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Which great ability do you like best for this class?
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In reply to Phoenix666
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16 years ago
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Phoenix666
my respect rating: 1 - Ranger, 2 - Inferno, 3 - Necropolis, 4 - Dungeon, 5 - Mage, 6 - Knight (fool)
Still, you shouldn't have said that; Knight is my second favorite!:smile17: :smile17: :smile17: :smile17::smile13:
In reply to Денис96
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16 years ago
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You shouldn't have done that, my Knight is in 2nd place!
Can you provide any arguments to support your claim?
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16 years ago
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My race is Dark Elves, but their magical knowledge allows me to add all in-game spells to the spellbook, which isn't that bad.
In reply to Драконовед
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16 years ago
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The magical omniscience of mages and the elven ability – that is the power. :D
In reply to Wistrit
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16 years ago
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WisTrit
Can you provide any arguments?

I'm afraid not....:D
15 years ago
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Generally speaking, if you consider each ultimate ability separately, they are all very good. It would be surprising if the most recent and difficult-to-obtain ability turned out to be weak. But in my opinion, it's most useful to take it for the Dark Elf, because if you look at the skill tree, you don't need to invest in any unnecessary talents; all the necessary ones are already there. But with other races, you often have to invest in less useful skills instead of more beneficial ones, and as a result, it's likely that a hero with a super-mega ability will easily lose to a hero without it, but with a more well-thought-out build.
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15 years ago
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Elves have a very good ultimate ability, but I don't like many of the skills you need to take for it. I'm especially annoyed that you have to take "Permanent Luck." Because of this, "True Luck" becomes a little worse. There are also many other unpleasant things...
Mages have a very useful ultimate ability in itself + very useful skills that are needed to learn it + after it is learned, no magical schools are needed at all => a lot of space is freed up for other useful skills. Result: winner :)
Necromancers also have a very good ultimate ability, but it is not entirely universal (it won't save you against another necromancer :) ).
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15 years ago
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It's strange that so few people voted for the Dwarves' ability, because it's the only one that can negate the Elf's true luck, and it's not a bad ability in itself. The only downside is that you need to take the Summoning skill. But at least, as I've checked, it's worth it.
9 years ago
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True luck. Because luck with such a skill always works, and this increases its effectiveness several times over in battles against a large and strong enemy army.
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9 years ago
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Here, we should immediately clarify: should we consider these together with the general perks for the main skill or evaluate the main skill perks separately, without considering anything else? If we consider only the main skill perks, then the Dwarven perk is probably the best. Not only does it neutralize luck, but it also provides a lot of attacks with bad luck. Then, we can add the Elven luck perk, which is quite good, and there's no need to explain why. The Demon skill also has a strong perk. Instant army growth and blocking enemy units are very effective on Nimue, and if combined with the Amulet of Mastery and a successful summoning, the army boost at the start is substantial. It's also strong for the Necromancers, especially in combination with the set, which results in about 200% additional elemental damage. The Orcs also have a good perk; they immediately get the second level of Blood, and if combined with the Amulet and the perk from Education, they can even reach the third level, resulting in truly formidable Orcs. The Mage skill has a good perk, but it depends on how you look at it. It's strong in terms of dealing damage and adapting to any opponent, but you still won't use all the spells in a battle, and you still need to develop the schools to enhance the spells. So, it's weaker than the ones mentioned above. The Necromancer skill also has a powerful perk, but it's too situational. It can be effective in some situations, but in others, it's practically useless. It's not scary for Necromancers and Machines, as well as for units with an Aura of Courage. The Banshee's Cry can also be countered with a Tent and Paladins, and Vampirism counters it as well. Otherwise, everything depends on luck. So, the main skill perk is definitely not among the best. For Humans, it's applicable in rare cases, mainly only if the opponent has only melee units, and even then, it's not very effective. Now, let's talk about the general perks: **Necromancer** Tolerable in Summoning, but lacks mass slow and Dispel in Darkness, and the abilities in Education are also questionable. Not very good, but not terrible either. **Knight** Normal, but lacks mass Haste and Punishment, and Storm Wind is often useful. **Ranger** Not the worst option, but lacks resistance in Luck, and Luck of the Path is more suitable for secondary heroes. Secrets of Light could also be replaced with something else. **Demon Lord** The base skills are normal, but the additional skills are poor. Logistics is still decent, although Teleport is unlikely to be very useful with the main skill perk. Keen Mind would be more useful. Attack is garbage, except for Berserk, and Fire Arrows are especially useless. Darkness also lacks mass slow and Dispel. Overall, it's bad because we lose both mass slow and mass Haste through the main skill perk. **Sorcerer** This is the most normal path. There's not much to criticize here. There are no Pyromancy and other paths through the Elementals, but that's tolerable. **Mage** Everything is good, except for one branch of Machines, which is useless. **Rune Priest** It's all nonsense. Chaos and Summoning are included, which is a poor choice. **Barbarian** Also terrible general perks. In Attack, only Berserk is useful, and everything else is only suitable for Krag. Machines are also useless. In Leadership, Inspiration is unnecessary.
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6 years ago
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They underestimate the Mage's ability too much. Together with the Wizard's Mark, it allows you to cast two Berserks, two Resurrections, two Divine Intervention, and summon a full-fledged Phoenix. You can cast Holy Word or throw a Fireball/Meteor Shower, finishing off a vulnerable stack. While not 100% efficient, the Mage can react to any event during the battle. For example, if an enemy runs towards your archers, the Chaos Mage can quickly try to throw stones at him, while the Light Mage can cast buffs and just pray. For Darkness, you might face Necromancers, and without Sandro's Cloak, you'll have problems.
What about resurrecting creatures, when it seems that it's enough for the hero to finish off the stack and have the next unit in the turn order move into its place (especially if the enemy hero with resurrection is in front).

And all this is possible when you still have 2 skill schools available. Yes, you can't get a Lucky Wizard there, but otherwise, you are almost not limited.
In addition, you already have Enchantment and Education. Machines may not be very useful, but the ability to capture an enemy machine is quite good (not saying it's great, though). Together with Gremlins, you can immediately disable the machine build, as well as the tent and the ballista.

Plus, as I said before, there are two schools. You can develop Fire Warriors, or mass Light/Darkness. Or just Attack + Defense, Morale for the mini-units, and you'll get a combat build capable of mass magic. Only Demons on Gating can have a similar level of freedom and variability – when you can direct the battle the way you need.

The other abilities can be countered (when you reach them), but Mages and Demons, in theory, cannot. There is only one option with Demons, where Orcs have a talent for damage to summoned creatures, but besides that – there is practically nothing. Even if you counter them with slow and other effects, you will still have 100%+ of the army of gated Demons in front of you. And the damage of various banishments is laughable.

The Barbarian is also not bad in terms of versatility, but you need to accumulate troops for a long time, and when the army size decreases, the strength of the ability starts to suffer significantly.

So, I would rank them as follows:

1. Mage (two available schools, which can be used to achieve the desired result, plus maximum variability in the entire game) 2. Demon Lord (but only in the case of a fully specialized gating build, in other cases – on par with Necromancers) 3. Barbarian (If the Demon build is not for gating, then the Barbarian becomes second) 4. Runepriest 5. Ranger (due to lower versatility, as it is easier for a Gnome to compensate for attack than for an Elf to compensate for defense, and there are fewer build options) 6. Warlock (Chaos can finally participate in serious battles, but is still vulnerable due to its uniformity) 7. Necromancer (Morale is cool, of course, but not entirely versatile – there are builds where the effect will not be so noticeable for the enemy, even for magical heroes) 8. Knight (His ability is more of a balance, as the Knight himself is an ideal commander, and can, in principle, become a pleasant addition to an existing build, but I'm not sure if that's his goal)

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