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Posts from Discussion of the Academy faction (Mages and Wizards). Tactics and their specific features.

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#1
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It's definitely missing. This topic.
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#2
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Well, I must say, the high-level units are pretty good, and the mini-arts are fantastic! The golems with their turrets are virtually impenetrable, and the titans hit incredibly hard. The Castle looks amazing, but they just don't seem to be very effective. The mages don't impress me; they're more likely to lull you to sleep. However, the faction is definitely strong in terms of spells and mini-arts, but the appearance has been discussed many times, and in my opinion, it's rather poor.
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In reply to Silovik
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#3
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Of course, the appearance can be adjusted, but the stats and other characteristics should remain the same. Rakshasas and Titans are really cool!
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RPG - персонаж
In reply to Silovik
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#4
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Silovik;49527
Well, what can I say, the high-level units are pretty good, the miniatures are great! The golems with their turrets are impenetrable, the titans hit hard, the castle is beautiful, but they aren't very popular. The mages don't inspire, they lull you to sleep, although they are indeed strong in terms of spells and miniatures, but the appearance has been discussed many times, it's poor, IMHO.
Let's put the appearance aside and discuss the pros and cons of the Mages when facing, for example, Inferno.
In reply to Archer
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#5
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Hell can come early in the game, even before you have Rakshasas and Titans, or a decent army.
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#6
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...But there are already Gremlins and Golems + Mages. The tables will be better than the horned ones, but the Imps drain mana. This is not good, but not insurmountable.
In reply to gamehuntera
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#7
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But they develop faster and will have more troops.
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#8
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1. Imp - gremlins; gremlins are better, but the same perspective applies to imps in terms of potential. 60/40
2. demon - gargoyle, 50/50, gates and blast versus flight and hells
3. hounds-golems, 50/50, own-turn attacks and area effect, but low defense against resilience
4. sugub - mage, fifty fifty, too long to explain
5. nightmare - djinn, 60/40, fear and range versus casting and initiative, but few hells
6. pitlord - rakshasa, 60/40, rain and low initiative versus health and power
7. devil - titan, 30/70, I don't know what to use against ranged attack, casting, and power, but they are few and stupid.
Thus, due to titans, better hero development, and the creation of mini-artifacts, victory will still go to the mage IMHO.
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In reply to Silovik
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#9
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But we are talking about the early game, and there it's 51x49.
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In reply to Silovik
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#10
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The Tower has a lot of mana, which is good. Inferno has initiative. It depends on the circumstances.
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#11
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In the early game, you encounter children, and letting them lead allows you to develop and feel the true power, something like this)))
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In reply to Silovik
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#12
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But Inferno is good at the beginning, and that's its advantage. The Academy, on the other hand, is good at the end.
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RPG - персонаж
In reply to Artes
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#13
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yes, and in the end, the Tower deals a lot of damage... There's not much need to run to the Castle for troops anymore, even with Titans and Mana. And if you also summon Phoenixes and resurrect Titans...
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#15
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Inferno can also be very effective if you develop the gates properly. I like the Nightmares. They are fast and inflict fear.
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#17
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Of course. At the beginning of the game, this Castle is frankly annoying. There's no money for minions, they aren't strong, plus Goblins, Tumblers, and Golems. But with Mages, things get better, and it's easier to play. They have decent units and the Mirror image spell.
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