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A Warrior can move without an army, but is it worth doing?
It is. In this case, money is spent on potions, stat boosters, and so on.
Necromancer forgot, actually one of my friends really likes to summon 1k skeletons at a time.
Necromancers need corpses; they can't create skeletons out of thin air.
The task is to immediately take down the mage, then it will be easy to deal with the army.
Further attacks – no chance. They will close the gap without any loopholes. You can try in melee, but you need to get very lucky.
Added 2 minutes later
And what about Solmyr? Are there no other mages? And in general, I play as Necromancer, and there mages are valued for raising the dead and nothing else.
Necromancy in the third game is not magic. It is equally effective for Warriors and Mages. You wrote this out of context.
Solmyr was just an example. The point is that Dragons have immunity to magic up to a certain threshold, and Black Dragons have complete immunity.
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
Okay, if you don't like Solmyr, that's fine. Although it's incredibly easy for him to defeat neutral creatures, let's leave him out of it. But another mage hero has a tower skill (Saira) that specializes in speed. And, as far as I remember, she starts with Wisdom already at level 2. So, what's wrong with her? -------
Necromancy in Heroes of Might and Magic III isn't magic. It's equally effective for warriors and mages. You're talking about something irrelevant.
As far as I understand, you were referring to the spell "Raise Dead." Of course, a mage is better at using it, but this spell is simply a panacea in the early stages of the game.
By the way, the section about "Heroes 6" is actually here :). So you've strayed a bit from the topic.
But, in any case, there's not much to talk about regarding Heroes 6 yet. The beta showed that there's currently a huge advantage for the Warrior faction. Although magic is also very interesting.
By the way, as I wrote in the "Heroes 6 - Discussion" thread, this article is remarkable in that it contains not a single fact :D. It mainly consists of general statements, and not even about the "Heroes" series (as was noted at the beginning of the thread).
As I understand it, is this a copy of a similar article from heroes6.ru?
No, the article was specifically written for heroesplanet.ru and websites friendly to the portal. :)
Regarding the topic: I've been playing since the very beginning of the beta. My opinion is as follows: 1) There are a number of overpowered spells/strategies with which a mage can defeat anyone. But they are being gradually fixed. Of the overpowered spells I know, half were fixed by the end of the beta. 2) All other things being equal, a warrior with a couple of strategic spells is the strongest. For example, let's take an Orc warrior. Orcs don't have healing, so it's a must-have to take, for example, regeneration. This helps at the beginning of the game when there are few units. Tactics can be leveled up a little later for the Orcs, at the next levels (the main thing is to protect the goblins).
Nagas, Humans, and Necropolises, on the contrary, do not need healing. But for them, too, you can select a number of strategic spells. For example, slowing. It makes no sense for a warrior to take combat magic - he will hit harder with his hand anyway. It is better to level up the necessary shouts and parameters.
In general, the tactics of combat change significantly depending on the choice: blood or tears. At first, you don't realize this, but when, by the end of the game, you have leveled up the "tears" skills, it is often simply stupid to fight with "blood" skills. And the hero also acquires interesting spells that replace those in the arsenal. For example, for a Tears mage Naga, it makes no sense to level up mass stunning spells (unless in a duel). He will have a wave that stuns everyone on the battlefield.
I was wondering about this before I even visited the forum. Considering the division of damage into physical and magical types, I think there's more magic than melee combat.
I'm playing through the Alliance campaign. After the mage-necromancer Anastasia, the warrior Anton seemed a bit weak at first. Initially. The constant lack of mana and the absence of spells like "Stop" and "Petrify" made battles very difficult and costly. Of course, mages don't have access to physical skills of level 3, but they do have the main ones at levels 1 and 2! (Reinforcements, Battle March, Ambush, War Cry), and their effect is acceptable, both for mages and warriors – for example, maximum damage is maximum for everyone. But without mana, you can't even use them.
The main advantage of a warrior is strengthening their army with physical defense and attack power; it's not very useful to fight hand-to-hand. But what if you're given a small number of troops, who should you strengthen?
A mage will also prefer to strengthen their army or weaken enemies, but they have an advantage over the warrior in this regard – an abundance of mana and magical power.
A warrior with a huge army is a different story. In this case, they are stronger than a mage, who still needs to cast spells to strengthen or weaken, while the warrior's hero's power stats (attack, defense) immediately strengthen the army from the start of the battle.
I think a mage is stronger than a warrior, simply because I play as a mage more often. It's easier to start with them. It's easier to restore fallen units and "disable" enemy units for a while.
A warrior is stronger than a mage when they have a large army. Their units initially deal more damage than the mage's units. Sometimes, the mage simply doesn't have time to restore and strengthen their own units and weaken the enemy units.
Although, everything is so individual, as individual as each player, within the possibilities of Heroes 6
You just can't switch from the concept of playing a mage. Anastasia also didn't have any third-level spells at the beginning. With a little mental effort, you quickly find the necessary new algorithm.
The core gameplay concept in Heroes 6 is: take the logistics of your main hero and go clear the map; don't be afraid, there will be no equal. At least, the campaign can be completed this way, with the exception of the map "Everything is mixed up, truth and falsehood," and even then, it seems the developers made a mistake by making the neutral creatures too strong.
Yes, yes, yes, warriors are generally stronger, but if a mage has a couple of level 5 spells and the necessary skills (e.g., Earth Magic 4), then... Let's remember, for example, the Choke spell or the suicidal Armageddon. And mages also have the ability to rush. You take a couple of agile heroes, give them an Ice Ring, and a few troops to last a couple of turns. If it's the early stage of the game, the enemy has little chance. The question is, where to get so much gold...
It's just harder to play as a Mage than as a Warrior. That's all.
The main thing is to increase the level of learned spells to at least level 5, then the Mage becomes almost invincible.
Все дело в мыслях. Мысль — начало всего. И мыслями можно управлять. И поэтому главное дело совершенствования: работать над мыслями. Человек – продукт своих мыслей. Ибо он становится тем, о чем он думает большую часть времени! Все будет хорошо! Верь в себя, и ты пробьешься!