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Posts from Races in Heroes 5.

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Which race do you play most often? Why?
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In reply to Sanctuary
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Mr_Silence
Its Frightful Roar is like Chaos; it simply deals damage. As with all Orc tactics – attack, attack, and attack again :smile19:
Don’t confuse “Frightful Roar” with “Wrath of the Horde.” With proper development, “Roar” can be used to “take out of the game” for the entire battle, for example, the most durable or most dangerous stack of neutrals or an opponent.

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GodRick
Elves with an enchanted ballista are great; the hero can be said to have “gone” 4 times (1 hero himself + 3 ballista shots, even if at one target)
Added 8 minutes later
owning the training skill for Humans, you can train everyone into Knights and get approximately 104 Knights per week. I gathered about 800 Knights, 200-300 Griffins, and 20-30 Angels in 2 months, and now nothing is scary anymore.
The ballista can be killed, and mana has a tendency to run out. Regarding the training for Humans... I’m a little embarrassed to ask, which version are we playing?:)

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Sanctuary
I like the Warlock the most. The magic is powerful, and if you develop the Chaos and Darkness summoning skills for the Warlock, the hero will become almost invincible.
Why not add White magic to the mix? But seriously, developing three magic skills is not very wise, because at least one will be useless in any battle. Two magic skills are a viable option, but it is simply necessary to develop Defense for the Dungeon hero, because the hero can cast magic as long as someone from his troops is still moving on the battlefield
"Шанс есть всегда, но не везде." ;)
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Don't confuse "Frightful Roar" with "Wrath of the Horde." With proper development, "Roar" can be used to effectively eliminate the most powerful or dangerous stack of neutral creatures or an opponent for the entire battle.
I meant Wrath of the Horde; I got them mixed up.
In reply to Valerichek
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I like Orcs the most. They have a lot of attack power and decent defense. I think the "War Cry" ability can deal the most damage, as it adds 100 damage to the spell's total damage each week.
In reply to GUM2-1997
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GUM2-1997
Mages are definitely better! And having 3 ranged units is great! Especially against melee units! By the time they reach you, even if you don't kill them with shots, you can cripple them badly:smile02:
Against Light Elves, this is only applicable when defending a castle or in the late game after buffing initiative with artifacts. In a field battle, with a moderate amount of obstacles on the map in the early/mid game, the Elves can easily reach and attack, making the Titans' ranged attacks useless. In a duel with Green or Emerald Dragons, the Titans will lose, and the Lucari and Druids will shoot down the tanks, while Dancers and Flies will help, and on the second turn, the Ents will arrive.
Regarding the topic - Light Elves are often chosen for their strong performance at any stage of the game, their low dependence on resources (except for the initial shortage of wood), and their ability to flexibly adapt their tactics to a specific opponent.
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Orcs, of course. Necromancers are in second place...
I don't know about you, but I prefer to boost the orcs' defense. Since they already have a lot of attack power, but their defense is lacking. The main task is to allow your troops to gain as much rage as possible. Cyclops go berserk to the point where the entire enemy army can't kill a single one... It also looks very good with artifacts that boost initiative + unit speed + a set for archers + a hero with decent shouts. We get cyclops that move across the entire map, centaurs that kill everything. Combined with the hero's shout when he attacks the centaurs and their turn begins, it's a double turn right away = death for the enemies.
The only downside is that orcs are highly dependent on the initial placement on the artifact scale, because if they don't gain rage, they simply die in droves. Also, centaurs are difficult to protect; they are a bit bulky. By the way, it's very good to upgrade the ballista; it hits very hard. Also, it will be difficult against a black mage, especially if a human is playing him.

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I mainly try to play as Demons because of their ranged defense; Empire is in last place for me, and Sylvan is in second place – they have very good ranged units, as well as good skills and creatures in general, but I still prefer Demons – after all, ranged defense is a good thing, and the chain reaction attack is effective. Imps and Pit Fiends steal mana; if there are many Imps, they can take down a Necromancer or a Mage if the armies are the same size. And if there are many Archdevils, they can summon reinforcements in the form of Cave Lords. Also, opening a gate is useful during a siege and to prevent enemy archers from shooting for a while, until the main army arrives and defeats the enemy. :smile51:
So, I play as Demons the most.

P.S. Weaknesses:
-Academy. Weak creatures compared to other factions, low physical stats.
-Sylvan. Weak creatures in terms of hit points, dependence on luck.
-Inferno. None!!!
-Necropolis. Lack of "Morale".
-Dungeon. None!!!

That's all I could find. :cool:

The choice is yours!:smile13: :smile13: :smile20: :smile13: :smile13:
In reply to _DEAD_ZUNE
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I'm playing as the Wood Elves, so judge for yourselves: 1) Initiative is excellent; 2) In ranged combat, they give everyone a head start: - Necromancer: skeleton archers are weak, and even 1000 is just a joke; they die easily. Liches are decent, but a large creature will be blocked before its turn by some Emerald Archers. - Mage: low defense, so the army dies easily. The Titan is clearly strong, but a large creature is easy to block, and the counterattack isn't impressive – they are most likely blocked by dragons, which will weaken the Titan squad with an attack anyway, and, having a higher defense parameter than the Titan's attack, they won't receive a serious counterattack, or by Wind Dancers, whose agility increases defense (before the attack, they will cover the entire field), or by Nymphs – an attack without a response + symbiosis. Goblins are as dumb as skeleton archers; mages are decent, more as mages than archers, and they die because they have low HP (it's somewhat reminiscent of Wood Elf archers – they are just as dangerous (fireball is great) and just as fragile). - Demons are beyond comment. 3) Now, about the parameters – the Elf is still a commander: - Defense grows well on its own. - Knowledge also grows well; mana is needed for mass Haste and Holy Fury, and, in addition, you can resurrect at the end of the battle. In comparison to humans, when playing as the Imperials, a mana shortage is immediately noticeable when casting General spells; there will be nothing left by the end of the battle, and the human's resurrection is poor – low spell power, while the Ranger will be able to restore the entire army with resurrection – Elder Druids will increase spell power by one level, and since the Elf's knowledge grows excellently, it will even be higher than the knowledge itself. - Spell power (doesn't grow well on its own) – I think it's even higher than that of the Warlock, Mage, and Necromancer, due to the fact that it will be increased by Elder Druids by one level of knowledge, which grows excellently for the Elf, and as a result, it will become the sum of the existing spell power and the knowledge value, which is useful when using Chaos (a rain of enchanted arrows with such a chain lightning or a meteor shower – figure it out) or, as mentioned, resurrection 240 + 30*sp – stronger than Slow. - Attack (doesn't grow well on its own) – Holy Fury + True Luck. So, the Elf is great in all parameters, and if the Wood Elf archer had at least 3-5 more HP, there would be absolutely nothing to criticize, and what about Ents that fixate the enemy, and the enchanted ballista with high hero SP and charged with chain or rain (or shock, at worst) with skillful Chaos, although if the opponent is a human, if he notices that it is upgraded, he will blast it on the first turn.
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I play all factions myself, of course, but I prefer the Dark Elves because throughout the game, there's a symbiosis between their army and hero, and they work very well together. There's an opportunity to adapt flexibly, like with Darkness and Chaos: subdue the enemy and lead them through fire walls! Light Elves are in second place. The hero and army also look good together, but it's sometimes quite simple and boring to play as Light Elves; there isn't that tension you get when playing as Dark Elves. Humans are in third place. The hero doesn't do much significant on the battlefield, especially in the early game. But the army... it very beautifully and efficiently crushes the opponent; the units interact very well with each other. The problem with Mages is their uninteresting start: 100-150 Gremlins and Ballistas for almost the entire game, and they use them to defeat Utopia. The city and the rest of the army are very expensive in terms of resources. In the end, it's great to run around with mini-arts, but for the whole game, it's just Gremlins and Ballistas and the hero... Demons are a terrible headache; you constantly have to struggle in the early game. It's a beautiful race, but it's still a headache. The Undead are a very strong and interesting race; the hero and army are a great combination, but for half the game, you have to fight through such tough neutral creatures, it's a headache, but it's worth it, unlike the Demons. Orcs have few options in battle; there's no magic, and you can't surprise the enemy with anything; you just level up, accumulate, and go forward. Dwarves are incredibly slow, both in battle and on the map; you just fall asleep...
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Roughly, from best to worst:
Inferno
The first faction I tried playing in Heroes, and I quite liked it because of its racial ability and the fact that it's good to play with speed, and you need to think carefully about your moves in battle.
Dungeon
My second favorite faction, which also requires a lot of thinking. Good units and racial hero features.
Sylvan
I like their castle. The units are also good. And I'm also attracted to the fact that they, like demons, are quite fast.
Stronghold
I didn't like this faction at first, but after playing it well once, it turned out to be quite good. I like the fact that it's somewhat different from all the other factions - playing without magic at all, accumulating rage points.
Haven
An average faction, in my opinion. I don't play as them very often, but overall it's a decent faction because of its powerful units.
Academy
I rarely play as this faction. I like all the magic-related features, but many of the units aren't very appealing.
Underworld
I don't think it's a bad faction, but I rarely play as them. Except for the rune feature, which is a bit of a cheat, and a few units.
Necropolis
I don't have anything against this faction specifically, but I don't like playing as them because it's too simple a faction, which is probably why it's so popular. If you need to think about how to play best and lose as little as possible with many factions, then you usually don't need to worry at all here. Add to that the immunity to almost all the bad stuff, and it becomes clear why it's so easy to play as this faction.

Added 21 minutes ago
SRD
magic (doesn't grow well on its own) - I think it's even higher than that of the sorcerer, mage, and necromancer, as a result of the fact that it will increase with the senior druids to a level of knowledge that grows excellently with the elf.
It won't be higher than that of the necromancer and sorcerer; they have a 45% chance of increasing magic. The ranger has 30% to knowledge and 10% to magic, so in total it's 40%, so on average it's lower than those two factions.
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It won't be higher than that of a Necromancer or a Warlock; they have a 45% chance of getting a bonus to spell power. A Ranger gets 30% to knowledge and 10% to spell power, so in total, it's 40%, which is lower on average than those two races.
Strictly speaking, 5% isn't a significant number. At level 21, it's just +1 to one stat. It's easily compensated for by any bonus to knowledge, an artifact that boosts knowledge, or (even more so) education. The question is whether you should rely heavily on spell power from Druids; it's nice and all, but it's not entirely equivalent to pure spell power.
 

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In reply to Ment
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Ment
Strictly speaking, 5% isn't a significant number. At level 21, it's just +1 to a single stat. It's easily compensated for by any skill boost, an artifact that boosts knowledge, or (even more so) education. The real question is whether you should rely heavily on druid magic; it's nice and all, but it's not entirely equivalent to pure magic.
This is just an example of what usually happens on average; sometimes, random chance can produce completely different results, as it did for me with Jezebel in a scenario. At level 16, or perhaps higher, she only had 3 knowledge points, which is very strange for a demon, even compared to necromancers, warlocks, and knights, who usually have at least that much by this point. However, her magic skill was 5, and it was growing faster than her knowledge.

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