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Why? It's just unnecessary clutter... walking units are generally slower than flying units... sure, you can break through a wall... but you still won't reach it in one turn...
You forgot an important fact: if you have a controllable ballista (with a skill, that is), then (assuming your opponent doesn't have artillery, which gives control over towers) the ballista moves first, and during its turn, you can cast a spell first! And this first cast can be critical!
All of this is, of course, relevant if you are besieging a castle.
you forgot an important fact: if you have a controllable ballista (with a skill, that is), then (naturally, if the opponent doesn't have artillery, which gives control over the towers) the ballista moves first, and during its turn, you can cast a spell first! and this first cast can be critical!
all this is, of course, relevant if you are besieging a castle.
we're talking about a siege, right - in other cases, a ballista isn't that effective...
hmm... how can the first cast be critical? I don't see the point in casting mass slow... you won't destroy the entire army with the first cast...
We're talking about sieges, right? In some cases, a ballista isn't effective...
Hmm... how can the first cast be critical? I don't see the point in casting mass slow... you won't wipe out the entire army with the first cast...
You can use Berserk, Blind, or Chain Lightning on the archers...
shamann
19 years ago
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well... if you position your archers strategically, the chain formation isn't that effective... Berserk and Blindness... I'm playing as Necropolis, so I'm not afraid))) But in general, you can probably remove it with a dispel spell...
well, you can cast an earthquake spell and inflict additional damage to the walls, or cast spells on your own units... :)
shamann
19 years ago
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an earthquake monk, even without ballistics, still uses up a slot... => ballistics only takes up a slot...
but in general - it's all a matter of personal preference... I, for example, love playing with the Tantrum, even though its mysticism is just a waste of a slot.
In my opinion, so much depends on the map and who you are playing against—the AI or a person. Absolutely mandatory skills: - Wisdom; - Earth Magic; - Air Magic; - Logistics The others are mostly as follows: - Intelligence; - Water Magic (especially if there are many archangels in the army); - Archery (of course, unless you are playing Inferno or Fortress); - Pathfinding (if there are many swamps, etc.); - Diplomacy (obviously, if there are many neutrals of all levels set to aggressive); - and Sorcery (if you are playing Necropolis). Although I played one map where you can't do without Keen Sight; by the way, it's called First Blood.
Generally, in most cases, the skills are: Logistics, Earth Magic, Wisdom, Archery, Air Magic, Intelligence, Water Magic, and Pathfinding.
GriB_o.k.
19 years ago
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still, you need to level up your hero so that there are no weak spots. and he should be a warrior, able to use magic.
-the most important thing is earth. no discussion. -logistics -attack -defense -air -leadership -intelligence -ballistics
in any battle, speed is applied to everyone, and if the opponent is in a castle, then ballistics does its job. this is how you take out a warrior by slowing him down and a mage by speeding yourself up. in addition, earth helps with the city portal and air helps with the dimension door. if you also find an explosion, it's a real fairy tale...
here, I've revealed all my secrets... hee hee, for the benefit of beginners)
Oh dear, I'm choking:D :D :D I can put any magic in first place:)
Fire magic: Armageddon, Berserk, fire elementals, bloodlust, BLINDNESS (arch spell!), fireball, fire shield, inferno, misfortune, EXECUTIONER - IMHO, fire rules the earth. Water: dispel, healing, ice arrow, forgetfulness, clone, walk on water - also not bad:) Air: accuracy, haste, lightning, luck, CHAIN LIGHTNING, HYPNOSIS, mirror, flight, and counterstrike - a pretty good set...
GriB_o.k.
19 years ago
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This is not up for discussion for me. The question is not whether to argue about this topic, as one can argue endlessly, but rather what each person likes and what they use. For me, the most important thing is the ground.
I mainly play as Ellazar, so: Intelligence Wisdom (can't do without it, of course;)) Luck Leadership Earth Magic Water Magic Air Magic Fire Magic
But aren't heroes from Rampart given Fire Magic? I could only learn it from a university or a witch's hut. :( I got the impression that it isn't given to druids and rangers, just as Leadership isn't offered to necromancers.
My ideal set of skills: -Wisdom (actually, I usually take a magic-oriented hero, so Wisdom is already there); -4 elemental magics (if I have to choose, then in order of priority - Earth, Air, Water & Fire); -Ballistics (mainly because it allows you to cast spells first during a siege; if I have the fastest units - titans or djinns, and the opponent has archangels, then the need for mass slowing is obvious... otherwise - goodbye, my archmages); -Logistics; -Intelligence (it's not essential for mages, but in general, it's the only one of the four skills that give bonuses to the hero's main characteristics that I take, because the spells in the 3rd game are quite expensive in terms of mana).
By the way, in the original version of the 3rd Heroes, before the expansions, it was very easy to aim the ballista so that the first shot destroyed one of the side towers. And since I don't always have resurrection, this is a significant plus.
Added 8 minutes later Yes, and of course, for a secondary hero - Estate. Or even better - take one of the mercenaries who have a +350 gold specialization. Of course, if he also gets Estate, then that's a real golden goose. :p And also, since I love playing as mages the most, I don't have any problems with getting a "spare" hero with the Scholar skill. Aine is the ideal spare - she has both Scholar and +350 gold.