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Posts from - Magic in Heroes 3

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What kind of magic do you prefer?
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#297
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red ball and forget about everything else (fire, water, air, earth).
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#298
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Earth. The best element. I voted for it. I always try to choose Earth, primarily because of the city portal (an indispensable thing). I won't talk about the other factions to avoid repetition.
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#299
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My choice is Fire and Earth. I use magic more often in battles, and outside of battles – only in rare cases. But Earth is my foundation))) I can’t live without it. Especially when playing Heroes ;)
Создать мир легче, чем понять его.



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#300
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I'm even having trouble answering... Probably air... but IMHO, the others aren't bad either, even water... sometimes clone and teleport do such amazing things that it's incredible.
Вы вечно молитесь своим Богам
И ваши Боги всё прощают вам...
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#301
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It's not just good, it's excellent! Prayer works much better than Haste, and mass healing is simply amazing! Clone, teleport... no need to comment...
Ваши интересы и учеба\работа


#302
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Voted for Earth and Air. Earth is 100% a MUST-HAVE. City Portal is the queen of all spells; explosion, slow, restoration – I can't imagine playing without these spells. Air is definitely amazing with its speed boost, but the best thing about it is the Dimensional Door. If I have City Portal and Dimensional Door with an Earth and Air expert, the game is over. You can move around the map with incredible speed. The problem is that Dimensional Door doesn't appear very often, though. That's why Air is secondary. In general, Water and Fire are also very strong schools of magic, but it depends on personal preference. I would love to level up all schools, but a hero with a strong magical focus isn't always good. If you encounter an opponent with Red Ball + Attack + Defense + Ranged Attack + Leadership + Tactics... it's game over.
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#303
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I prefer earth and air magic the most – this allows me to use the city portal (on an expert earth mage, to any friendly city) and the Dimension Door spell four times a day, as well as spells like explosion, acceleration, and deceleration. I also like raising undead (since I often play as a Necromancer).
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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#304
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Judging by the graphics, earth magic is simply awesome, but water magic is also good, especially when you have a unit with a lot of health (for example, the Rusty Dragon), but it's almost dead. You cast a healing spell on it, and everything is fine :)
Играю в Герои Войны и Денег. Регистрируйтесь по этой ссылке и будет вам счастье:
http://www.heroeswm.ru/?rid=2078084
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#305
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And if a small unit is surrounded by enemies, cast the Ring of Cold – and that’s it! :D
#306
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What do the little swirls on the images of spells (that appear in the corners) in the spellbook mean? They appear as the hero's magic schools develop.
In reply to РУХ-ЧУДИЩЕ-ОГР
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#307
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RUH-CHUDISCHE-OGR
Fire's strongest spell is Armageddon; you can argue with me, because while Explosion deals 1 more damage, if there are 2 enemies, then Armageddon is much better. Also, I don't think that Earth's attack potential with Explosion and Air with Chain Lightning is stronger than Clone or Berserk. I think Berserk is the strongest spell! And if you know how to use it and have a large mana reserve, you can move mountains, the question is where to put them...
Armageddon hits everyone on the battlefield, so very few races can use it:
Inferno (ifrit)
Rampart (golden dragons)
Dungeon (black dragons)
Conflux - it suits this faction the most (phoenix, fire elemental, magic elemental).
RUH-CHUDISCHE-OGR
Also, Joy is a very useful spell. ...
Spells that increase/decrease morale/luck are rarely useful, IMHO, because morale/luck cannot be more than +3 or less than -3, and even with such values, the chance of it working is very low:smile48: In Heroes 5, this would be a truly useful spell.

Added after 29 minutes
:smile49: My favorite Earth magic:
Spells like Explosion, Resurrection, Slow. I can't imagine playing without them. And City Portal is just a cheat:smile41:
Slow is very useful. You can fight rusty and crystal dragons with almost no losses; you just need to find better archers and ranged units:smile14:
Meteorite is also good.

Also, Air is great:smile20:
Lightning, Chain Lightning, Anti-Undead, Haste, Disruption Beam
Flight and Dimension Door are also cheats, so they are banned on many maps:smile38:

Only Berserk is useful for Fire:smile19: It's cool, I'm not arguing.
But the damage from Fireball is insignificant compared to Lightning and Meteorite:(, and Sacrifice as an alternative to Resurrection doesn't work. I said about Armageddon above.
Water: Clone and Prayer are also good, but the damage from the spells is weak, and it's impossible to freeze 3500 nagas with a small army using this magic.

By the way, what does Force Field do:confused: ???
 Создается карта про эльфов: Воссоединение - готовность 71%
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#308
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It seems to create a force field that blocks passage.
Верх упорства: набирать неверный пароль, пока компьютер не согласится.

ВСТУПЛЕНИЕ В КЛАН ""Хранители небесных врат"


Рейтинг: Лучник

In reply to VIRU$
#309
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Maybe I missed something, but why hasn't anyone mentioned the Frenzy spell for the Fire Mage? It's very useful for attacking heroes (like Crag Hack), especially if they have hippogryphs or other damage-dealing units in their army. It allows you to quickly eliminate a large portion of the enemy's units. I think Armageddon is necessary in the Dungeon, for example, for Malekith. I take one stack of black dragons, and depending on the situation, I might take one or more. Their high speed gives them turn priority, and they can take out a bunch of enemies. If I only use one dragon, I usually retreat. The Door spell is still decent, especially according to the HotA rules, but the Wings of Angel spell is a real cheat. If you get the Wings, you've practically won (in most cases). You don't waste mana, and everything works out. Question: Does anyone use the spells that provide resistance to earth/water/...? The spells themselves are a good idea, but I never seem to get around to using them. At first, you're fighting against neutral creatures, so they're not needed. And when you encounter other heroes, other spells become more important to use (slow/haste, etc.). Only weak AI opponents use them against me. It would make sense if they provided resistance to all types of magic at once (reducing damage from all types of magic), but as it is, they seem pointless. Also, a question about the Magic Mirror spell. It might work against AI opponents, but it seems useless against human players. What do you think about Forgetfulness? Teleport + dendroids-soldiers or + zombies is especially effective with large armies (150 dendroids), especially during castle sieges. I think Mass Prayer is a very powerful spell. How often do you use the spell to remove spells from enemy units, and if you do, what spells do you remove? I think this spell would be more useful if you could choose to remove spells from all of your units or all of the enemy units. Does anyone use Fire Shield or Executioner against human players? It would also be good to have the option to choose which of your units to haste when using the Expert Air Magic skill. This is sometimes necessary to remove retaliation from weak units (which are usually slower) so that you can then attack with higher-level units without retaliation. And for slowing down units in battles against neutral creatures. Power Field is useless in battles against human players.

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