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Posts from Best Staff Wielder (Disciples II)

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Which spellcaster is the most useful in Disciples II?
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Let's discuss our favorite territory conquerors. Well, they all cast spells excellently, but they fight differently. Here, we can finally decide who is the best at beating others up.
There's no need to beat each other up. And it's best to evaluate the spellcasters based on their combat skills, not on who has prettier eyes. Although, you can also vote for the one with the prettiest eyes.
А, вот почему.

??+⛓️♿=?
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I'll describe each one and give my opinion.
1. Archangel - generally a good spellcaster, and can even be used as a main hero if desired, as this character gains levels faster than her Imperial counterparts (if my memory serves me correctly). She heals very well and can also fly, which is another plus.
2. Elder - the same as a warrior, but weaker. He can be used as a spellcaster, but he's not suitable for the main hero role. Overall, he's convenient, although not very interesting.
3. Sage - capable of killing a troll if given an archer and a centaur in his army. However, the point of killing a troll with this particular character is unclear to me, unless it's to level up troops for the main hero (if he has a leadership skill slot and there are no nearby towns).
4. Baroness - the weakest spellcaster in combat, with a not-so-useful ability. At least she can fly. In any case, we don't have a choice, as spellcasters are needed for the Legion, and in a significant number.
5. Banshee - not bad as a spellcaster, but not very good as a hero overall, as her abilities don't surpass those of ghosts, and her only advantage over them is her survivability, while she won't be able to learn area paralysis.
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I definitely think the Archangel is the best. The everyday tasks of a conqueror include, in addition to scouting and placing flags, destroying small but annoying groups of goblins and bandits, from whom you won't get much experience for your army, but you'll have to heal the damage, and dealing with thieves. Also, she's not that easy to kill. If you take Banshees, for example, Imperial Armor will easily tear them apart because they are immune to paralysis. If she's lucky, she'll run away. But an Archangel and a Swordsman can easily deal with demons and trees, and even gain experience. You can then take a soldier into your army. But making her the main hero is pointless; her leadership is terrible. The Champion is good, the Sage is unreasonably expensive and fragile, the Baroness is very useful because she allows you to drive a unit of 2-3 creatures off the battlefield, no matter what they are. Or, if you're unlucky and stop next to a giant who likes to move around, that's almost not a problem either. The Banshee is on par with the Archangel, but slightly worse. On the one hand, she can kill strong individual creatures, but on the other hand, the price of a miss, of randomness, of passing the turn to a neutral instead of a fighter, is high. The Banshee is not as convenient. That's it!
My sword, my trusted ally, unphased by my aspect.
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I don't know why I consider the Legion Baroness to be the best, even though I don't usually play as them.
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;)
Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
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a wizard can summon an Ent, and that's a good advantage.
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Anyway... if they want to kill, they will. And no abilities will help them.
Although flying spellcasters are better.
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By default, the Wizard essentially eliminates them all.
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Alexdoublesmile
The default Sage essentially defeats them all.
I tend to agree that a human healer with an archer behind them can unexpectedly win.
The Sage is an expensive and non-flying hero.
Flying spellcasters from the Legion and Empire factions are almost always significantly more useful than other non-flying spellcasters.
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I've always been interested in playing through the entire saga with the Warlocks, which I did with leadership 5 and 1 on "Very Hard" difficulty. They do get leadership 4 times, yes. But on the second playthrough, I decided to go with just one soldier – there's definitely an advantage: the Warlock spends 4 skill points on their own power, and when experience is divided between two, the leveling up is super fast! Natural armor + iron skin + banner of resilience + engraved bracelet = this leader easily guards the "salad" in the back rows (85% damage reduction). Regarding CAPTURING CITIES: the best for this are banshees, baronesses, and archangels. The first two paralyze without any intermediaries, which is a dream for many ordinary leaders, although paralysis has a limit (50, or something). So, after that, with any accuracy, they start missing – the warrior must have a decent amount of damage to be able to defeat the guard. The archangel, on the other hand, has unlimited healing. With armor less than 90, it easily covers the damage with healing. The elven "entologist" is completely useless here – ents don't take on any applied protection to the squad; the guard hits them, and that's it. The Mountain Clan is strong in "everyday" battles – after all, damage is a widely replenishable characteristic, but when it comes to capturing cities, it's just mediocre: healing and paralysis are better. As for the Warlocks, they are for connoisseurs, not to mention a single-unit squad for all missions (although you can always get 4 leadership). Original warriors, in general.
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Undoubtedly, the Baroness is the best. In a one-on-one fight, she wins against any other spellcaster.
Pros:

80% accuracy. When capturing a dwelling (as well as a town), she inflicts paralysis. This makes her 10% more effective than the Banshee in terms of accuracy. Important! The Baroness should move after the opponent. It's not worth attacking the Ogre in the dwelling.

Flight - allows her to move further and faster.

Fear - the fleeing monster takes damage and doesn't dare to retaliate. With a Berserker, Giants, Ogres, and other large monsters can be defeated in 3-4 days if she's alone. Usually, I have two of them to use the following tactic: Remove and place a spellcaster on the same turn. Then, large monsters should beware.

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