Skip to content

Posts from UD&ORC

No ratings yet — be the first to rate!
User Avatar
15 years ago
Auto-translated
Hi everyone! Please help me with some advice! I really like the Orc race, but I don't know how to counter Undead. Here is the main problem: in the main battle, the opponent casts Mind Control on Executioners/Warriors (minimum 4 turns) + Cyclops are constantly blinded. This annoys me. My friend and I play together at work on one computer in network maps. Heroes are chosen randomly. How should I properly develop my hero? Thanks in advance! Don't just send me links like this: /topic/3617/ I've already been there and read everything! I didn't find an answer! And another question: How many spells can a hero learn? 4 or more? If so, then how? How are spells learned in general? Randomly? HELP! I will be grateful for any advice!!! :smile12:
15 years ago
Auto-translated
Orcs have the advantage in attack and speed (the direct opposite of Necromancers), so you need to finish off the Necromancer before he captures his second town (the chance of getting units under his control is lower). I think that taking "Darkness Dampening" is a good idea (it won't help much against Blindness, though). In general, you should destroy half (or as many as possible) of the enemy troops before the Necromancer hero can cast spells (and the Boots of Speed tactic will help you with this). I usually play as Hagge, dividing the Centaurs into two groups (so that they won't all be controlled or blinded, and so on – there may be opponents who use similar tactics).
I can't say with absolute certainty about the number of summons, but they are random (and possibly have different probabilities of appearing – that's true). I can also suggest Maxim Sorokin's tactic (which is focused on speed)
http://heroes.ag.ru/heroes5/advices/12/ - here's the link.
The build depends on the map and the Necromancer's build. The most important skills are Attack, Leadership, Darkness Dampening (it's developed closer to the endgame, taken as soon as it's available), possibly Defense, Luck, and Logistics
User Avatar
15 years ago
Auto-translated
Blindness is removed by the "chieftain's word." The "frightening roar" is cast on a subordinate Necromancer unit. It seems to also work on a berserked unit, although I don't remember for sure.
User Avatar
15 years ago
Auto-translated
Be sure to take the Dark Shield against the Necromancer.
Also, definitely take “Weakness to Darkness.” Also, take the racial skill “Strength Against Magic,” and it’s also desirable to take Luck and, within it, “Magic Resistance.”

As a result, it will no longer be possible to cast Dominate on Cyclops, Berserk will only last for one turn, the Necromancer’s magic will be weakened, and the duration of spells will decrease.
You can also take “Dark Corruption,” and then all of the Necromancer’s spells will become 50% more expensive, and he already has little mana; you can also take “Dark Restraint,” and then the Necromancer will cast spells very rarely, since he is unlikely to have enough magic. And even if he does, he will lose the opportunity to take some useful skill.

Also, be sure to include Goblin Shamans in your army and disrupt the enemy’s magic. At a minimum, they will further increase the cost of the spell, or even reduce its magical power. There is even a chance that the spell will not work at all (if there are many shamans).

Also, take Warlords. If the opponent has blinded or berserked someone, use the Warlord’s ability.
15 years ago
Auto-translated
Listen to me carefully! Don't take the "Darkness" skill – I had a hero who took it, and he wasn't very good at it (although he might have taken "Twilight" as well). A Necromancer will definitely outperform him. Instead, take "Command" (increase by 1.5 times the hero's level – develop "Roar" and "Mighty Roar"), "Offense" (I don't see the point in taking "Stunning Blow" against creatures – take "Tactics," "Shooting," and "Battle Madness"), "Leadership" (take "Battle Frenzy" and "Aura of Swiftness" – these will unlock as you gather troops), "Luck" (take "Magic Resistance" and "Barbarian Luck" – the latter might work, although it's very rare), and probably "Defense" ("Magic Resistance +15%" and "Luck +15%" are good – it's a solid choice. However, there's no point in trying to develop the "Preparedness" skill, as it unlocks through "Resilience," which then cancels out the "Magic Resistance," which is very important when playing against a Necromancer). You can replace "Command" with "Education" to make your troops attack 1.5 times faster, and this skill also improves the hero. Focus on initiative – get rings, a cloak, and a lion's cap, and if possible, get the "Armor of the Forgotten Hero." Don't forget to replace fallen undead with your own troops, even if only temporarily. And yes, your warrior mojo will be strengthened! :)
User Avatar
15 years ago
Auto-translated
If the focus is on using shouts, then empathy should be prioritized over the enjoyment of battle, because the more often a hero casts shouts, the better.

Readiness against Necropolis is completely unnecessary; a Necromancer will never attack first: they will first cast all possible general debuffs, then focus on individual stacks, and only then will they start fighting the Orc.
15 years ago
Auto-translated
I completely agree with you – I even wrote that readiness is nonsense because the Orcs' element is initiative and attack! Although, Dark Grinder is more important for defense – I apologize for the nonsense I wrote.
In reply to PINOCHET911
User Avatar
15 years ago
Auto-translated
Thanks to everyone who responded! I found a lot of useful information!! Igor, are you sure that leaders can remove the Berserk effect?
I learned another trick while browsing the manual: It says that goblin shamans, while under the second level of rage, are capable of "cleansing"! Has anyone tested this?:smile54:
Also, please tell me which units you upgrade to fight against the Undead!!:)
User Avatar
15 years ago
Auto-translated
PINOCHET911
I disagree about the Darkness Shield. It's effective against Necromancers and should definitely be taken. Just the fact that the Necromancer will lose the ability to control Cyclops and cast Berserk for only one turn is worth it. Not to mention that his magic will decrease significantly. Let's say if the Necromancer has 20 magic, thanks to the Darkness Shield and "Power Against Magic," we can reduce it to 12-13. And Shamans will also make his life difficult. As a result, Darkness will be severely weakened.

Also, I disagree that you should take Fire Fury in education. This skill is quite questionable. And in the case of the Necromancer, it's definitely harmful. The Necromancer, with his mass Darkness spells and Liches with their cloud, will greatly disrupt your Fury. And not just disrupt it, but make it 1.5 times stronger. And instead of getting benefits from this skill, you will only get harm.

Umka-Gold
I haven't checked in a long time. But I think it definitely removes the effect. I need to play sometime and recheck.

In general, if we're talking about skills, it's desirable to take Fury (all levels), Logistics (the Necromancer develops quickly, and you need to keep up with him), Attack (the main Orc skill), Leadership (definitely Battle Fury), and then choose from Darkness Shield, Luck, Defense, Mechanics, and War Cry.

Don't forget about the War Cry that increases morale – it's very useful. Even increasing morale by +3 will allow you to always have it positive, which means "Battle Fury" will always give you Fury points.
In reply to Igor111
15 years ago
Auto-translated
Why would an Orc need luck? For example, if there's a Dread Knight with a Cloak of Death, the Orc will lose four morale points, which is quite significant – in my opinion, morale is more important than luck.
User Avatar
15 years ago
Auto-translated
Luck is beneficial for an Orc in and of itself, as their task is to quickly eliminate the enemy. And magic resistance is, of course, also useful. Also, luck works well with machines. A triple ballista, with good luck, often makes two successful shots.

And leadership is undoubtedly a skill that Orcs should always have, regardless of the opponent.
15 years ago
Auto-translated
That is, is it better to take, for example, War Machines instead of Shrieks? But Shrieks push the enemy hero back by 0.30 in terms of Attack Rating. So, against a Necromancer, you should take Attack, Leadership, Darkness Bane, Luck, and... what else? I'm starting to get interested myself – I'm currently playing a game with a Necromancer just to see how it goes – this topic has really caught my attention.

Added 3 minutes later
And Luck only gives a 15% chance to deflect an enemy spell, if you're lucky, not full-fledged protection like Defense does. And an Orc without magic resistance is easily wiped out. I'm completely stuck myself (

Added 8 minutes later
Yes, I'm talking about the FUNDAMENTAL factors of victory – because victory is the absence of defeat. And this isn't about "just useful" things. The game is against a Necromancer, and that's more dangerous than any mage because he turns your army into a bunch of weaklings. In my opinion, taking War Machines against a Necromancer is utter nonsense.

Added 30 minutes later
Yes, about giving the Orc magic resistance against a Necromancer – will he have enough mana for Shrieks to scare the Cyclops he's controlling?
In reply to Igor111
User Avatar
15 years ago
Auto-translated
Igor111
Let's say if a Necromancer had 20 magic power, thanks to the patch and "magic resistance," we can reduce it to 12-13. And Shamans will make his life even harder.
So, the Orc should have a magic power of 16-14. :rolleyes:
And then, anti-magic and skills in it don't affect the Necromancer's magic power; they only reduce the effect of dark spells.
And against Chaos, you can use Shamans, but against Darkness, you need meat: therefore, we take another upgrade for the Barbarians so they live longer.
15 years ago
Auto-translated
That's exactly what I'm saying – an Orc will have about a 60% chance of defeating a Necromancer because the Orc doesn't have enough magical power to weaken the Necromancer.
User Avatar
15 years ago
Auto-translated
KillAndAction

It is advisable for the Orc to take artifacts that boost magic skills, so that the "Magic Resistance" skill works better.
The Orc has a low magic skill, but the "Darkness Dampening" skill is excellent against Necromancers.

What does it mean that they don't affect the magic skill parameter?
On the contrary, they do, and that's their advantage!

Let's read. The "Darkness Dampening" skill reduces the caster's magic skill by 25%. So, instead of 20 magic, when calculating the effect of a dark spell, it will only be equal to 15. If the Orc has at least 6 magic, then it will be reduced by another 3. As a result, a Necromancer with 20 magic will cast dark spells with only 12 magic.

Then, the "Darkness Dampening" skill itself, at the expert level, makes it so that spells of levels 1-3 are cast at the level of "basic dark magic".

Against any mage, you should ALWAYS take Goblin Shamans!!!
If their number is close to 400, then there is a very high probability that the spell will not work at all! And any spell, of any school.

Added 10 minutes later
Yes, it's a good strategy for the Orc against a Necromancer, as long as the Necromancer doesn't have too much of a numerical advantage.

You can easily take Hagresh and develop him, say, up to level 24:

- Skilled Blood Rage - Reinforcements - Remembrance of Our Blood - Magic Resistance
- Skilled Attack - Ranged Attack
- Skilled Leadership - Recruitment - Battle Frenzy - Speed Aura
- Skilled Logistics
- Skilled Darkness Dampening - Dark Curse - Weakness
- Ghostly Luck - Magic Resistance

Yes. In general, you can come up with many things. That's why I love Heroes 5:)
You also need to look for all the artifacts that increase your luck and decrease the enemy's, as well as artifacts that boost morale and magic resistance.

Statistics

Welcome our newest member: recijeb