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Posts from Skills and Super Ability of the Orcs.

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#50
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I wanted to clarify something about "Wrathfire" – this skill works correctly, it's just that it often seems incredibly illogical. For example, an attack always grants 100 units of wrath (I don't remember the exact number, but it's around that), while the reduction from damage varies, for instance, a fairly strong attack might reduce it by 300. If we have "Wrathfire," an attack grants 150 units, and taking damage reduces it by 450. It's a rather questionable skill, only suitable for the first few weeks, in my opinion.
aka Sir Holmes aka David Jones.
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#51
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Why not take Executioners and attack right away, especially in the first few weeks, if you are clearly stronger than the enemy in terms of army?

За кланы! За кровь!
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#52
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I almost always play as Goshak because he has Support and Assassins. It's best to start by taking Blood Memory, then max out Blood Fury, and try to recruit as many Assassins as possible for his army, as he has Khan's Fist, and the Assassins have Cleaver.
:smile19: Кто не с нами--тот пртив нас!А кто против нас--тот труп!:smile19:

:smile19: :smile12: :smile19: Варвары рулят!!! :smile19: :smile12: :smile19:
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#53
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I really enjoyed playing with them. But, like with some other factions, you want to take so many things with the Orcs. I don't know what's the best. I took: - Logistics - Attack - Leadership - Luck - Defense And I also really want Education, War Cry, and maybe Chaos Resistance against the Academy or Summoning against the Academy. But there's no room.
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#54
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What's the point of using Summon against the Academy? It can learn any magic.

За кланы! За кровь!
In reply to Ereb
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#55
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I'm not an experienced player, of course. After some experimenting, I decided to go with this build:
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.
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#56
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Orcs are the greatest race ever!!!!
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.
#57
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only take the first three skills for defense.
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".
In reply to Igor111
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#58
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Igor111
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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#59
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Ballista is always a very useful unit for the Orcs, and for the main hero as well. The exception is a very long game.
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.
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#60
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Igor111
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.
It seems like your hero is level 30, while the opponent's hero is level 2 or 3. Why did you decide that the damage from the ballista would be "tremendous"? The ballista's damage depends only on the attack and knowledge parameters. The Orc's attack and defense increase, but the stats in knowledge are usually small. Therefore, for example, an Orc at level 20 will have an attack of approximately 17 and knowledge of 4. That is, the damage from the ballista will not be more than 110-120 HP. And this is without taking into account the parameters and the opponent's hero's upgrades. I don't quite understand how your Orc can get retribution and Outrage at the same time?! An elf will kill your ballista, either with archers or with melee units; a mage will simply disable it with spells; I won't even mention humans. And then there's mass slow (which doesn't even require light) against your claim that the archers will spend their turn and not have time to deal damage to your units.
Igor111
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!
I repeat, luck is not taken for double damage, but for the skills in luck. Paladins deal this much damage at level 3 of Blood, and luck is clearly not involved; this is how the paladins' ability works...
Igor111
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!
Battle Shout won't help you: so what if the hero will be closer to 0.3 on the scale, Orcs always have little knowledge (it's good if there's enough to cast Horde Shout a couple of times and one Frightful Shout). But believe me, Support is better, both in terms of direct damage and in terms of the hero's position on the ATB scale (you can only keep up with Support). What will you do, for example, with your Expert Battle Shout skill against an infanterist? And I will answer: throw it in the trash!:)
Igor111
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.
Even if it's 10, it still only works for 5...

In conclusion: apply your theoretical knowledge in practice and you will understand the difference. :D
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#61
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KillAndAction

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.
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#62
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Igor111
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.
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#63
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Yes, that's right. It turns out that Executioners deal 4 attacks when they reach level 3 of Fury. And I thought it depended on the Soldier's Luck stat. Well, I was wrong, what can I say.
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#64
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I don't like to repeat myself; I've already written about this in one of the threads. ...There's a great tactic for Orcs against anyone, just not on small or medium-sized maps. I'll describe it for you; maybe it will help someone. It's a very strong tactic (I myself lost about 3 times to Orcs using this, and twice to Humans and High Elves). The hero doesn't matter (yes, it really doesn't). My opponent always chose Centaurs (as he later explained, they're easier to manage). First, he tried to build three of them, protected them, and fought hard for gold... and then he started leveling them up. You won't believe it, but he leveled up an Orc, his main hero, as a Mentor. Towards the end, he bought almost all the Orc heroes and started training them, giving them all the "Protect Us All" skill, and consequently, he had about 9000 Trappers:smile07: :smile07: :smile07:. Someone might say that Black Magic will counter it. No, guys, he fought against a Necropolis Black Mage and used dolls on the Trappers, killing the Centaurs with them... But believe me, about 11,000 Trappers, along with half of the Orc army and all the undead, then came to my Castle (~8000) plus a bunch of Vangromoners, Paoka, and Cyclops, and they overwhelmed my main Ranger (he was good with Rangers). They came to my Castle, where I desperately tried to defend myself by just sitting behind the walls:smile15:. Besides mentoring, my friend also leveled up defense and attack, and I'm not sure what else (((I think luck and leadership, maybe logistics:smile32:). P.S. We don't use this tactic among our friends anymore because it's OP! It's unbalanced! It can't be countered by anyone or anything!:smile41: P.P.S. Use it if you didn't know. Give it a thumbs up if it helped. Annoy your opponents by shouting "Wrath of the Horde":smile16:. P.P.P.S. I just talked to Chesom on the phone; it wasn't 9000, but 7500. He was leveling up his second hero with diplomacy (his second hero was focused on Trappers). That's how it was...