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Vadimh, thank you very much. From now on, I won't even bother trying to beat those meat-based builds, and I won't waste time trying to level up!
New here? I'm Roha — want a quick tour?
Could you please tell me where the balance lies for the Elves if the map is huge, and the time until the encounter is 5-6 months against Orcs, Dwarves, Humans, and Inferno? It seems like nothing can be done.
If you level up Spell Power and equip a set for a Warlock, they can still deal significant damage with spells in the late game. I managed to defeat 53 Lava Dragons, which were resistant to Earth, with an enhanced Shock Earth spell that had a Luck bonus, and this was without Emerald Boots. If Chaos isn't working, you can try using summons or Darkness spells.
Could you please tell me where the balance lies for the Tribes of the East if the map is huge, and the meeting time is 5-6 months against Orcs, Dwarves, Humans, and Inferno? It seems like nothing can be done.
For the Dungeon faction, the entire strategy should be focused on engaging the enemy as early as possible.
The opponent will likely prepare against the Dungeon and reduce the damage from spells.
Against Orcs, the only options are Darkness and searching for minions like Berserkers, etc., so they kill each other.
Well, and you might have to resort to a not-so-pleasant tactic:
Create a group of heroes with high Chaos and Agile skills (mentoring will help) and attack them before the main hero's battle.
Well, if we're talking about the highest tier, we'll only have Berserker, and we'll have to endure so much just to learn Eagle Eye from the Witches.
Hit and run, it's really humiliating(((
hit and run, well it's really humiliating(((
The element only changes when the bonus damage from it triggers, including during creature attacks. If you "water" fire, water, or earth, their elements will not change.
In attack, tactics are much better than cold, because otherwise the entire orc army will be able to reach you on the first turn, the entire army, and there will be nothing to fight with.
You should only focus on cyclops if there are a lot of stacks of leaders with tactics, and then you can bring them in, but there are more dangerous stacks.
Erin works very well with slowing cold.
We're talking about all races, not just Orcs. And in general, cold is definitely not worse, because against Necropolises or Dwarves, tactics aren't critical, and Elves and Demons will reach their destination even without tactics.
As for Orcs, who can reach the enemy in one turn? Executioners and Wyverns, but Ogres are usually not taken. For the rest to reach, besides tactics, you need to take the Aura of Speed, put on boots, and pray for smooth terrain. However, if you're waiting for exactly that kind of Orc, then tactics are indeed needed.
In the late game, are Orcs' stacks more dangerous than Cyclops'? No, I haven't heard that.
There's also the war cry ability on the Outcast unit. With a base speed of 5, it can add another 4 (tactics, speed aura, blue boots, war cry on the Outcast unit), effectively giving it 9 on the first turn. So, if there aren't too many obstacles, everyone will reach the last row.
You really need a lot of Cyclops, for example, from the dragon set; otherwise, some kents and goblins with claws can contribute much more.
And how often does an Orc take the Outpost? Especially in the late game, when either Darkness or Chaos might show up? And can you always find a specific creature in one or two of your own castles? I would estimate the chance of such a combination to be no more than 10%, because you need to get lucky with the creature and you'll have to give up something really useful. Therefore, it's easier to just forget about this option, especially since taking the Tactics skill for the Orc doesn't guarantee a 100% success rate. And that's why, in general, I consider the hero's turn AFTER the units' turn.
If you're actually expecting this kind of setup from a familiar opponent, it means that without the Gnome Boots and with Darkness and Slow, Chaos becomes more appealing. The upgrades will be completely different, as will the artifacts.
Let's look at the damage from the upgrades (yes, you can buy goblins from heroes and get them as perks, but upgrades have a greater effect on Cyclops) with Bloodlust and Claw.
for goblins = 25 * 3.5 = 87.5 (for Centaurs, due to the range penalty, it's even less)
for Cyclops = 1 * 52 * 2.4 (approximately) = 127.2. And this is regularly against a group of enemies and without retaliation.
And what about the stack's survivability? Again, for Shamans, even at level 1 of Fury?
for goblins = 25 * 7 = 175 (225 with Resistance, which often simply doesn't fit into the upgrade path, or with a ring)
for Cyclops = 225 * 2.3 (approximately) = 517.5
The math shows that the stacks' power will only equalize with a ratio of 100:1. That's quite exotic.