You're exaggerating when you say Hafiz has a 300% better starting position than Nurah – that's a stretch. :D

But if you look at it that way, Nurah might seem decent at the start, but her troops are terrible!!! Even mini-arts won't help her!!! Her magic might be strong, but against a good warrior with anti-magic skills, she'll lose...
So, Nurah's racial ability becomes useless.

I'd recommend paying attention to Hafiz and, for example, Nahriz. Both are experts in units, and a mage's victory often depends on the correct use of special units.
In reply to Ингвар Высокий
16 years ago
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Ingvar the Tall
Ereb

the starting conditions are 300% better for him than for Hafiz - you're exaggerating :D

But if you look at it that way - yes, Nura might seem good at the start - but her troops are terrible!!! Even mini-arts won't help her!!!
How are Nura's troops worse than Nazir's or Narhiz's troops (1 mage clearly doesn't make a difference)?:eek:
In reply to antonag07
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16 years ago
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The thing is, both Hafiz and Nahriz specialize in buffing units, and that's the best thing you can offer a mage. The same goes for Razzak, but I don't like him for other reasons...
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16 years ago
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Starting with Nura, with the "Arrow" skill and infinite mana for the first two weeks, had an amazing effect on me. I don't play with Hafiz because he's a "machine"... it's a shame, though, that the ability is completely useless in the late game...!

За кланы! За кровь!
In reply to Ereb
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16 years ago
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Ereb
Starting with Nura, with the arrow skill and infinite mana in the first two weeks, had an amazing effect on me. I don't play with Hafiz because he's a machine... it's a pity, of course, that the ability is completely useless in the late game!
But the advantages of an early start don't go to waste.
Ereb
Yes, replays... and if possible, a replay about Razazak and golems with a wall, please... I would be grateful!
Razazak doesn't produce that much in the early game - he doesn't have enough mana. But Nura can. (replay)
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Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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15 years ago
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Here's a question regarding the efficiency of hero development.
If I'm playing as the Academy, I take the Oracle. I've tried two development paths:
1) Sorcery - Education - Light - Darkness - Summoning
2) Sorcery - Education - Light - Summoning - Defense
The hero is maxed out at level 24. Based on your experience, what's better for the Academy hero – three magic skills or two magic skills and defense?

P.S. The opponent isn't a Necromancer, so the question of Darkness is resolved when it arises.
In reply to Igor111
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15 years ago
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Igor111
Here's a question about the efficiency of skill development.
If I'm playing as the Academy, I take the Knight. I've tried two development paths:
1) Sorcery - Education - Light - Darkness - Summoning
2) Sorcery - Education - Light - Summoning - Defense
The hero is maxed out at level 24. In your experience, what's better for an Academy hero – three magic skills or two magic skills and defense?

P.S. The opponent isn't a Necromancer, so the question of Darkness is resolved when it arises.

However, it makes sense to start this discussion with the following:
- who are we playing against?
- what is the size of the map?
Будьте осторожны со своими желаниями. Иногда они исполняются.
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ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
In reply to KillAndAction
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15 years ago
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KillAndAction
It still makes sense to start this conversation with the following:
- who are we playing against
- what is the size of the map.
1) We play against everyone. The opponent is very diverse and always random.
2) The map is either medium-sized or Outlands (small, but with great possibilities), for example. That is, there is a place to develop and there are also resources.
In reply to Igor111
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15 years ago
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if possible, reach level 25 with the following skills: Spellcasting - Education - Mechanics, and focus on maximizing Witchcraft knowledge; above that, add Logistics with Leadership.
In reply to Igor111
15 years ago
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Igor111
Here's a question about the efficiency of skill development.
If I'm playing as the Academy, I take the Knight. I've tried two development paths:
1) Sorcery - Education - Light - Darkness - Summoning
2) Sorcery - Education - Light - Summoning - Defense
The hero is maxed out at level 24. In your experience, what's better for the Academy hero – three magic skills or two magic skills and Defense?

P.S. The opponent isn't a Necromancer, so the question of Darkness is irrelevant.
Three magic skills are too much, even for the Academy, in my opinion. Take "Defense" (if you get a good offer) or "Logistics" (more useful, but harder to obtain).
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15 years ago
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Thank you for your response! But it's so tempting to cast Berserk and use Light Blessings.
In reply to Igor111
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15 years ago
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Igor111
1) Play against everyone. The opponent is varied and always random.
2) The map is either medium-sized or Wastelands (small, but with great possibilities), for example. That is, there is a place to develop and resources are also available.
Arcane Knowledge grants all 4 magic schools at the expert level; personally, I don't take any defense skills. Ideally, for Haven: Arcane Knowledge - Leadership (Loyalty of Machines - speed aura) - Logistics (Golem March). For creature artifacts: initiative + morale for all creatures, and luck for ranged units, speed for melee units. Artifacts for the hero: Lion set + two Sarissa (armor + ring) + two Necromancer artifacts (staff + cloak) + ring of speed (20% initiative). This makes for a lot of fun when Haven starts going more often, and the units don't fall behind.
In reply to Darktraveller
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15 years ago
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Darktraveller
Arcane Knowledge grants all 4 magic skills at the expert level; personally, I don't take Defense at all. Ideally, for Haven: Arcane Knowledge - Leadership (Loyalty of Machines - speed aura) - Logistics (Golem March). For creature artifacts: initiative + morale + luck for ranged units, speed for melee units. Artifacts for the hero: Lion set + two Sarissa (armor + ring) + two Necromancer (staff + cloak) + ring of speed (20% initiative). It becomes very fun when Haven starts going even more often, and the units don't fall behind.

Leadership and Logistics are practically impossible to obtain for a mage, considering the probability percentage of getting these skills. But Defense is actually needed for a mage (although the probability percentage is the same), especially against combat factions, and it won't hurt against magical factions either...
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
In reply to KillAndAction
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15 years ago
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KillAndAction
Leadership and logistics are practically impossible for a mage, considering the probability of obtaining these skills. However, defense is exactly what a mage needs (although the probability is the same), especially against combat factions, and it won't hurt against magical ones either...
It depends on which maps you play. I'm considering the case from large to never-ending maps, where there is an opportunity to develop from level 25 to 30. As a rule, there is a mentor on the map, and there are witch huts. You take all the witch huts and change them at the mentor. Mage units enter the battle first, then use the "Ogre" spell or Dark Magic (subordination, berserk, blindness). Against necromancers, use Sandro's Cloak.

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