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Posts from Which is better, Sorcery or Knowledge?

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Is it better to have a lot of mana and constantly cast spells and curses, or to have powerful but fewer combat spells?
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It primarily depends on the type of magic. Summoning and Chaos are geared towards high-level magic (summoning a phoenix quickly or hitting with a chilling blast to immediately turn the tide of battle, provided the spells are powerful enough). Darkness and Light are focused on knowledge, as the duration of many spells depends on the level of magic, so a large number of spells isn't necessary (5-6 is quite sufficient).
 

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I almost always invest in spellcasting, because by level 20-25, the hero will have 15-20 knowledge points anyway, and having an advantage in spellcasting (which means more damage from direct-effect spells) is more important.
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
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Don't say that. I played an Orc with a focus on learning, and at level 27, he had 8 points in Knowledge. Although, of course, an Orc doesn't really need either, but even for a Tech Tree character, Knowledge grows slowly, and mana is very much needed.
 

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Ment
I wouldn't say so. I played an Orc with a good education, and at level 27, with artifacts, his knowledge was 8. Although, of course, neither knowledge nor education is really needed for an Orc, but even for a Tech Elemental, knowledge grows slowly, and mana is very much needed.
Knowledge grows slowly for Tech Elementals, but on large maps, there will almost always be a lot of knowledge.
P.S.: Usually, people play Tech Elementals on XL maps.
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The Town Portal's mana regeneration is slow, but on large maps, it will almost always result in a high mana pool.
Combat effectiveness on any map depends on the speed of development. And if, after capturing each mine, you have to spend a day recharging mana, then there isn't much hope.
 

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In reply to Ment
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Ment
Combat effectiveness on any map depends on the speed of development. And if, after capturing each mine, you have to spend a day recharging mana, then there's not much hope.
What makes you think that the hero will use spells when capturing a map? If the army is good, he will only use spells in battles against strong opponents.
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Until you have a good army, spells will save you. And in many cases, to win a battle with little or no losses, you need to use spells. So, mana will be spent.
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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Of course, Sorcery is better – it’s better to cast one powerful spell than many weak ones, and you won’t lose your army for long.
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IMHO, too much knowledge isn't useful, especially if the hero is Nurah or Irbet. I think magic is better.
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Sorcery is better for Chaos and Summoning magic, while knowledge is better for Light and Darkness. But don't overdo it with knowledge, as mages sometimes have hundreds of mana for cheap and weak spells.
In reply to Mr_Silence
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Mr_Silence
Sorcery is better for Chaos and Summoning magic, while Knowledge is better for Light and Darkness. But don't overdo it with Knowledge, as mages sometimes have hundreds of mana for cheap and weak spells.
The topic itself is somewhat strange; it all depends on which race and hero you are playing. For example, for a mage, Knowledge is always the priority, so it's preferable to take Sorcery on various alternative upgrade options. For Dungeon, it's the opposite. As for the mage and his Knowledge, it's impossible to have too much, and the more he has, the better, because it directly affects the level of mini-arts.
"Шанс есть всегда, но не везде." ;)
In reply to Leolopus
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Leolopus
As for the mage and his knowledge, you can never have too much, and the more he knows, the better, because it directly affects the level of minor artifacts.
Still, mages often have very little magic, so it's not possible to create a good Chaos or Summoning mage, even though they often get the Summoning skill.
In reply to Mr_Silence
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Mr_Silence
Still, mages often have very little mana, so you can't make a good Chaos or Summoning mage, even though they often get Summoning spells.
Again, it all depends on the game you're playing. If it's a small map for 3 game weeks, that's one thing, but if it's a mega-sized map for 2-3 months, that's a different situation. You shouldn't literally compare a mage and a dungeon because they are different things. A dungeon is predisposed to Chaos, and as a result, its racial abilities are tailored to this type of magic. A mage is completely different; ideally, a mage is strong because of the minor artifacts on the troops, and they, in turn, are tied to his knowledge. I assure you, a Light mage, with offensive/defensive units, experience protection after 2 months of play with troops under minor artifacts from knowledge for 30 is overpowered; the main thing is to create minor artifacts not randomly, but taking into account the opponent's capabilities.
P.S. This is not the first time I've encountered an outright underestimation of mages, but in online tournaments, a mage is considered one of the most inconvenient opponents
"Шанс есть всегда, но не везде." ;)
In reply to Leolopus
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Yes, that’s right. You need to assess the situation and make decisions accordingly, as many things depend on it.

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