Posts from ASW – Alternative hero leveling.
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What about evasion? Hmm. It remains a single target ability without Battle Dodge. Any ideas on what would be a logical follow-up?
Added after 48 seconds
I suggest a defensive ward after evasion. Because a ward is easier to maintain against ranged attackers (position yourself, and it starts firing).
And update the topic's "header" already; it's inconvenient to search for your options throughout the entire topic.
It needs to be updated, no one is arguing)
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Cities shouldn't be created just to freely distribute Chaos without a guild (like the casualization in Heroes 6).
And if Chaos doesn't come from the guild, well, then Darkness will come instead (either/or). That's also an option to cast under Enchanted/Rainstorm. You can even reduce Chaos to 4% in principle to give a dark alternative to Rainstorm (although, it needs to be tested how it works with mass beam/plague, blindness, and other goodies). More precisely, make Chaos and Darkness 4% (and Summoning and Light 8%).
I don't quite understand the meaning of the phrase. Chaos comes from the guild, and the reduced amount (because it's not native to the city) can be compensated for by leveling up (Mysteries) and starting spells. I didn't suggest any other bunch of perks that give Chaos. A high-level Chaos elf won't be able to get without external objects. And he doesn't need to: you still have to earn Meteorite under Rain.
Rain of arrows under Meteorite. Shock under Rain. And the entire field, littered with fire? Only a Rain with Berserk under Cursed can compare to that epicness.
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A rain of arrows under Meteor Shower. Shock under the rain. And the entire battlefield, strewn with fire? Only a rain of arrows with Berserk under a curse can compare in epicness.
Here, a demon in Light – that's interesting. But an elf in Chaos under a rain of arrows now – nothing interesting, just a plain standard.
And regarding "epicness" – the problem is only with the magic of the original game in that it requires high-level spells. In WGE, for example, a rain of arrows under Stone Skin looks the same as with Shock in the original (because there, Stone Skin is relevant in terms of damage, and it depends little on Chaos). And if you add Stone Skin with Frost and Deadly Cold. What Shock, what Meteors are there? It's crude and warlock-like.
In general, we're arguing about something else now. The guild doesn't really relate to the topic of progression. If you want different classes of cities – okay, no objections. In this topic, only progression matters.
So, isn't Berserk supposed to be in Darkness? And Blindness? And why should epicness be achieved so easily? What value does it have then?
A demon in Light – that's interesting. But an elf in Chaos under a rainstorm – that's nothing special, just a standard thing.
If you want to summon, you can get it in the guild – that's for low levels, and you'll have to search the map for high levels.
And why would an elf need it? Elf troops are swift and have high attack. There's no time to mess around with summoning.
Added 9 minutes later
By the way, I'd like to add Phantom to a separate perk, or give it with some weak unit (but not in summoning).
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Besides, what does an elf need it for? Alpha troops are fast and have high attack. There's no time to waste on summoning.
Summoning is:
1) wasps (if they have decent, adequate knockback). Wasps control the enemy incredibly well while high-initiative elves finish them off. And wasps under a rain spell will give any chaos unit a run for its money.
2) mines - in terms of piercing power for ranged units, no comment needed
3) crystal, wall - to block approaches to ranged units, disable enemy ranged units, plus damage them with druid spikes
4) phantoms on blue ranged units
5) fan - again, a blocker that protects ranged units for free
6) raising the dead - to resurrect low-health ranged units if they are suddenly targeted by arrows or chaos units
7) enhanced fist with blue druids = high damage, piercing any defense
Summoning for elves is everything, with the right spellcasting. In the original game, it will mostly work the same way.
However, build your guild as you like. I don't care. I suggest we return to the topic of character upgrades.
A comedian? If you played Heroes of Might and Magic, you wouldn't ask such questions.
Summoning is:
1) wasps (if they have a decent knockback). Wasps control the enemy very well while high-initiative elves take care of him. And wasps under a rain of spells will give an edge to any Chaos.
2) mines - no comment
3) crystal
4) phantoms on blue archers
5) fan - again, a blocker that blocks archers for free
Summoning for an elf is everything, with the right use of spells.
By the way, only the hive and wasps, which also deal damage, are natural in summoning. Astral and summoning are not light elf traits.
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But what does WGE have to do with it? (A few question mark emojis up to China would be helpful here, as is currently fashionable).
Summoning isn't needed for mines.
The blue arrows will be completely blocked, and there will be nowhere for a phantom to spawn.
Elves have 2 tactics: either crush everything in the early rounds or close up, which Light and Chaos help with.
I would even say that Wasps are a purely elven spell; no one else needs it as much in terms of usefulness, and it doesn't suit anyone as well as it suits the elves. Even the undead don't need Raise Dead to the same extent. If you give this spell to the elves by default, you can forget about Chaos altogether. And the reason is very simple: the entire elf gameplay is built on the advantage in initiative (whether it's a ranged attack when the enemy doesn't have time to approach, or a swift attack when the enemy doesn't have time to counter).
Firstly, you can enhance the "Fist" and "Swarm" spells. "Swarm," in particular, is already a very good spell due to its ability to push enemies back on the initiative scale, and if its damage is slightly increased, it will be a spell that no one will be ashamed to use alongside arrow storms. "Fist" can be made a higher-level spell (although I'm not sure what to do with the first-level summoning spell then).
I have an idea that positive spells could be applied to arrows and fired at your own units. Then it would be great: cast "Phantom" on an arrow and, boom, you have three or four phantoms. And this tactic wouldn't be completely overpowered, as your own units would suffer.
Don't forget that summoning depends on magic. Chaos also depends on it, but the sheer number of units compensates.
By the way, only the Hive and Wasps have a natural summoning ability, and they also deal damage.
Besides Wasps and the Hive, Elementals, Phoenix, and Earthquake also have natural summoning abilities. And I don't understand why you're now rejecting the idea that Elves need summoning for aesthetic reasons?
Even though the essence of the Elves hasn't changed in the game – they remain as high-initiative, first-strike units, etc. And all these tactical nuances of Summoning fit perfectly with that.
We're talking about the guild now. The Summoning guild provides more useful spells in Summoning.
But who's to blame if you close them off so much? I'll put a Phantom in the attack and take control.
Added 3 minutes ago
I have a couple of thoughts about the Elf and Summoning, maybe someone will find them useful.
Firstly, you can enhance Fist and Hive. Hive, I must say, is already a very pleasant spell due to its pushing effect on the turn order, and if the damage is slightly increased, no one will be ashamed to cast it on volleys of arrows. Fist can be made a higher-level spell (although I don't know what to do with the first level of Summoning then).
I have an idea to allow positive spells to be cast on arrows and then fire them at your own units. Then it would be great: cast Phantom on an arrow and – bam – three or four Phantoms. And it wouldn't be completely overpowered, as your own units would suffer.
Added 2 minutes ago
By nature, in Summoning, besides wasps and the Hive, there are also elementals, a phoenix, and an earthquake.
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I'll be watching you when a vampire flies into your hole.
If it's not clear, let me explain: elves are blocked by ents, leaving a space for a phantom. On the first turn, no one can break through; a phantom is placed. That's it.
In the final stage, you can act similarly, depending on the chosen tactic. The question is whether the opponent will have time to counter the phantom with area-of-effect chaos spells or arrows. If not, then the game is over.
A vampire? In a rush attack? Are you kidding?
In the final stage, you can act similarly, depending on the chosen tactic. The question is whether the opponent can counter the Phantom with area-of-effect Chaos or arrows in time. If not, then it's game over.
As I said, the Phantom will have a perk, and the elf won't need to summon it to get it.
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Could these spells be moved to other schools?
As I said, the phantom will come with the perk, and the elf won't need it to be summoned.