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Posts from Discussion about Dungeon (Dark Elves).

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In reply to MoZeS
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#495
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MoZeS;41429
They really nerfed the Assassins and Scouts with their penalty for shooting!
There are so few of them already, and now they're being further weakened by this skill. They should have only allowed non-upgraded units to have this skill. By the way, do Scouts poison with melee attacks?
But even as is, it's okay; they have a huge advantage – poisoning and a bonus in melee combat because they're ready to be killed immediately to prevent them from poisoning anyone.
In reply to Magnus
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#496
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Magnus;41989
And besides, that's fine; they have a huge advantage – poisoning and a bonus in melee combat because they are ready to be killed immediately so that they don't poison anyone.
And the Assassin is the strongest unit of the 1st level in general.
In reply to Night
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#497
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Night;42002
Besides, the Assassin is the strongest unit of the 1st level.
I agree. In general, the Dark Elves have the best units in the game. For example, the Beast – it runs up, attacks, and runs away :) , although it can be unimpressive when the opponent has the Cursed Earth ability.
In reply to Ann
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#498
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Ann;41822
They can poison, but they might also miss with the poison...
They can't ;)
Supreme
Shadow Master - Clan Leader

Стань лучше и сам пойми, кто ты, прежде чем встретишь нового человека и будешь надеятся, что он тебя поймет. (с)

Элистион - 3-е место в Расовом Вопросе!
In reply to Supreme
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#499
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Supreme;42012
They can't ;)
But they can't poison mechanisms, elementals, or undead.
So, assassins don't play a significant role against Necropolis.
In reply to Magnus
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#500
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Magnus;42006
I agree. And in general, the Dark Elves have the best units in the game. For example, the Beasts – they run up, attack, and run away :) However, they aren't very impressive when the opponent has the Cursed Earth ability.

I protest! :) Let's start with the fact that Retaliation appears on the Furies ;), and the Beasts take a beating. Are the Aces the best Tier 1 units? That's also debatable :) For example, in a 1-on-1 fight, a Dryad will kill an Ace, and it's also likely to outgrow it. Everything depends on the specific situation, but in general, this unit is one of the best at its Tier 1 level. Furies – high initiative, Retaliation, decent damage, speed, and attack....but low defense and weak growth. A very strong unit. Minotaurs – in my opinion, not the best unit for the Dungeon. They are durable and have good attacking potential, but they are slow and poorly defended. Compared to the other Tier 3 units, they look average. Raiders – fast units with very useful abilities (lizard bite and ignoring defense when attacking with a charge), but their attack, defense, and damage parameters are quite average....and they have a growth of 4. Dangerous Tier 4 creatures. I'll try to be brief about the other Tier 3 units. Hydras – they attack surrounding enemy units with Retaliation, are durable, and regenerate weakly, but they do regenerate. The downside is that they are very slow and have low damage (if they attack one unit, when there are a couple of stacks of the enemy nearby, the total damage will be quite significant). IMO, not the best Tier 5 unit, but it fits the Dungeon's playstyle perfectly. Matriarchs – ..........serious ladies, with useful magic, and they are also ranged attackers. Players don't seem to respect them much in Dungeon games, but in my opinion, they are a quite decent Tier 6 unit. And finally, the Black Dragons :) Immune to magic, high attack and defense parameters, fire breath, high damage, the most durable (240 health, I think). But still, I wouldn't say that they are definitely the best Tier 7 unit. The Dungeon army itself is quite good, small in number but with quality units, however, the main striking force of the Dark Elves is the Hero :), who destroys the enemy army in a few turns with his incredibly powerful spells.

Don't kick me! :)

[
Белый и Пушистый! Иногда.....
In reply to Snowball
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#502
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Snowball;42023
For example, in a 1v1, a Dryad will defeat an Assassin, and the growth advantage will likely remain with the Dryad as well. Everything depends on the specific situation, but overall, this unit is one of the best at its first level.
No need to be harsh. :)

[
I agree about the 1v1; even with a growth advantage, Assassins win despite the Dryads having a higher growth rate... IMHO.
In reply to Snowball
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#503
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Snowball;42023
I protest! :) Let's start with the fact that Counter Strike appears for the Furies;), Furies are a unit with high initiative, Counter Strike, decent damage, speed, and attack....but low defense and weak growth. This unit is very strong.[
Furies are a strong unit in the early game.
Snowball;42023

Minotaurs - in my opinion, not the best unit of the Dungeon, they are durable and have good attacking potential, but they are slow and poorly defended. Compared to other level 3 units, they look average...[
Well, the plus is that they always have +1 morale, meaning that various screams/banshee cries won't disable them, as well as nightmares, troops of the opposing race, etc.
Snowball;42023
Raiders - fast units with very useful abilities (lizard bite and ignoring defense when attacking with a charge), but their attack, defense, and damage parameters are quite average....and the growth is 4 per turn. Dangerous level 4 creatures. They are normal, with high speed and initiative, you could say they are cannon fodder, because the enemy likes to target them.
Snowball;42023Hydras - they attack surrounding enemy units with Counter Strike, they are durable, and they regenerate, albeit weakly. The downside is that they are very slow and have low damage (if they attack one unit, when there are a couple of stacks of the enemy nearby, the total damage will be quite decent). IMO, not the best unit among the level 5 units, but it fits the Dungeon's playstyle perfectly. [
They are very good if you teleport them into the enemy's camp, then there will be a mess.
Snowball;42023

And finally, the Black Dragon :) Immune to magic, high attack and defense parameters, fire breath, high damage, the most durable (240 health, I think). But I wouldn't say that this is definitely the best level 7 unit :)
[
They are very good, but not when playing against another Necromancer, who can overcome magical protection. By the way, does Armageddon also affect your own Black Dragons if the Necromancer has maxed out the skill to pierce magical protection?
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#505
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I've played the game for a long time, but I haven't seen teleporting Hydras used as a spell of destruction on the map. Letos only uses teleportation in duels, and not always. In my opinion, throwing these creatures at the enemy on the first turn doesn't make much sense, as usually, on the first turn, the Warlock eliminates the most dangerous unit of the opponent with magic (for example, Hunters from Sylvan) and makes his life much easier. Throwing them on the second turn also doesn't bring much benefit - and by that time, the opponent's units are usually already on your side, so the Hydras can reach them even without teleportation. And you still need to acquire the teleportation ability. I repeat, IMHO, the Dungeon army is not the main striking force; its task is not to
Белый и Пушистый! Иногда.....
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#507
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Dear dark-eared friends, I am horrified...:eek: :eek: :eek: :mad: :mad:
Yesterday, I was playing a hot-seat game with a friend (I was, of course, playing as the Shadow League) and was brutally defeated by the enemy (a long-bearded Gnomish player)... well, that can happen to anyone. The main thing is that during the game, I discovered a few details, and it was due to my ignorance of these details that this unfortunate event occurred:
1. According to the new skill tree, in addition to the fact that the main racial ability of the Dark Elves helps to break through defenses, it also gives a bonus to breaking elemental chains. Honestly, I didn't see this bonus:confused: :confused: :confused:.
2. Since the opponent was playing as Gnomes, I had the opportunity to confirm that the combination of a well-developed Luck and Defense skill, plus artifacts, makes Gnomes practically invulnerable to Chaos magic:( ...
3. And most importantly, what stunned me is that Dark Elf heroes CANNOT see what elements the Gnomish units belong to, which negates almost all of the Dark Elves' racial abilities (I sincerely hope this is a bug, but if not, then...:( :( :( ).
Friends, please share your impressions and observations regarding the possibilities of future confrontations between the dark-eared and the mustached-bearded...:cool:
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#508
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Just to clarify, there's a bug in the 3rd version. Also, the element type isn't displayed for the new neutral and renegade creatures. Some people say that Gnomes are overpowered for the Dungeon faction, while others say the opposite...
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
In reply to Alan
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#509
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Alan;49768
Just to be clear, the third one is buggy, and the elements of the new neutral and renegade creatures are not displayed. Some say that it favors the Dungeon faction against the Fortress, while others say the opposite...
Well, I played for the Dungeon faction in the add-on for the first time and relied on old strategies. In the future, I will take into account the nuances that have arisen and try to avoid this. Although, everything is in the hands of Malassa, the Dragon of Darkness. ;)
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#511
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I just had a good time playing as Dungeon. Dungeon is powerful. I especially made a discovery for myself: if you have a lot of Minotaurs and upgraded Riders in your army, play with them in pairs! You get a pattern of Minotaur/Rider/Minotaur/Rider. It's awesome!

That is, after each of the two Minotaur attacks, the Rider attacks with half the power. You get one normal attack and one free attack from the Rider.
Alliance of Lightлидер клана (список кланов на HW) :)

ФЛУДОВСКИЕ ССЫЛКИ! — сообщить о бесполезной теме/сообщении.
In reply to Archer
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#523
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Archer;49761
Dear Dark Elves, I'm terrified...:eek: :eek: :eek: :mad: :mad:
Yesterday, I played a hot-seat game with a friend (I was, of course, playing as the Shadow League) and was brutally defeated by the enemy (a long-bearded Dwarf)... well, that can happen to anyone. The main thing is that during the game, I discovered a few details, and because I was unaware of them, this disastrous outcome occurred:
1. According to the new skill tree, in addition to the main racial ability of the Dark Elves helping to break through defenses, it also gives a bonus to breaking elemental chains, but I didn't see this bonus:confused: :confused: :confused:.
2. Since the opponent was playing as Dwarves, I had the opportunity to confirm that the combination of a well-developed luck and defense + artifacts makes Dwarves practically invulnerable to Chaos magic:( ...
3. And most importantly, what stunned me, the heroes of the Dark Elves CANNOT see what elements the Dwarf units belong to, which negates almost all of the Dark Elves' racial abilities (I sincerely hope this is a bug, but if not, then...:( :( :( ).
Friends, please share your impressions and observations about the possibilities of future confrontations between the Dark Elves and the bearded Dwarves...:cool:

Dear friend, could you "slightly" clarify the situation, namely:
1. Which heroes did you and your opponent play?
2. On which map and difficulty level did you play?
3. Time of the final battle (day, week, month)?
4. Levels, skills, stats, artifacts, and armies of the heroes at the time of the encounter?

And the followers of Malassa will not leave you in trouble:D

Added after 7 minutes
Inquisitor;50333
Can a rider attack with luck during such an attack?

No. Luck does not apply to the special abilities of creatures.
But if you take the main hero, Sorgal, by level 15, the lizards will bite 1.5 times stronger than with a normal attack. And if you find/buy an artifact that increases the initiative of large creatures, then 2-3 stacks of Fury + a stack of lizards:smile13: Try it when you have time, you will like it:smile20:

Added after 3 hours 16 minutes
Inquisitor;50530
My favorite unit among the Dark Elves is the riders. Both their abilities and characteristics are good. And they look good. And they have a lot of health. It's just a pity that they can't run across the entire map.

This disadvantage is eliminated by upgrading the hero as follows:
1. Boots +1 to speed (not a problem for the followers of Malassa:smile02:
2. The Tactics perk in the attack branch
3. The Speed Aura perk in the leadership branch

With the setup where the opponent has not upgraded tactics, then:
1. Furies and riders on lizards run across the entire battlefield
2. Hydras and Minotaurs reach the enemy in one turn, and that's EVIL:smile51:

If the opponent has upgraded tactics, then:
1. With the correct positioning, it works as if nothing has happened
2. "Wait, how did my trump card not work?:confused: - The arranger, my friend, the arranger:D "

Added after 1 hour 0 minutes
Has anyone downloaded the new patch yet?
What did they prepare for the followers of Malassa?
In reply to Shogun
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#524
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Shogun;65243
Dear user, could you "slightly" clarify the situation, specifically:
1. Which heroes were you and your opponent using?
2. On which map and difficulty level were you playing?
3. What was the time of the final battle (day, week, month)?
4. What were the levels, stats, artifacts, and armies of the heroes at the time of the encounter?

And the followers of Malassa will not leave you in trouble:D

To be honest, I don't remember the details right now; it was right after the expansion was released. However, useful lessons were learned from that unfortunate defeat, and parity has now been restored.
P.S. Currently, the dark-eared ones are still easily and effortlessly marching from opponent to opponent. There are still no equals to the dark elves.