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Posts from In your opinion, which faction is the strongest in Heroes 5? Let's discuss the advantages and disadvantages of each faction.
The dead walk and rule!:D skeletons foreva! now if only the bone dragons were like in 4...:rolleyes: AND VAMPS!:cool:
Imagine how hard it would be for lovers of greenery and prayers, they wouldn't stand that almost everything is perfect for Necromancers; oh well, we'll just think that we're only lacking in dragons and vampires, and even then only visually.
Added after 13 minutes I believe that the hardest thing for a necromancer is to meet another necromancer; in such a battle, the winner will definitely be a necromancer and no one will care that there were no songs in this fight, that mostly dark magic was used, and that not a single skeleton was raised. Necromancers rule, tell me their critical weaknesses and maybe I'll agree for a little while.
HoM[M]ie
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Necropolis is certainly a strong faction, but for some reason, I've always thought that the Elves are stronger...
aka Sir Holmes aka David Jones.
gamehuntera
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Elves are stronger, but there are sometimes more Necromancers.
Silovik;43976Damn, only 3 hamsters have voted and you're already drawing conclusions; soon the long-ear fans will swarm in and vote for them, though they'll actually have to be torn between the good ones and those not so much. Necros are constant and already without alternative—death is death.As a "long-ear fan," I voted for the dark elves.Necros are currently better in many parameters, which makes them the strongest race in Heroes 5, all other things being equal.I disagree... the dead are devoid of morale, they cannot be frightened, poisoned, etc., but they don't strike twice either... a not-so-high speed certainly doesn't flatter them, nor do they shine in initiative.... As for numerical superiority, that needs to be achieved before it becomes overwhelming. In short, dark elves will tear the necros apart before the latter can pelt them with hats (IMHO) :D :D :D :D
Artes
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Haven rules, Haven is the best! Many strong units + powerful light magic.
Phoenix666
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Hooray, the Elves won, they are so awesome! I think you should be ashamed, comrades, you should have given your votes to others.
Open your eyes:cool:
Magnus
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Inquisitor;44079
INFERNO IS TRASH, D
Inferno has the ability to open gates, and when combined with Urgash's call + wide gates + fast gate opening, it becomes a unique advantage. Also, they have Chaos and Darkness spells in their guild of mages, and a lot of knowledge. For example, at level 23, the hero had 190 mana.
Silovik
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What I like about discussions on such topics is that you learn a lot about other factions and then choose them and test whether this or that works. But tell me, what makes Elves stronger? I wanted to play as them (I like archers (3)), but I never learned how to use the Avenger. Luck, with the help of artifacts, also works well, enchanting is a long and not very exciting process, but what makes them stronger than Necropolis?
Inferno has the ability to open gates, and when combined with Urgash's Call + wide gates + fast gate opening, it becomes a unique advantage for Inferno. They also have Chaos and Darkness spells in their guild of mages, as well as a lot of knowledge. For example, at level 23, the hero had 190 mana.
If Inferno has Urgash's Call, then the Elf has True Luck.
What I like about discussions on such topics is that you learn a lot about other factions and then choose them and test whether something works or not, but tell me, what makes Elves stronger? I wanted to play as them (I love archers (3), but I never learned how to use the Avenger, luck with the help of artifacts also works well, enchanting is a long and not very fun process, but what makes them stronger than Necromancers?
Well, firstly, it's their magic. They have enough knowledge. Magic in the Light guild + Chaos. True Luck, Luck, Fight to the Last
First of all, this is their magic. They have enough knowledge. Magic in the Haven guild includes Light + Chaos. True Luck, Luck, Battle to the Last (but it's better to have a Guardian Angel on the Knight), Enchanted Arrow (when the battle is long), Ancient Ents - 181 HP, Druids, Master Archers, Cursed Ground (good against beasts), Fire Ballista, Enchanted Ballista.
So, you're planning to have a long battle to take advantage of all this, but your True Luck is great. But since we're talking about super abilities, we won't see your luck very often with the "War Cry" spell. Battle to the Last is a useful skill, yes - you're going to lose, I'd commit seppuku if I lost an army. Enchanting arrows, let's see if you have enough mana. There are no beasts in the army, and who is this? We'll take down the ballista. By the way, who will you put in the list of sworn enemies? I think - archers, liches, and death messengers.
Well, so you're planning to have a long battle so that you can take advantage of all this.
It depends on the situation, and the actions will depend on it. Silovik;44275
but your true luck is super, but since we're talking about super abilities...
I agree. Silovik;44275
...we won't often see your luck in action.
Well, it will always be there, but who knows, maybe someone can dispel the charm:D Silovik;44275
fighting to the last is a useful skill, yes - are you planning to lose?
No. Silovik;44275
I would commit seppuku if I lost my army.
You can practice now:) Silovik;44275
enchanting arrows, will there be enough mana? Let's see, there are no beasts in the army.
There will be enough. Rangers, unlike necromancers, gain more defense and knowledge, while you gain defense and magic:D Silovik;44275
. By the way, who will you put on your list of sworn enemies? I think - archers, liches, and death messengers.
Probably liches, death messengers, and vampires. And then, with an enchanted arrow, the damage will increase by 2 times and it will attack all sworn enemies:D
Imp
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Well, I think the Academy faction is the strongest =)
Let me explain why.
UNITS: Goblins are not the strongest, but combined with Golems, they form a good team. Golems, as units that can be restored, can be safely sent into battle if there are enough Goblins. Considering that this is the ONLY unit in the Academy that is designed for simply destroying the enemy in large numbers with brute physical force in melee combat and taking retaliatory damage, the chance of finishing the battle without losses increases significantly. Gargoyles are also good. Obsidian Gargoyles almost immediately (or even instantly) block enemy archers; it's pretty clear. Archmages are excellent spellcasters, although they don't have as much HP and are quite expensive, especially when it comes to mage buildings. They easily defeat Champions. Nice =) Rakshasas have less health than Ents, but at the same time, they are almost three times stronger in attack than Ents. The lack of initiative is easily compensated for by their offensive power and the fact that they don't take retaliatory damage. Djinns are almost an absolute failure for the Academy; they are a unit created specifically to prevent the Academy from becoming the ultimate cheater of all time. However, if you're lucky, a Djinn can also inflict plague on the enemy, which is at least some kind of effect. They can also finish off the enemy if they have already taken a retaliatory strike. Titans are simply amazing. Blocking them is pointless because they not only don't have any penalties but also have an infinite supply of lightning. They are also well-protected, and their damage is enormous. Conclusion: all units are good, and Djinns can be skipped :D
MAGIC: Well, I think it's clear here. The Academy is very strong in magic =). And they are even stronger in magic reflection. The Academy has a unique ability not only to resist the impenetrable enhanced magic of Necromancers but also to reflect this magic back at them. Taking into account the ultimate ability to gain all spells with maximum effect and the excellent skill "Wizard's Sign," which, in my opinion, is more effective than any surveillance or cursed sign when the spell is aimed at a group of low-level creatures, we get an excellent race that surpasses other factions in magic in many ways, with the power of its magic comparable to that of Necromancers (doubling the spell = enhancing the spell), and its reflective ability is unmatched.
Conclusion: it's quite obvious. I wouldn't join the Academy if I weren't sure of its strength. Besides, I really like the Academy in terms of the variety of its units. Elves are elves, they look alike, as do the Dark Elves (at first, I couldn't distinguish a Beast from a Dark Lord on the map), Humans have mostly humans, Inferno has everyone red and burning, Necromancers have corpses upon corpses, almost everyone is green or black... but here, there is diversity and vibrant colors, unique and charismatic units. I believe that the coexistence, the symbiosis of various creatures, is best represented by the Academy race, and this has continued throughout several installments of the Heroes series, starting at least with the 3rd part, and possibly even earlier.
Знание - это сила, сила - это свобода...
Magnus
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Bravo IMP! Now I will tell you about the dark elves. This castle is good on XL maps. All units are very strong. You get what you pay for. But there are few flying units. In the Mages' Guild, chaos and summoning spells appear more often. The warlock's magic capabilities are great. These are chains of elements, arcane waves, elemental rage. It follows that a spell of the opposite element will hit 3 times harder :D Irresistible Magic allows bypassing magical protection — meaning even a black dragon can be incinerated :D , but this is bad during Armageddon :( Sudden Attack is a very useful thing; you can move a hydra into the enemy's ranks. Earthquake helps deal damage to creatures located under walls. Plague Tent helps weaken enemy detachments. Unraveling Secrets allows studying the enemy's spells. Dark Ritual allows restoring mana after battle, but for this, you will have to spend a day
I was talking about the Castle. A versatile Castle. It works well in both blitz and long games. The main troops are crossbowmen, griffins, and paladins. Axel is a good hero for long games. His bonus is very useful for paladins. We develop leadership, luck, attack, and light magic as the most useful skills for the knight. Turn peasants into crossbowmen and attack!