Posts from Skills and Super Ability of the Orcs.
:smile19: :smile12: :smile19: Варвары рулят!!! :smile19: :smile12: :smile19:
Logistics: Pathfinding, Scouting, Keen Mind.
Chaos Dampening: Chaos Corruption, Fiery Wrath, Mana Burst (I almost fell off my chair today when the mages cast spells and ended up dying themselves O_o).
Defense: Resilience, Protect Us All, and I want to reach the final skill. I'm just curious how the last one works. So, I'll take it and focus on attack.
Attack: Tactics, Battle Fury, Stun.
And then, depending on what's available:
Luck: Soldier's Luck, Magic Resistance, and Orcish Luck.
or
War Cry: Roar, Battle Cry, Mighty Roar.
It works great against the AI. I developed this build first for Arghat, then for Shaq, and Karukatu. And Arghat seemed to benefit from it the most)))
I haven't developed the Super ability yet.
The more you play with them, the more you realize that almost all of their skills are good. This is very convenient.
Plus, they have great creature growth and a very fast start.
The most important thing for them is to always take Attack (Retribution or Fire Arrows. For Krag, you can take Power Strike or whatever it's called), Leadership (Bloodlust is a must, and then either Speed Aura or Inspiration, depending on your preference), and Logistics. The rest is up to you.
But first, you need to upgrade Blood Fury, then Reinforcements, and then Remembrance of Our Blood.
Machines are simply excellent. In that case, it's better to take Fire Arrows. They are great for killing neutrals, and your opponents' heroes will have problems. This is essentially an eighth unit on the battlefield, with 1200 health, excellent defense, and three shots that deal +150 fire damage and ignore defense. They work very well with artifacts that boost luck or with the Luck skill itself.
Luck. An excellent choice. Double damage for a race that relies on strength rather than magic is a real gift. Plus, they have great sub-skills. And Soldier skill – especially for Executioners – and Magic Resistance (Orcs are vulnerable to magic).
Defense. A very useful skill for Orcs. You're wrong to say otherwise! Orcs are already well-protected against physical damage thanks to their Fury. And with this skill, they become simply monsters. Plus, Fury sometimes runs out...
I think that against Humans and Elves, you should definitely take Defense. And, of course, Defense against Arrows.
Education. A useful skill, but I'm a little disappointed in it. The real benefits are less than they seem. You should NOT take Wrath of the Elements! In most cases (especially against an aggressive opponent), it does more harm than good.
War Cry. A very useful skill, but it rarely appears. Especially impressive are Horde Fury, Frightening Howl, and the War Cry that increases morale and speed.
Darkness. No matter how much people say it's not very effective, it's better to take it against a Necromancer or an Archmage. At least because you won't be able to control Cyclops anymore. And that's a lot. Plus, the effects of spells will last much less time.
The super ability is good, but no more than that. 500 Fury points are useful, but they tend to run out quickly. Plus, it's not the best development in Machines, and it's not the best development in Attack either.
evasion, magic resistance (and only if there are mages on the map), and +2 to hit points.
Do not take "Wrath of Fire".
what is the difference between taking 5 steps forward and then 5 steps back, and taking 10 steps forward and 10 steps back?
You should take it. It would be even better if you also took "War Cry".
Orcs are the greatest race!!!!
The more you play with them, the more you realize that almost all skills are good for them. This is very convenient.
Plus, they have good creature growth and a very fast start.
The most important thing for them is to always take Attack (Retribution or Fire Arrows. For Krag, you can take Powerful Strike or whatever it's called), Leadership (Empathy is a must, choose either Aura of Swiftness or Inspiration), and Logistics. The rest is up to you.
But first, you need to upgrade Blood Fury, then Support, then Remembrance of Our Blood.
Machines are simply excellent. Then it's better to take Fire Arrows. Neutral creatures are easily defeated, and enemy heroes will have problems. This is almost like having an eighth unit on the battlefield, which has 1200 health, excellent defense, and three shots that deal +150 fire damage with armor penetration. They work very well with artifacts that increase luck or with the Luck skill itself.
Luck. An excellent choice. Double damage for a race that relies on strength, not magic, is a real gift. Plus, there are great sub-skills. And Soldier skill – especially for Executioners, and Magic Resistance (Orcs are vulnerable to magic).
Defense. A very useful skill for Orcs. You're wrong to say otherwise! Orcs are already well-protected from physical damage thanks to Fury. And with this, they become simply monsters. And Fury sometimes runs out...
I think that against Humans and Elves, you should definitely take Defense. And, of course, Defense against ranged attacks.
Education. A useful skill. But I'm a little disappointed in it. The real benefit from it is less than it seems. You shouldn't take Fury of the Blood! In most cases (especially against an aggressive opponent), it does more harm than good.
War Cry. A very useful skill, but it rarely appears. Fury of the Horde, Frightful Howl, and the War Cry that increases morale and speed are especially impressive.
Darkness Negation. No matter how much they say it's not very effective, it's better to take it against a Necromancer and a Magician. At least because it will no longer be possible to control Cyclops. And that's already a lot. Plus, the effects of spells will last much less time.
The Super ability is good, but no more than that. 500 Fury points are useful, but they tend to run out quickly. Plus, it's not the best development in Machines, and not the best development in Attack.
Why does the main hero need Machines?! It won't help in the final battle against an opponent, and besides, Elves, Warlocks, Humans, Mages, and Dwarves (or with a spell or a powerful unit) can kill it in a maximum of 2 rounds. We only give Machines to a secondary hero. If we're talking about Orcs, we upgrade the Goblin Cart, for example, to 4-5 Imps (by the second month, these Imps will have 100-150 Goblins, and if Keegan is among them?!), or a Ballista for clearing mines, taking artifacts for sale, etc.
Luck. In the original, Luck works ineffectively, and you should only take it for the main hero if it's for skills like Barbarian Luck and Magic Resistance. But it's a different story to upgrade the Luck skill with the Luck of the Draw and Treasure Hunter skills for a secondary hero. Clearing out melee units, collected piles of resources, gold, mills, water mills, etc., will provide additional income. Imagine 2-3 heroes with this skill on the map: you can, for example, completely abandon capturing mines.
Defense. You should always take it. Against magic races, Reflection, Resistance, and Dodge; against non-magic races, Resistance and Dodge (Defense Bonus also helps a lot for clearing out neutral creatures).
Attack. Always. I won't elaborate, it's obvious what we're taking here.
Education. It's a matter of taste, of course, a stat increase for the hero won't hurt, but Logistics still looks more practical for playing as Orcs.
War Cries. In my opinion, it's a useless and strange skill for Orcs. War Cries are available even without this skill; just study the Expert level of Blood and build the corresponding building in the city. Support is much more effective. There's no point in taking it against Demons, and, in fact, against other factions...
Leadership. There are different options here: Empathy (looks cool with Krag), Inspiration, or together with Retribution.
Darkness Negation. Against a Necromancer, but against a Mage, it's unclear whether it will be useful at all. After all, a Mage can go for anything...
Super Ability. Well, I don't know, upgrading for 500 points might be cool, but it might not work (about 85% of the time it won't work against all factions).
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The statement that it is easy to kill is not true. The ballista has 1200 hit points and good defense. Besides, it deals tremendous damage. Because for the ballista, Fire Arrows are always learned, and artifacts that increase luck or the Luck skill itself are sought. Even if the ballista attacks only twice, the enemy will suffer very serious damage. Luck will definitely trigger at least once, even if only on one of the three shots.
Yes, with a Necromancer, it's better not to take a ballista – he can destroy it with Meteor Shower. But the other heroes will have problems. If some elf spends a turn with his archers, it means that he will not attack your units.
And the ballista is also very useful for clearing mines and finding artifacts, as is the Tent.
Luck is a specific skill – it may or may not trigger. It's a matter of preference, that's true. But luck does trigger quite often. Especially considering that a clover or tarot cards are available on every map. Luck is a great skill for the main hero, and even more so because of the Soldier's Luck ability. This allows Executioners to deal an additional attack. Sometimes they even attack four times in a row!
Shouts is a very valuable skill for the main hero, but it is rare. At first, I thought, why are they needed if shouts are learned anyway, regardless of this skill. But no!
Here are the advantages of taking Shouts:
1) Shouts double the rage points received from all shouts. And rage is the foundation of the Orc's life. Orcish Fury is simply magnificent. Because, in addition to damage, it gives all units about 100 rage points. Or the Blood Call shout, which gives one creature almost 500 rage points, which guarantees reaching the second, or even the third level of rage.
2) Shouts consume less mana, and some become free. Therefore, you can overwhelm both neutral creatures and enemy heroes with shouts.
3) The hero, thanks to the master level in Shouts, moves much more often. And this is very valuable!
In general, you need to remember that for the Orcs, you always need to take Attack and Leadership – these are the two most important skills. Attack is useful in itself, as are Fire Arrows or Retribution.
In Leadership, you definitely need to take Battle Frenzy. Even against a Necromancer. This is an invaluable skill, simply invaluable. Morale triggers almost every turn and increases rage. And thanks to the Unifying Shout, the Orc's morale is never lower than +8. And thanks to artifacts, it can be even higher.
Siege engines are always a very useful skill for Orcs, and for the main hero as well. The exception is a very long game.
The statement that it's easy to kill is false. The ballista has 1200 hit points and good defense. Besides, it deals tremendous damage. Because flaming arrows are always learned for the ballista, and artifacts for luck or the luck skill itself are sought. Even if the ballista is destroyed twice, the opponent will take very serious damage. Luck will always trigger at least once, even if only on one of the three shots.
Warlock, yes. It's better not to take a ballista with him - he can destroy it with a meteor shower. But the other heroes will have problems. If some elf spends his archers' turn, it means he won't attack your units.
And the ballista is also very useful for clearing mines and finding artifacts, as is the tent.
Luck is a specific skill - it may or may not work. It's a matter of preference, that's true. But luck does trigger quite often. Especially considering that a clover or tarot cards are available on every map. Luck is a great skill for the main hero, and even more so because of the Soldier's Luck ability. This allows the paladins to deal an additional attack. Sometimes it happens that they attack up to 4 times in a row!
Battle Shout is a very valuable skill for the main hero, but it is rare. At first, I thought, why do they need it if shouts are learned anyway, regardless of this skill. But no!
Here are the advantages of taking Battle Shout:
1) Battle Shout doubles the rage points received from all shouts. And rage is the foundation of the Orc's life. The Horde Shout is simply magnificent. Because, in addition to damage, it gives all units about 100 rage points. Or the Blood Call shout, which gives one creature about 500 rage points, which guarantees a transition to the second, or even the third level of rage.
2) Shouts cost less mana, and some become free. Therefore, you can annoy both neutral and enemy heroes with shouts.
3) The hero, thanks to the expert level in shouts, moves much more often. And this is very valuable!
In general, you need to always take Attack and Leadership for the Orc - these are the two most important skills. Attack is useful in itself, as are flaming arrows or retribution.
In Leadership, you must definitely take Bloodlust. Even against a Necromancer. This is an invaluable skill, simply invaluable. Morale triggers almost every turn and increases rage. And thanks to the Unifying Shout, the Orc's morale is never lower than +8. And thanks to artifacts, it can be even higher.
In conclusion: apply your theoretical knowledge in practice and you will understand the difference. :D
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Anyway, I won't try to convince you.
I almost always like to take siege engines with a triple ballista and fire arrows. Especially if the hero is Tilseck. The damage is always excellent, especially when luck kicks in.
But if I don't get a siege engine by level 15, I don't take any later on. And I develop the hero in Retribution.
Regarding the Executioners. The activation of their "Cleaver" ability depends on the soldiers' luck.
I haven't paid attention to the Knowledge value, but when the ability to reduce their cost is developed, spells cost about 3-5 mana (I don't remember exactly), and some are even free. And the Orc's Knowledge is always at least 10 by level 20. You can always find artifacts. Spells are used almost endlessly.
And why separate reinforcements from spells?
I always use reinforcements, but that doesn't stop me from using spells.
Of course, the actual morale only increases by +5, but thanks to the fact that the Orc's morale can be +10, the Necromancer won't lower it into the negative, and Battle Frenzy will always be relevant.
KillAndAction
Anyway, I won't try to convince you.
I almost always like to use siege engines with a triple ballista and fire arrows. Especially if the hero is Tilseck. The damage is always excellent, especially when luck kicks in.
But if I don't get a siege engine by level 15, I don't take any later on. And I develop the hero in Retribution.
Regarding the Executioners. The activation of their "Cleaver" ability depends on the soldier's luck.
I hadn't paid attention to the amount of Knowledge, but when the ability to reduce the cost of spells is developed, they cost about 3-5 mana (I don't remember exactly), and some are even free. And the Orc always has at least 10 Knowledge by level 20. You can always find artifacts. Spells are used almost infinitely.
And why separate reinforcements from spells?
I always use reinforcements, but that doesn't stop me from using spells.
Of course, the actual morale only increases by +5, but thanks to the fact that the Orc's morale can be +10, the Necromancer won't lower it into the negative, and Battle Frenzy will always be relevant.
The soldier's stats do not affect the Cleaver ability. An Orc cannot have 10 Knowledge at level 20 unless they are equipped with only artifacts that increase Knowledge....
Будьте осторожны со своими желаниями. Иногда они исполняются.Сервер в Discord
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ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: ЛатникВступление в клан "Хранители небесных врат"

