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What type of magic do you like best?
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In reply to Castiel
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15 years ago
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Castiel
Magic is the key. Let scouting and training compete with mysticism.
You just haven't played experience-based tournaments. Training is a must. (Are we talking about +15% experience?) Scouting is sometimes the only solution when the "Flight" spell can't be used if the opposite shore isn't visible. Everything has its purpose, just in specific situations... Mysticism is a complex issue. If you wait for it to "accumulate," it's often faster to replenish magic somewhere else.
15 years ago
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In my opinion, everything is obvious:
You can take a hero with Logistics. If it's important to explore more of the map early on, and in the case of the Elves, it's almost mandatory because Dendroids are powerful (I think you understand which hero I'm talking about).
If you're playing as the Necromancers, you definitely need Aislin, and not just because of "Meteor Shower." Aislin is given skills that are perfect for a mage.
For the Barbarians, everything is also obvious (Crag Hack, of course!).
If you're playing as the Elementals, I forgot the name, but the point is that magic should be a priority, and fire magic in particular.
For the Swamp, it's Stig... because Stig + Top Gear is a great combination. But seriously, there just aren't any other decent heroes for the Swamp; it's impossible to level them up, and they get terrible skills at each level.
For the Stronghold, I think everyone has a choice between Deemer and... that shaggy guy with "Resurrection." Although, again, if speed is important, Gunnar is very good (if you don't choose him right away, you have to try hard to buy him).
For the Demons... I can't say anything about them. I played a couple of campaigns with them and a couple of 200-tile maps out of principle, but that was a long time ago, and I don't like their Castle.
Ah, I almost forgot about the Humans. They are the only race for which water magic is important because the prayer on the human army is powerful (and the choice is based on this).
That's my opinion, if anyone cares.
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15 years ago
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Don't make me laugh!
In reply to Кармадон
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15 years ago
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Karmadon
Swamp – Stig... because Stig + Top Gear))) But seriously, Swamp just doesn't have any good heroes left; it's impossible to level them up, they give you such garbage on the levels.
That was funny. Thanks :D You just forgot about a very strong hero – Tiva. I usually start with her when playing as Swamp. ;)
In reply to AmberSoler
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15 years ago
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AmberSoler
You just haven't played experience-based tournaments. Training is definitely necessary. (Are we talking about +15% experience?) Scouting – sometimes the "Fly" spell is not applicable if the opposite shore is not visible – scouting is the only solution. Everything has its use, just in specific situations... Mysticism – this is a really complex issue. If you wait for it to "accumulate," it's faster to replenish magic somewhere else.
Well, I just listed the ones that, in my opinion, are less useful in a typical (90%) online game. I would choose +15% to Lightning, Rain, or Explosion without hesitation, rather than +3 range or experience for the sake of experience.
In reply to Кармадон
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15 years ago
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Carmadon
I think everything is obvious:
You can take a hero with Logistics. If it's important to explore more of the map early on, and in the case of the Elves, it's a must – because Dendroids are powerful (I think you understand which hero I'm talking about).
If you're playing as the Necromancers, it's definitely Aislin, and not just because of "Meteor Shower." Aislin is given magic skills that are exactly what's needed.
For the Barbarians, everything is also obvious (Crag Hack, of course!).
If you're playing as the Elementals, I forgot the name, but the point is that magic should be a priority, and fire magic in particular.
For the Swamp, it's Stig... because Stig + Top Gear is a great combination. But seriously, there just aren't any other good heroes for the Swamp; it's impossible to level them up, and they get such useless skills.
For the Stronghold, I think everyone has a choice between Deemer and... that shaggy guy with "Resurrection." Although, again, if speed is important, Gunar is very good (if you don't choose him right away, you have to try hard to buy him).
For the Devils... I can't say anything about them. At one time, I played a couple of campaigns with them and a couple of 200-tile maps, but that was a long time ago, and I don't like their Castle.
Oh, I almost forgot about the Humans. They are the only race for which water magic is important because the Prayer spell on the Human army is powerful (and the choice is based on this).
That's my opinion, if anyone cares.
Oh, damn, that's funny :) Hilarious, really. At least I guessed Gunar and Crag Hack correctly :-D
I don't know where you got all this, I don't know who taught you, all I know is that it was a joke!
In reply to Castiel
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15 years ago
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Castiel
...I would choose 15% to lightning/rain/explosion without hesitation, rather than +3 range of sight....

Believe me, +3 range of sight is very useful in online play. Scouting isn't as bad as it seems. Especially on HL maps.
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15 years ago
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Scouting is a valuable skill! In some cases, you'll see the desired object earlier or, conversely, a strong enemy that it's best to avoid for now (and it hasn't seen you yet!). Well, and for walking on water, flying, or using dimensional doors, scouting is invaluable: if you can't see a cell, you can't enter it! All of this is very noticeable on large maps.
And I forgot to mention Learning: for me, it's an almost useless skill, wasting a slot. +15% to experience is insignificant.
In reply to Marmot
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15 years ago
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Marmot
Well, and for walking on water, flying, and scouting dimensional doors, it's invaluable: if you can't see the cell, you won't be able to step into it!

For Dungeon, seeing isn't necessary. There were so many bad maps because of that :D
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15 years ago
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Since I play as Necropolis, I prefer to develop the land, and I always choose Tanta as my main hero because raising the dead is crucial. At the beginning, it's good to clear everything with skeletons, and then I replace Tanta with vampires. I also develop a second town where the main force consists of liches and knights.
And my second favorite magic is, of course, fire magic. Especially a hit-and-run tactic with a couple of efreets.
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15 years ago
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The main hero doesn't need scouting at all. Who would use the main army for scouting?! But it wouldn't hurt for the scout to upgrade their scouting skill :smile07:. They explored everything they could, went where possible, revealed the map as much as they could, and after that, they, like the scouting skill itself, are no longer needed. :)
In reply to Ethereal
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15 years ago
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Ethereal
...and it's not entirely useless, as is the scouting skill itself. :)
Not quite. It can also be useful for transporting troops (why spend extra money on another hero?), and you can give it free logistics and pathfinding so it moves faster, ownership so it generates money, and skills to check where the necessary skills are and where they aren't... so it doesn't just eat up resources for no reason, especially since it's already been hired and leveled up a bit.
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14 years ago
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13 years ago
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Definitely Earth.
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13 years ago
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Personally, when playing as Inferno, I always choose Marusa as one of my main heroes, and I prefer to give her the Fire skill for mass casting. With the Fire skill, it's easy to cast spells (especially if you have one turn). Plus, Marusa has armor-piercing damage, which makes dealing with neutral creatures a breeze. And her special ability is great too!

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