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Posts from In your opinion, which faction is the strongest in Heroes 5? Let's discuss the advantages and disadvantages of each faction.
Magnus, I don't feel like retyping the article from LKI. It's very long.
Всадница, but how can we understand what you're referring to? And isn't there a way to find this article online? Or at least tell us the key points. We can't just agree with something we haven't even heard of.Всадница_паладин;73812
And regarding the militia – there's always an ugly duckling in the family... Or should I remind you about the gargoyles of your beautiful mages? Or about the rotten zombies of the Necropolis?
Well, you're comparing militia to gargoyles (elemental resistance, speed, initiative) or even zombies (defense, debuffing the enemy). But militia is only good as food for a necromancer, honestly... even the taxes from their unupgraded version don't save the situation; it's a very meager income.
Uke-by_HoMM![Zавулон]
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A difficult question... After the patch, the balance was adjusted, and they are now quite equal, but in my opinion, the Mages... But I say this reluctantly, as I personally prefer the Necropolis.
Добро- Не цель, а средство, Зло- Дорога к цели... /topic/at/88386/ Анатраилл
Rider, how can we understand what you are referring to then? And is there no way to find this article online? Or at least tell us the key points. We can't just agree with something we haven't even heard of.
Well, she compared militia to gargoyles (elemental protection, speed, initiative) or even zombies (protection, weakening the enemy). And militia are only good as fodder for a Necromancer, I swear... even the taxes from their un-upgraded version don't help, the income is just too meager.
I agree completely.
My version of castle strength: 1 Dwarves (it doesn't matter, their 15 minutes of fame won't last long, a patch will probably nerf them soon) 2 Wizards (mana, the main strength lies in the hero) 3 High Elves (magic, powerful spells, strong units) 4 Elves (speed, initiative, luck) 5 Demons (opening portals, chaos magic) 6 Necromancers (their abilities have been reduced, and that's why they are in the shadows now, but their time will come, as they say, the griffin sets, the undead rises :) ) 7 Humans (weak, because their abilities have been reduced :( )
Fireball
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my version of the factions' strength: 1. Dwarves (it's okay, their 15 minutes of fame won't last long; a patch will probably nerf them soon) 2. Wizards (mana, the main strength lies in the hero) 3. Dark Elves (magic, powerful spells, strong units) 4. Elves (speed, initiative, luck) 5. Demons (opening portals, chaos magic) 6. Necromancers (their capabilities have been reduced, and that's why they are now in the shadows, but their time will come again, as they say, the griffin sets, the undead rises) 7. Humans (weak, because their capabilities have been reduced)
I will allow myself to disagree with the great emperor. Dwarves are good, but it is precisely against them that it is convenient to play as Necropolis, and especially after the patch, because it is not very effective to shoot them down, but the increased number of vampires is just what is needed. Although, in general, Necropolis has become weaker (I nostalgically remember version 1.2 with the already nerfed Paladins of Axel at Heaven and the "teapot" at Dungeon, but with a whole Necromancy and Raise Dead. Then, the undead had no equal, and the fools who tried to fight it only replenished its army). Wizards start to stand out with the appearance of Titans and at least a few self-made artifacts. And before that, you have to wait quite a long time for the hero to become strong; the Wizard needs to be eliminated faster. Dark Elves are strong, but if you are unlucky with knowledge, it's over. Such wonderful magic turns out to be useless; this is not Necropolis with a constant source of mana. Elves are a race with almost no weaknesses, if not for the wild stagnation in development due to resources, although the same goes for Wizards. Inferno is a specific faction, but it is difficult for them against Necropolis and completely impossible against Wizards, only on a fast map. Heaven is a very balanced faction; in my opinion, it doesn't matter who they play against. Necropolis is not that weak, but not very strong either, but that's for the better. Personally, I can't honestly single anyone out; the balance is definitely improving.
I will allow myself to disagree with the great emperor. Dwarves are good, but it is convenient to play as Necropolis against them, especially after the patch, because it is not very effective to shoot them, but the increased number of vampires is just what is needed. Although, in general, Necromancer has become weaker (I nostalgically remember version 1.2 with the already nerfed Paladins by Axel at Heaven and the "teapot" at Dungeon, but with a complete Necromancy and Raise Dead. Then, the undead had no equal, and the fools who tried to fight it replenished its army). Mages start to stand out with the appearance of Titans and at least a few self-made artifacts. And before that, you have to wait quite a long time for the hero to level up, and the mage needs to be eliminated faster. Dark Elves are strong, but if you are unlucky with knowledge, it's over. Such wonderful magic turns out to be useless; this is not like Necromancer with a constant source of mana. Light Elves are a race with almost no weaknesses, except for the wild stagnation in development due to resources, although the same applies to mages. Inferno is a specific castle, but it is difficult for them against Necropolis and completely impossible against mages, only on a fast map. Heaven is a very balanced castle; in my opinion, it doesn't matter who they play against. Necropolis is not that weak, but not very strong either, but that's for the better. Personally, I cannot honestly single anyone out; the balance is definitely improving.
Well, what can you do. Dwarves are good when sieging their own castle. They have abilities: Marauding (which makes life easier), Mentoring, Eternal Light, Pyrokinesis, Diversion, which is useful against mages and warlocks, and considering that they also have Keen Mind, it's a fairy tale, Empathy, Runic Harmony, etc. Mages are also good when they have a lot of mana, and of course, it is assumed that they will level up. Dark Elves: To have mana, you need: Mana Drain and also Mana Regeneration, Secret Knowledge, but Necromancer does not have a source of mana, except for Spiritual Connection. Necromancers have very little mana, of course, it can be replenished, but Spiritual Connection is needed. About the balance. I agree, but you need to highlight the castles
By the way, mages arguably have the most useful (when used correctly) first-level unit... The combination of upgraded gremlins and golems is an excellent defense for the castle in the absence of the main hero... Just don't tell me that a hero of level 20+ can't be defeated with this. Of course, they can, but at least it will allow you to repel attacks from various mid-level heroes without losses. And our secondary hero will level up. :smile20:
Fireball
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Well... Gnomes are good when defending their own Castle.
That's undeniable. But Phoenixes and Vampires are quite effective when attacking Gnomes.
They have the following abilities: Pillage (which makes life easier), Mentorship, Eternal Light, Pyrokinesis, Diversion, which is useful against Mages and Necromancers, especially considering they also have Keen Mind, so it's a fairy tale, Empathy, and Rune Harmony.
Their abilities are indeed the best in the game, but their units are not. However, Pillage and Keen Mind come from Logistics, which has only a 2% chance of being obtained. Mentorship is a 3rd-tier ability, so it's not always easy to get, just like Empathy. Rune Harmony is often completely useless, considering the presence of Leadership. Pyrokinesis and Eternal Light are very strong, but if you take all of the above, you'll be left without Attack and Defense.
Mages are also good when they have a lot of mana, and of course, it is assumed that they will level up.
Exactly, level up. Who will let them? In the current state of affairs, they need to be killed almost first.
Dark Elves: To have mana, they need: Mana Drain and also Mana Regeneration, and Arcane Knowledge.
And they also really need Chaos Magic, Attack, and Luck. You can't get enough levels. And prolonging the game is risky.
Necromancers don't have a mana source, except for Spiritual Link.
And that's all they need. 1 mana for every 10 units of damage dealt is a lot. Especially considering that Mana Drain is also not difficult to obtain.
This is not disputed. But still, the Phoenix and Vampire are quite effective when besieging Gnomes.
Their abilities are indeed the best in the game, but their units are not.
However, Pillage and Keen Mind come from Logistics, and the chance of obtaining it is only 2%. Mentorship is a 3rd-level ability, and therefore it is not always easy to obtain, just like Empathy. Rune Harmony is often completely useless considering the presence of Leadership. Pyrokinesis and Eternal Light are very strong, but if you take all of the above, you will be left without Attack and Defense.
Exactly, it's hard to level up, who will let them. Given the current state of affairs, they need to be killed almost first.
And they also really need Chaos Magic, Attack, and Luck. There are clearly not enough levels. And prolonging the game is risky.
And that's all you need. 1 mana for 10 units of damage dealt is a lot. This is considering that it is also not difficult to obtain Magic Attraction.
Gnomes
Well, considering the combat style, you can choose from the skills, and there are many options, since Gnomes have average characteristics.
Attack - 20%
Defense - 30%
Knowledge - 30%
Magic - 20%
Their units are strong with Rune magic, for example, Mountain Guards, they hit very hard, but with low initiative and speed, it's problematic, but runes save the day.
Lava Dragon is the strongest 7th-level unit, and it costs only 4500 and 2 crystals (I think), while the Archdevil costs 4666, which does not justify its cost.
Mages,
Since you say that they need to be destroyed first, it means you agree that they are very strong.
High Elves
Education - Mana Attraction - only 2 levels are needed.
Spellcasting - Arcane Knowledge - 2 levels, you can stop at these branches of development, these skills are important to use the potential of the Necromancer in magic, so it is worth using.
Necromancers
It's not 1 mana for 10 damage, but for 50 units of damage, and then you need a lot of mana to create a Phoenix, and a Necromancer or Mage can also summon a Phoenix, and it would be even better if the Mage takes it and banishes the Phoenix :p
eXeCuToR
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Necromancers are very strong in prolonged battles, but they struggle at the beginning... What good player would prolong the battle against them? They would rush them down because their early-game units are stronger.
Step aside from the way of a better man than you So you fall at his feet hes the one who betrays you Its the servants devotion for the decay Stand up
Yesterday, I was playing as Elves. What a delight – a rapid-fire, enchanted ballista with boosted Chaos magic! I was enchanting it with the "Ice Bolt" spell because I had the "Lord of Cold" skill and an artifact that increased the power of freezing spells by 50%. Not only does the ballista itself deal decent damage – 3 shots with "Fire Arrows" (ignores enemy defense + 50 fire damage) – but also 3 "Ice Bolts" each dealing 360 damage fall on the enemy unit, freezing it. And what if, in a suitable situation, I cast "Chain Lightning" behind the defending castle's gates... so they wouldn't just sit there? It's a shame that the "Machine Mastery" skill rarely appears for Rangers... you can't always play
Recently, I was playing with a friend on one computer. I was playing as Necropolis, and he was playing as Fortress. We played for a long time, and I reached level 25, while he reached level 24. I had Vlad, and he had Ingvar. He had 250 Warriors with 18 hit points and defense of around 50, which I could only dream of. All of his hero's stats were 5 to 10 points higher than mine (except for magic). My army was larger in number, but his was much stronger. All it took was summoning a Phoenix, and the battle was won! I won, and my Warriors didn't contribute much; the Phoenix killed all of his units. :D
So, Necropolis rules! And that's proven! :cool:
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель
:smile24::smile24::smile24::smile24::smile24:
Alan
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Have you ever encountered a Dungeon player who focuses on summoning magic? It seems so ridiculous, and there's no alternative to chaos for them. BUT when, with a magic power of 25-30, a phoenix is summoned (the main thing is for the Warlock to find knowledge or develop education/spellcraft with skills to increase mana), you stop laughing. All that's left is to look for Valocardin... 8))
P.S. Of course, against Necropolis, Inferno, and partially Academy, the phoenix is useless, but it's very difficult for the others to stop it. And a really strong one can be summoned, and what's even more important, obtained in a guild: mages, necromancers, Dungeon, Sylvan.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
Have you ever encountered a Dungeon player who focuses on summoning magic? It seems so ridiculous, and there's no alternative to Chaos for them. BUT when, with a magic skill of 25-30, they summon a Phoenix (the main thing is for the Warlock to find knowledge or develop education/spellcraft with skills to increase mana), you stop laughing. All that's left is to look for Valocardin... 8))
You can't use a Phoenix against Necropolis anyway. For such a case, there are Death Knights; will you say that you'll destroy them before summoning the Phoenix? And I'll raise them at the right moment and still kill the Phoenix. And the spell costs too
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель
P.S. Of course, against Necropolis, Inferno, and partially Academy, Phoenix is useless, but it's very difficult for the others to stop it. And a really strong one can be summoned, and what's even more important, obtained in a guild: Mages, Necromancers, Dungeon, Sylvan.
Lord Vampire
You can't use Phoenix against Necropolis anyway. There are Death Harbingers for such cases; will you say that you'll destroy them before releasing the Phoenix? And I'll raise them at the right moment and still kill the Phoenix. And the spell costs too much for repeated use.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
P.S. Of course, against Necropolis, Inferno, and partially Academy, the Phoenix is useless, but it's very difficult for the others to stop it. And a really strong one can be summoned, and what's even more important, obtained in a guild: Mages, Necromancers, Dungeon, Sylvan.
If it's not a secret, how do Inferno and partially Academy deal with the Phoenix? Please enlighten me...
Sincerely.
Кто состоянием своим доволен, тому жить весело. (с)Алекса́ндр Васи́льевич Суво́ров