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Posts from About regular and alternative upgrades.

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16 years ago
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It would be interesting to discuss the pros and cons of the two upgrade options for monsters, as well as the situations where one upgrade is preferable over the other. To start the discussion, I will share my opinions (which are quite superficial, as I have only been playing Heroes 5 recently). Hunters are a one-time use weapon (they are eliminated shortly after being discovered), so Assassins are stronger. Megeras seem to have better stats (defense and survivability) than Furies. Megeras usually have enough initiative. The advantage of Overseer Minotaurs in almost all parameters seems to outweigh the double strike of Guardian Minotaurs. Guardians are preferable if they are the main attacking force of the army. Dark Riders seem to be better than Swift Riders. The advantage is in damage and initiative, and the charge attack is better than a flanking attack. Cave Hydras are stronger than Dark Hydras. Better defense, damage, and, most importantly, regeneration are more important than slightly better initiative and acid blood. Shadow Lords are more useful than Night Hags: a strong ranged attacker is always helpful, and invisibility, judging by the relevant topic, is not a particularly significant advantage. Red Dragons are stronger than Black Dragons in most cases due to their burning ability, regeneration, and other factors. Black Dragons are better with a weak commander, especially when defending a city.
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16 years ago
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Well, let me start:
1.
Hunters are the main unit for clearing all mines. If your hero is a Warlock, you can get almost all rare resources by the first week... otherwise, you can try to do it by the second week, and if things are really tough, by the third week, you should have everything. Teach magic and have mana. I don't think Hunters are very good for the late game; it's better to make them into Assassins for the final battle.
2.
Megeras or Furies... it probably depends on your preference, but if you have rings that boost initiative, I take Furies, plus mass acceleration from attack – this is for the late game. For development, it's better to take Megeras for survivability, but don't use them in battles against mages, archers, and fast tanks... against zombies, armored units, and the like, they'll be fine.
3.
There can be a problem with Minotaurs: whether to build them or not. If you're short on resources, it's better to build Riders instead. If everything is okay, build Minotaurs, but don't take them with you and don't upgrade them. Then you just have to pray that there isn't a plague week... otherwise, the alternative is the second upgrade with 40 hit points and an aura of courage; they can hold their ground well. If your hero is a Kifran, you can even take the first upgrade; two attacks will be a bonus with increased stats.
4.
Dark Knights hit better with a charge... especially against those with high defense. They fight against armored units and Ents...
5.
My favorite unit for the Dark Elves is the Cave Hydra, and I like its appearance more, plus the abilities are good. I always take them.
6.
I agree that an extra archer wouldn't hurt. And the Necromancer is not bad either... for melee combat, Night Lords are too weak compared to other level 6 units; they can only cast spells.
7.
Yes! The strongest level 7 creatures in the game, and you can choose between magic resistance and destruction (damage is multiplied by 1.5) – awesome battles!
In reply to Ereb
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16 years ago
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1. Assassin - because shooting with poison is good for taking out enemies. Plus, I don't really like using extra creature abilities, so I wouldn't use invisibility anyway. I just wouldn't find a use for it. 2. Megeras - definitely. I sacrifice initiative. And they look nicer in the picture:D 3. Minotaurs, which are from a regular upgrade. For me, it's more important to hit twice. Sometimes it really saves the day. 4. Regularly upgraded riders - the charge attack is a great thing. They are my favorite creatures, and I would never trade their ability for any other. 5. Hydras with regeneration - well, because regeneration is better)) 6. Shadow Lords - an extra ranged attacker is always needed. And again, I don't like special abilities. I only use them on griffons and on Jarls or Earls (I don't distinguish them. The ones with lightning, anyway), and otherwise I forget about them. 7. Red dragon, seems stronger. I haven't played missions with alternative upgrades in a long time, so I can't say for sure, but I think I took them... 7.
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16 years ago
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1. Hunters with poison and invisibility are good for final battles against archers. 2. Megeras are better than Furies in stats, except for initiative. 3. Minotaurs - Guardians: two attacks are better than one. 4. Tier 3: you can run around enemies and hit them with a stick. 5. Hydras with poisonous blood: the blood attack sometimes reaches even archers standing 3-5 tiles behind. 6. Which hero for the Sorceress? If it's the Witch Queen (I don't remember her name), then archers. If it's another hero, then Tier 3 - they can take out archers. 7. Red dragons: they have a cool ability.
In reply to Тёмный_Ильдар
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16 years ago
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I don't even want to come up with anything new. Oh well.
1. Hunters - fast clearing of natives on the map. (extremely fast if Lethos is used), still, the archer from the Outcast is not that great. (poison doesn't count)
2. Megeras - they have better stats than Furies, except for initiative. (the main thing here is more health and damage.)
3. Minotaurs - Guardians - two attacks are better than one. (Minotaurs are not weak! They are a normal attacking unit. Altgreid is weak)
4. Ordinary upgraded riders - charge attack is a great thing. A fighter for breaking through the enemy's defense. (I think there's no choice here, you can safely cross out Altgreid)
5. Hydras with regeneration - the thicker the meat (minced meat, pâté, stewed meat), the better + regeneration, and nothing more is needed.
6. Shadow Lords - Powerful archer/mage.
7. Red dragons - both upgrades are valuable, used depending on the situation.
15 years ago
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Guys, I think we need to consider who we're facing – if it's an UNDEAD enemy, then initiative is key, and that means we need fast units, harpies, and third-tier minotaurs to maintain morale and, consequently, initiative. Plus, black dragons with their magic immunity would be a good choice.
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15 years ago
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And why doesn't anyone like Dark Hydras? The acid damage, especially in large numbers, can really ruin the opponent's game. If you manage to gather about 200 of them, the acid damage will be more than decent.
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15 years ago
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1. Assassins 2. Megeras 3. Overseers (especially good against Inferno) 4. Swift Riders 5. Dark Hydras 6. Shadow Mistresses 7. Black Dragons (especially good against Academy)
In reply to dark_elf
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15 years ago
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dark_elf
1. Assassins
2. Megeras
3. Overseers (especially good against Inferno)
4. Swift Riders
5. Dark Hydras
6. Shadow Lords
7. Black Dragons (especially good against Academy)
Explain at least why they are good against what you specified. I became interested...
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15 years ago
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Apparently, it’s a personal secret.
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15 years ago
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1. Hunters (to block archers)
2. Furies (initiative is key, for one of the main attackers)
3. Double Strike (apparently, no one has watched a Van Damme movie)))
4. The first ones are good, of course, but the second ones have higher initiative, and sometimes you need to attack with them like this: run up, grab, stand around and bite, that is, it's not always necessary to constantly attack someone specific with them; sometimes you can just run around and nibble)
5. Against undead, the second ones are better, otherwise the first ones.
6. Witches, the ones that shoot (although if the enemy has a lot of archers, you can also use the ones with invisibility)
7. Against undead, Black ones, otherwise mostly Red ones!
In reply to KillAndAction
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15 years ago
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KillAndAction
Explain at least what makes them specifically good against what you mentioned. I'm curious...

I'll probably say =)

Death Knights are good against demons that attack first because they can withstand the damage) and probably because they maintain morale and prevent Nightmares from scaring your unit)
As for Black Dragons, I think it's obvious) magic immunity... the choice is clear):smile01:
In reply to Vasilisk
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15 years ago
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Vasilisk
I guess I'd say =)

Death Knights are good against demons that attack first because they can withstand the damage) and probably because they maintain morale and prevent Nightmares from scaring your unit)
Well, as for Black Dragons, I think it's obvious) magic immunity... the choice is clear):smile01:
I don't understand what "withstand the damage" means?! Please explain...
But Battle Mages can cast spells freely right in them, as can the hero-mage...
In reply to Vasilisk
15 years ago
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Vasilisk
Why doesn't anyone like Dark Hydras? The acid damage, when there are a lot of them, can really ruin the opponent's game. If you gather about 200 of them, the acid damage is more than decent.

How long do you have to play to get that many?
In reply to KillAndAction
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15 years ago
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KillAndAction
I don't understand what "holding the line" means?! Please explain...
But combat mages can cast spells freely while inside them, as can the hero-mage himself...
Who said that mages will survive until their turn, and if they do, they will be in small numbers and won't deal significant damage.

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