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Posts from What mixed hero class of the Haven faction do you like?

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In reply to makiavelli990
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makiavelli990
Hmm... I don't understand, do you think the Illusionist's "ability" is better than the Archmage's?
Yes, it's better to summon more clones; that's his "ability," as far as I remember.
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Yes, it's better to summon more clones; that's what I remember his "ability" being.
:D The Illusionist has a 20% bonus to creating clones, while the Archmage has a 20% bonus to the effectiveness of all magic. So, in terms of creating clones, they have absolutely the same bonus.


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Illusionist, especially when the tactics skill is leveled up.
У меня 20 пальцев! Мечтаю о 21! :smile44:
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Classes are usually beneficial when the main or one of the additional skills is developed to a more or less complete level. This is especially important at the beginning of the game, when the appearance of a second skill can significantly slow down the development of the main one. Therefore, the second skill should be chosen in such a way that its benefits outweigh the harm from slowing down the development of the main skill. Order does not have any pronounced bonuses, so I can't even vote. But I will briefly go over the advanced classes (based on obtaining 2 levels of the second skill).
1. Battle Mage - the easiest class to obtain, the main benefit is protection of the mage from physical damage (do not take additional skills), because the damage from Order's offensive magic is weak, and 20% is useless.
2. Illusionist - can be taken if you are not playing with a Tactician, the main benefit is increasing the army's speed (do not take additional skills), because the Illusionist's power is significantly less than that of a squad of Djinns.
3. Soothsayer - can be developed in the city academy, especially since you cannot hire a Thief.
4. Monk - can be developed in the city academy, good protection against Chaos troops and magic, plus useful spells in the city guild.
5. Sorcerer - the bonus is excellent, but for Chaos. For Order, Chaos magic is less useful, and there are no spells in the guild.
6. Shadow Mage - in general, it is better to hide behind your army from arrows, and Mirage will be more useful than various curses.
7. Enchanter - the same bonus as the Illusionist, but there is no bonus from the Tactician and no spells in the guild.
8. Warlock - well, if a weak mage goes into melee, then... it's better to hire a Barbarian.
9. Archmage of the twelfth level - this is something significant, but you still have to survive until then... It is much better to have 3 simple mages - instead of +20% to the spell, they will give +200%.
In conclusion, I will say that the first 4 (5) advanced classes can be taken depending on the situation, the rest are not of interest.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
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dnaop-wr
7. Enchanter - the same bonus as the Illusionist, but there is no bonus from Tactics, and there are no spells in the guild.
Is it really that similar?
dnaop-wr
8. Warlock - well, if a weak mage goes into melee combat, then... it's better to hire a Barbarian.
Have you tried using a bow?
Heroes of might and magic 4 on-line World Championships
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7. Enchanter +20% to summons and illusions, Illusionist +20% to illusions - something like that. And it would be great if, in addition, it also grants Haste or Stone Skin, rather than summoning fairies.
8. Warlock - reduces the enemy's luck during melee attacks, and you can give him a bow with some kind of arrow anyway.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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Regarding reducing luck in ranged attacks, I haven't tried it (and didn't bother re-checking) – I've never specifically leveled up this class because it's better to have more useful heroes in your army instead.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
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dnaop-wr
Regarding reducing luck in ranged attacks, I haven't tried it (nor did I re-check) - I've never specifically leveled up this class, as it's better to have more useful heroes in the army instead.
Contrary to the description, luck applies not only in melee combat. A Warlock is generally more useful than a Ninja.
Heroes of might and magic 4 on-line World Championships
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battle mage is the most useless...
and at max level, you still end up with either an archmage or a warmaster.
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The Battle Mage is the most useless...
and at maximum level, you still end up with either an Archmage or a Warlord.
This ability is useless, but the class itself is quite good. By acquiring the War and Resistance skills (neither of which require Melee or Archery), this mage becomes a real pain in... any part of the body. And, to be fair, the +20% effects only affect a couple of combat spells and illusions, while the hallmark of this magic lies in completely different things. But sometimes, even these skills come in handy.
The Archmage is, of course, the "ideal" for any mage in campaigns and on epic maps, but in the case of the Order mage, it will primarily enhance the additional schools (which requires developing these schools at a high level). If they are taken "opportunistically," then even the adjacent "Monk" and "Shadow Mage" will be better in certain situations, as they provide simple but permanent spells "built into the hero." And the combination itself, besides being "supported by magic," is quite meaningful, since both Order magics complement each other very well.
Regarding combinations with opposing schools:
The Enchanter is a class for a druid raised in the Knight's Seminary (or a mage retrained as a druid there). To have both sand, slow, and good summons, and to learn everything in the Guild.
The Sorcerer is a pleasant and useful bonus, but Chaos is taken exclusively for the "checkbox," which puts an end to the possibility of developing War skills (it will override "Battle Mage," and you will be left with neither here nor there with Chaos magic). Starting in the Fortress of Death with access to one of the two schools, or capturing another's fortress with the same access, makes this career more meaningful. But the bonus is excellent and worth considering.
The Illusionist, Seer, and Warlock have useful bonuses and are chosen based on your needs (the last two, as mentioned before, are usually easily acquired through the University, as are the Monk and Shadow Mage), if you don't want to spread your forces to an adjacent magic.
Yes, it's better to summon more clones; that's what his "ability" is for, as far as I remember.
If a person chooses to focus on creating clones, then the Illusionist is definitely better than the Archmage tactically. The thing is, this is good against a "Gray Player" (not counting Djinns or something), since he doesn't know how to remove/cancel spells.
In reply to Hikari
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Hikari
If a player chooses to focus on creating clones, then the Illusionist is definitely a better tactical choice than the Archmage.
But how is he better? The Archmage also increases the number of illusions by 20%, but he also buffs other spells. Although, what else is there to buff besides the illusion and clone spells?

Specifically, is it due to the Tactics skill?
Heroes of might and magic 4 on-line World Championships
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Exactly him!) It's about strengthening the skill. If you don't get too carried away with other schools, the Illusionist will get the necessary boost anyway. And tactics will make the Clones not only more numerous but also better!)
In reply to Hikari
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Hikari
That's right, it's them! The skill enhances their abilities. If you don't get too involved with other schools, the Illusionist will naturally get the necessary boost. And tactics will make the Clones not only more numerous but also better.
Then it's more about an advanced class for the Tactician (we buy "Tactics of Life and Death" and give him magic from the Order, for example, three altars, we learn Illusion, and then we develop the Tactician's skills).
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In that case, we're talking about an advanced class for the Tactician (buy a Tactician of Life or Death and give him magic from Haven, for example, three altars, learn Illusion, and then develop the Tactician).
I'm saying that from the perspective of Haven specifically, the bonuses are equivalent.
But yes, it's certainly more convenient to start with a Tactician right away (besides the altars, the Seminary and University can also help).
But Illusion in Haven magic is far from the most important thing. If you look at advanced classes in terms of bonuses, then either Monk or Shadow Mage are the most useful.

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