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Posts from Haven faction discussion.

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In reply to Победитель
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Winner
"Pacification" triggers when Vestals attack, with a certain probability! This is a passive skill ;).
Thank you, but the skill descriptions in the game are so inconvenient – it's not even clear what is active and what is passive.
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My "Pacification" skill always triggers when Vestals are in CLOSE combat. When she casts magic from a distance, nothing should happen.
In reply to Lazy_coma
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Lazy_coma
The "Pacify" ability always works for me when the Vestals are in MELEE combat. When she casts magic at a distance, nothing should happen.
Thank you, I will check. Maybe I just didn't pay attention.
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I bought the licensed version from Buky. I found technical glitches with the units of the Haven faction. Has anyone else noticed them? Or am I misunderstanding something?
1) The "Sky Strike" ability, which affects an area, doesn't work for the Imperial Griffins (upgraded). The ability triggers, but when the griffin dives, no damage is dealt to the units in the area of effect. However, the un-upgraded griffins work fine.
2) The "Charge" ability doesn't work for the Sun Riders (un-upgraded). The damage is constantly the same and doesn't change based on the distance the unit travels to the target.

Have you noticed similar glitches? Or is it just in my version of the game:(

And the biggest problem I've noticed: I don't understand how luck works. The effect triggers on the unit, but it doesn't deal double damage, and nothing changes in the attack. Is this a bug, or has the concept of luck been changed?
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Yes, these bugs have already been noticed – it’s a bit sad, but the overall combat effectiveness of the faction hasn’t been affected by this :). Luck now deals 150% damage. Any number from the range is taken, and it is this number, and not the maximum, that is increased.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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Who knows: what’s the bug with the buffed griffins, where they take off and fly along a trajectory, but don’t deal any damage to anyone? Regular griffins take off normally and deal damage upon landing.
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Someone already mentioned that if you want to use the griffon ability, you shouldn’t upgrade them, as a bug will prevent it.
 

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I don't use Griffins in the campaign; they waste a turn healing, and they are useless units with low damage and HP. Due to my studies, I don't have time to play properly, so I'm progressing through the campaign very slowly (especially since I'm playing on a difficult level and rarely use the fast battle option). Because of this, I don't have time to describe the faction in detail. I will say this: in duels, they have no equal. I fight with a mage hero who has a pathetic staff from the DVD box, level 3, and dynasty bonuses for silver.
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
In reply to Klivren
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Hello everyone!
The Haven faction didn't leave me indifferent; out of its seven types of troops, only five appealed to me: 1) Infantry, 2) Archers, 3) Griffins, 4) Sun Riders, and 5) Seraphs. That's why I prefer to play as this faction):smile01: :smile01:
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Я начинающий картостроитель.Скоро буду
выкладывать карты, когда научусь всё делать.:smile01: :smile01:
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Played 3 missions for Haven. It's a good faction, but I listed Imperial Griffons as a weak, buggy army that all opponents hate. I really respect the Guards – I use them to shield the rest of my armies at the beginning of the battle. I'm disappointed that the Sun Riders don't have a charge attack, but at least they deal decent damage... the archers cover for them. Light Elementals with leadership are just "micromanagement nightmares":) (Heroes of Might and Magic III)
PS: I need to adjust my tactics – I'm tired of arranging my troops before every battle...
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Yes, I also wish the previous arrangement could be saved :(. Duncan, you just discarded two very useful units! Vestals are good healers, and their healing also affects three factions: Inferno, Necropolis, and Stronghold. If the hero has high magical power, they are also excellent in melee combat! And the Luminaries are good with their retaliatory strike, and the strike also has no counterattack. They have the highest damage among the elite creatures. Griffons are a problem because of a bug; it's better to use them in their unupgraded form. But with Sun Riders, it's the opposite: the Crusaders (upgraded version) have a very good charge attack + no counterattack.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
In reply to Победитель
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Winner
The Archangel's "Holy Radiance" is great, especially with the "Return Strike" ability, and the attack doesn't leave them vulnerable. They have the highest damage output among the elite creatures.
The most important thing was overlooked. Archangels are good because of their initiative, allowing the hero to use skills/magic first.
And also, they have a dispel ability.
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Don't forget another very useful thing: Vestaclam units don't retaliate. They pacify. This is especially useful in PvE; against living units, I would split them into 2-3 stacks, and that was it. The mobs wouldn't move from their positions until they died.
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The Vestals have a chance to pacify (it depends on the size of the stacks). So, they can still retaliate.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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It's especially useful in PvE; I would split them into 2-3 stacks against living creatures, and that's it. That's why I emphasized PvE. Sometimes the quick battle freezes, so I play all battles manually. Of course, achieving peace in PvP is more challenging, but in PvE, it works perfectly; the quantity is sufficient.

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