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Yes, with focus fire, you can eliminate enemies without much trouble, but you need to focus on one unit at a time, because otherwise, they will all die. You need to focus on the second unit, and so on.
Well, it depends. A tank will survive under focus fire better than a Seraph with Drain. As for the level of danger, Drain doesn't do anything at all until the unit is attacked. So, there are two options: quickly focus fire on the Seraph, and then vampirism doesn't matter, or don't touch the Seraph and focus fire on it closer to the end, then vampirism has some chance of helping, but only at the end of the battle. At the beginning, it won't have any effect, and therefore it won't be able to provide the advantage that other, more dangerous abilities provide from the start of the battle.
In general, I should note that in single-player, Drain is a strong ability because: 1) The AI doesn't know how to counter it; 2) It allows you to minimize losses from the final attack, which is relevant if there are several opponents.
Great Antosha
10 years ago
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My small mods and, consequently, my contribution to the development of HoMM5:
A mod that fixes the bug in the description of the "Evasion" spell, replacing the increased damage from arrows with a reduction: https://yadi.sk/d/kceoOhE4kxBa2
A mod that restores 300 health to Titans and Thunderbirds and reduces their damage from 40-70 to 40-60 for balance, as in the classic version. Judging by their lore, I had to give them the "Mechanism" ability: https://yadi.sk/d/ElgBn65CkXQqR
Is it really a problem that, within the framework of the fifth installment's balance, all high-level creatures have had their HP reduced compared to the classic games? You've practically given away a level 8 creature from the Academy! :D But overall, modding is a great endeavor! If you could fix the Necromancer bugs, I would be eternally grateful! :smile23:
Isn't it a bit much that, within the framework of the fifth installment's balance, all high-level creatures have had their HP reduced compared to the classic versions? You've practically given away a level 8 creature from the Academy! :D But overall, modding is a great endeavor! If you could fix the Necromancer bugs, I would be eternally grateful! :smile23:
The Necromancer bugs were fixed a long time ago by other modders. What exactly is wrong with it?
For example, regular zombies are created from Zealots, and plague-ridden creatures are created from regular swordsmen. The same applies to Cyclops: regular undead rise from Blood Cyclops, and Death Harbingers rise from regular Cyclops. This is an obvious oversight and should be changed. Also, Golems and "divine" creatures (unicorns, angels, and phoenixes) should not be converted into undead either in the Transmuter or when joining, when the Necromancer has learned the "Herald of Death" ability. Currently, this is not the case for some reason.
For example, regular zombies are created from zealots, and plague-ridden ones are created from regular swordsmen. The same applies to cyclops: regular undead rise from blood-eyed cyclops, and death harbingers rise from regular cyclops. This is an obvious oversight and should be changed. Also, golems and "divine" creatures (unicorns, angels, and phoenixes) should not be converted into undead either in the converter or when joining, when the necromancer has learned the "herald of death" ability. Currently, this is not the case for some reason.
Absolute Charge This mod enhances the Knight's super ability: all units under the hero's command deal additional damage when attacking in melee. The effect of tripling the damage from the "Vigil" ability remains.
Ha, just yesterday I was pondering something similar, and here – wouldn't you know it – while I was scratching my head, clever people went ahead and did it! Many thanks and a deep bow to you, esteemed RedHeavenHero!!!
Absolute charge This mod enhances the Knight's super ability: all units under the hero's command deal additional damage when attacking in melee. The effect of tripling the damage from the "Vigil" ability remains.
Absolute charge This mod enhances the Knight's super ability: all units under the hero's command deal additional damage when attacking in melee. The effect of tripling the damage from the "Vigil" ability remains.
Can this rune buff be dispelled by anything?
RedHeavenHero
10 years ago
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Antimagic and Debilitating Strike don't work. Adepts, apparently, neither. The effect doesn't disappear after death and resurrection. What else is there...
Antimagic and Debilitating Blow don't work. Adepts, apparently, neither. The effect doesn't disappear after death and resurrection. What else is there...
Rune of Magic Ward?
RedHeavenHero
10 years ago
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According to the English manual for version 3.1, the magic supervisor doesn't carry the Berserk rune. I'll check later to confirm.