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

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Archmage does not belong to Haven!
In reply to CTPAHHuK
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CTPAHHuK
You can definitely turn a mage of Order into one. The advanced class is available. Why should it be excluded?
Archmage is a separate branch – any mage with 3 or more different spells can become one – and it’s not right to put it in the same row as classes that require 2 skill branches. For example, Illusionist is an Archmage, focused on Nature and Order spells; if you add any 3rd spell, he will become an Archmage.
It’s just that the choice becomes incorrect; if you choose Archmage, it surpasses all other magical classes, and the hero will definitely get it if he has more than 2 spells, while the other classes are for warriors who know 2 spells.

Added 3 minutes ago
CTPAHHuK
You can definitely turn a mage of Order into one. The advanced class is available. Why should it be excluded?
Look, right now there are 2 equal leaders – Wizard and Archmage, but you can’t say that Archmage is better because if a Wizard takes one more spell, he will become an Archmage, meaning he’s essentially an underdeveloped Archmage.

Added 17 minutes ago
CTPAHHuK
You can definitely turn a mage of Order into one. The advanced class is available. Why should it be excluded?
Hmm... so, the Enchanter, or whatever he’s called, the Illusionist – look, if there wasn’t an Archmage, those votes that are currently for him would go either to the Wizard or the Enchanter, but when there is an Archmage, of course, no one votes for the Enchanter, as the Archmage has the same bonus for all spells.
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In reality, for balance, Archmage only overlaps with its combination with Nature. But even here, you need to decide whether to invest in an additional school for the hero for the sake of the +20% effect to all spells (and how many of them are there besides summoning, and are there many for Haven? - those that are quantitatively enhanced).

All combinations of Haven with the other remaining magic schools give a completely different effect, not related to enhancing spells.
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In reply to CTPAHHuK
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CTPAHHuK
In reality, for balance, the Archmage only overlaps with its combination with Nature. But even here, you need to decide whether to invest in an additional school for the hero for the effect of +20% to all spells (and how many of them are there, besides summoning, for Haven? - those that are quantitatively enhanced).

All combinations of Haven with the other remaining magic schools give a completely different effect, not related to enhancing spells.
Thus, the Archmage has been added to all themes.
In reply to Skoraj
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Skoraj
So, the Archmage has been added to all themes.
Naturally, the Archmage is available to all schools of magic. The question isn't just theoretical, though. You say that the Archmage is, by definition, better than other classes, but how often do you actually level him up? Can you keep this class viable until the end of the game without giving the hero decent defense? Nobility + Scouting is also a great combination, especially with the Staff of Death, but the usefulness of such a hero in battle fluctuates wildly, from 0 to very high values. The class effect is cool, but in practice, you won't encounter it.
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In reply to CTPAHHuK
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CTPAHHuK
Of course, the Archmage has access to all schools of magic. The question is not only theoretical. You write that the Archmage is, by definition, stronger than other classes, but how often do you actually level him up? Can you keep this class viable until the end of the game without giving the hero decent defense? Nobility + Scouting is also a cool combination, especially with the Staff of Death, but the usefulness of such a hero in battle fluctuates with an amplitude from 0 to very high values. The class effect is cool, but in practice, you won't encounter it.
If you level up a pure Archmage, he will die with one hit, but if you max out all skills to Grandmaster and choose 3 magical skills, the class will be an Archmage.
I wouldn't say that the Field Marshal is a strong class – it's a class for strengthening the army, but practice shows that by the end of the map, your army consists of only 7 heroes, and almost no one uses creatures anymore because the difference is already so great.
In reply to Skoraj
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Skoraj
practice shows that by the end of the map, your army consists of only 7 heroes, and almost no one uses creatures anymore, because the difference is already so great.
This practice is suitable for long maps, where there is an opportunity to decently level up all these heroes. On small maps, even one hero cannot be leveled up decently, although it does not mean that this hero cannot fight. A fast monster in the army can increase the hero's movement range by a third. And besides, you can assemble such a slot of monsters that hits much harder than the coolest hero (only a demonologist can assemble such a slot with summons, and even then it is not a fact). Therefore, I don't think that monsters should be written off. And the preference of who to play is a personal matter.
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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