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To be honest, I can't remember the details now, it was exactly the day after the addon was released; however, useful lessons were learned from that annoying defeat and at the moment parity has been restored. P.S. At the present time, the dark long-ears are still stepping effortlessly from one opponent to another. Dark elves remain unmatched.
Well, I'm glad for you.
As for me, until yesterday, I spent almost a month looking for an antidote against an Academician pumping Chaos and Summoning + cranking out artifacts for 50+% resist:( But now "the dark long-ears are still stepping effortlessly from one opponent to another. Dark elves remain unmatched."So:smile13:
By the way, have you tried going for a rush with the "dark long-ears"?
Святой_Паладин
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Yes! Dark Elves are definitely a good faction... But... What prevented them from making dragons dragons, and not lizards?
Lady Neona
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The best race is 100% 1) Assassins are the best creatures of level 1 (not peasants or gremlins). 2) Furies (not beasts) are also good. Especially their "hit and run" ability. 3) Minotaurs... They are the weak link of the Dungeon. They don't fit here. They would be better with the mages. 4) Lizard Riders, also known as Dark Riders... are also a good unit. They are useful for taking out archers. 5) Shadow Lords are undoubtedly a strong unit, but not in close combat. 6) Hydras with their abilities are the best) 7) Dragons are the best :smile20:
The best race is 100% 1) Assassins are the best tier 1 creatures (they're not peasants or gremlins, after all). 2) Furies (not beasts) are also pretty good. Especially with their "hit and run" ability. 3) Minotaurs... they're the weak link of the Shadow League. They don't fit in here. They'd be better with the mages. 4) Lizard Riders, also known as Dark Riders... are also a decent unit. They're good for taking out archers. 5) Shadow Lords are undoubtedly a strong unit, but not in melee combat. 6) Hydras with their abilities are the best. 7) Dragons are the best :smile20:
1. I'm comparing assassins to gremlins :) when Hafiz is used and gremlins have a miniature showing their HP, initiative, and something else. It turns out that assassins are not just worse, but several times worse. :)
2. Furies are good, but their numbers are extremely low...
3. Minotaurs are bad, as are their initiative and speed.
4. Riders are actually much better used against high-level units. They're a good support unit. Their attack doesn't hold.
5. Shadow Lords are one of the best casters in the game. Their support spells are all very useful. But again, as support.
6. Hydras are good against neutral casters or archers. Why they're the best is unclear. :) They're a good unit for holding the line. :)
7. Dragons are far from the best in their class. They're expensive to get, they cost a lot, and the Warlock himself can break their magic immunity. Their initiative is low. Emerald dragons are much more dangerous...
In the end, we get decent units, but in small numbers. :) Also, the hero's low defense and the difficult-to-obtain defense skill make the units easily killed. And without the hero's offensive magic, this Warlock army will die quickly. :)
:smile53: 1) no comment - I'll take Vaishan, and spend your resources on an amulet, making sure it's a strong amulet and that you level up its skill. 2) If there were more, it would create an imbalance. ;) Want more? Take "Rally Troops," which also leads to "Aura of Swiftness":cool: 3) Minotaurs: I agree :smile39: 4) Once you've wiped out the entire enemy stack in one go, it doesn't matter. ;) There's no one left to withstand the attack. :
The army in Dungeon isn't the main thing. The army is just an addition to the hero, so there's someone to kill while he's casting spells like Cold Rings and Earth Shocks. But a properly developed Warlock is a monster. With Sorcerer's Luck, Chaos Magic, Earth Tap, Amulet of Mastery, or Amulet of Frozen Embrace, and 20+ Magic Power... The damage from a single Earth Shock can be up to 5k... The main thing is not to forget about Mana Attraction so that the mana doesn't run out at the wrong time...
Im Herzen der Stille Im Herzen der Nacht Wie oft hab ich mich schon gefragt Wo Du gerade bist Wie oft hab ich mich schon gefragt Ob Dir gerade Liebe widerfahrt...
:smile53: 1) no comment - I'll take Vaishan, and spend the resources on an amulet, and make sure it's a strong amulet, and level up the skill. 2) If there were more, it would be an imbalance. ;) Want more? Take "Rally Troops," which also leads to "Aura of Swiftness" :cool: 3) Minuses: I agree :smile39: 4) It doesn't matter anymore when you take out the entire enemy stack in one go. ;) There's no one left to take the hit. :cool: 5) Hydras: Invaluable with "Sudden Attack" and to keep them in the Castle. It's hard to flush the Warlock out of there. :) 6) Besides support, they also shoot well at close range. ;) 7) But they have a lot of health and you don't have to cast spells on them. :D
Conclusion: A strong race. The best, if not for the minuses... :p
1. If you take Vaishan, the gremlins will have an amulet, and the skill and resources will naturally be for this :) And assassins will easily fall to the gremlins, and not just assassins :) 2. I wasn't talking about balance. Furies are only good against neutrals; they don't survive at all in the final stages. Rally Troops and Pit won't help them much :) 4. It's rare to take out an entire stack with riders. But even this doesn't help them become the core of the army. This is a standard support unit, like paladins. Yes, they can take out one stack if they're lucky. But then they die right away :) 5. Hydras, as I said, are for meat. Just to give the hero time to cast spells. The unit itself doesn't deal much damage. 6. They shoot a little, I agree :) 7. They have a lot of health, but their low initiative spoils everything :) You don't have to cast spells on them? If you could cast spells on them, they would be a really useful unit. The Warlock could cast mass and area spells freely.
Conclusion: A strong race in the early game, a mediocre race in the mid-game, and a very weak race in the late game. If we're talking about the strongest race, then it's probably the Knights :) In the early game, they might not be the strongest, but in the mid-game, and especially in the late game, they'll tear everyone apart without a chance. This is about patch 2.1, by the way :) Although... there's a small chance for the Demons if they manage to steal all the mana... but even then, the Knight can handle it.
due to the large number of units in the late game, you can hold out very well. My tactic is (since they are very strong at the beginning) to capture and kill everything and everyone, so it will be difficult for the opponent to mine everything. We place heroes on the main paths, and then sit in the castle and increase the growth rate. When the opponent starts to approach, we warmly welcome him with an army of several legions of Furies and Shadow Lords.
Added 1 minute ago
For me, Dungeon is the best faction.
Играешь за Dungeon. Стань настоящим Тёмным эльфом, стань одним из нас.Dungeon'sRangers на HeroesWorld DarkGod Adun Toridas :smile02: :smile02: :smile02:и это не конец....:smile51:
La Louvre
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I once played a game against myself, pitting the Sylvan faction against the Dungeon faction. The armies were almost identical, and the heroes were at the same level. The Sylvan faction won, although I felt a little sorry for the Dungeon faction. Anyway, my husband said that I must play the Sylvan faction better, rather than the Sylvan faction being inherently stronger.
Bottom line: a strong race in the early game, mediocre in the mid-game, and very weak in the late game.
1. If we're talking about artifacts equipped on Gremlins, let's not forget that the Dark Elves also have something to offer in this regard. For example, the Veishan: Expert artifact provides Attack (tactics, speed, critical hit). And if they also get boots of speed and an artifact for morale, the Assassins can reach the Gremlins and turn them into steak (don't forget about the elemental chains). Engaging in a ranged battle in this case doesn't make much sense. 2. Really?!!! Furies are accumulated, cherished, and nurtured specifically for the final battle (in 90% of cases, they go first). Only Nightmares can compete with their initiative, and with positive morale, they can move at least 2 times, which is usually enough:smile02: 3. Minotaurs are seriously underrated. They are excellent units. Yes, they have low defense, but they always have good morale and solid damage, as well as a double attack, which makes them excellent destroyers of high-level units, especially those who want to harm the Warlocks:D. I think it's unnecessary to talk about the combination of Minotaurs and Lizards... In the final battle, the opponent is usually focused on other units, which gives the Minotaurs the opportunity to get close to the enemy and destroy a couple (or even more) of those pesky units:smile16: 4. Lizards - no comment... Although, when leveling up, I rely more on Hydras... 5. Hydras - there's so much to say about them... If Furies are the Warlock's sword, then Hydras are the SHIELD (with six spikes :cool:), and they are good against both neutrals and heroes, everywhere. They protect themselves and their allies. 6. Witches - when these girls are in the game, the opponent is advised to nervously smoke on the sidelines, especially if they are commanded by Erin or Leto. 7. Dragons - they are unique. As a unit, they are invaluable, and they are good as part of the Warlock's army, although, secretly, I would gladly trade them for a doubling of the growth of all other units:smile09:
IMHO: They are not very good on small maps (although there are exceptions), they are excellent in the mid-game, and they lose ground on huge maps (although the opponent's attempts to bombard the Elves with spells may encounter a Meteor Shower dealing 6k damage or a Phoenix with 2k health...):cool:
NID
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What do you like and dislike about the Dungeon Castle? For example, I hate hydras:smile48:. If it were up to me, I would replace them. For example, with... wyverns or some kind of cyclops
What do you like and dislike about the Dungeon Castle? For example, I hate hydras:smile48:. If it were up to me, I would replace them. For example, with... wyverns or some kind of cyclops.
I, as a Dungeon player, like everything! :smile03: But in general, IMHO, this is a duplicate topic... :rolleyes: P.S.: Cyclops and wyverns will be in the Orc Castle! ;)
The army in Dungeon is not the main thing. The army is just an addition to the hero, so there is someone to kill while he casts cold rings and earth shocks. And a properly developed Warlock is a monster. With spell power, chaos magic, earth stomp, amulet of mastery or amulet of icy embrace, and magic power 20+... The damage from a single earth shock can be up to 5k... The main thing is not to forget about mana attraction so that mana doesn't run out at the wrong time...
I apologize if I made incorrect conclusions, but you either only play against the computer, or you have never played against average, let alone strong, players playing as the Academy / Dwarves:(
The Academy has a very unpleasant perk in the spell power skill - Counterspell. The mechanism of its action is as follows: the Academy mage blocks the next spell of the opponent, spending twice as much mana on this action as the opponent's spell costs. Since the Academy mage has 2.5-3 times more mana in 99 cases out of 100, he completely blocks the magic of the Dark Elf. And if the Dark Elf is developed as a pure chaos mage, he is doomed in a duel with the Academy mage.
Added after 1 hour 4 minutes As for the confrontation with the Dwarves, the best army HP in the game + runes + light magic make relying solely on chaos magic ineffective.
Added after 1 hour 8 minutes Psionic;98582
Bottom line: a strong race in the early game, a mediocre race in the mid-game, and a very weak race in the late game. If we talk about the strongest race, then it is probably the Knights :) In the early game, they may not be the strongest yet, but in the mid and especially in the late game, they will tear everyone apart without a chance. This is about patch 2.1, by the way. Although... there is a small chance for the Demons if they manage to steal all the mana... but even with this, the Knight can cope.
Before we start the discussion, let's define what difficulty level you mean and what is early, mid, and late game?
In my understanding:
difficulty level - veteran (as the most balanced) early - 1-3 weeks mid - 4-6 weeks late - 7-9 weeks
Added after 46 minutes La Louvre;99915
I once played against myself, Elves against Dark Elves. The armies were almost the same, and the heroes were the same level. The Elves won, although I felt a little sorry for the Dark Elves. In general, my friend said that I probably play better with the Elves, and not that the Elves are stronger.
Sorry for my curiosity, but I have two questions for you:
1. How did you manage to reach the final battle with almost identical armies? 2. How did the Dark Elves manage to lose to the Elves with identical armies?:eek:
Игрок
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The Warlock has stronger units than the Wizard – that’s one.
The Warlock’s attack can be 15-20 points higher than the Wizard’s (which is practically double the damage) – that’s two.
In addition, the Wizard spends 1 turn on a counter-spell (because it’s a skill), while the Warlock spends 0.7 turns on spells (because of spell mastery) – and that’s three.
Therefore, I think it’s not always advantageous for the Wizard to engage in such an exchange.
As for the Dwarves, the Warlock’s CHAOS potential is so great that a large amount of HP and magic resistance may not help. Although, it’s true that summoning is a better strategy against Dwarves.
The Warlock has stronger units than the Wizard – that’s one thing. The Warlock’s attack can be 15-20 points higher than the Wizard’s (and that’s practically doubled damage) – that’s another thing. Besides, the Wizard spends 1 turn on a counterspell (since it’s a skill), while the Warlock spends 0.7 turns on spells (since they have Enchantment) – and that’s a third thing. Therefore, I think it’s not always beneficial for the Wizard to engage in such an exchange. As for the Dwarves, the Warlock’s CHAOS potential is so great that a large amount of HP and magical resistance may not help. Although, it’s true that it’s better to fight Dwarves with summons.
1. Undoubtedly, but let’s not forget about the miniatures, and they turn out to be impressive for the Wizard at levels 15-20. 2. This is about what level of heroes we are talking about. Since in your case, we are talking about an attack value of 20-25. In my case, the main heroes clash when they are at levels 17-20. Even when I go down the path of strength rather than magic, this value does not exceed the hero’s level, and is usually 2-4 points lower. 3. Enchantment does not work in this case. So, such an exchange is very beneficial for the Wizard. You should hear how I cursed when I first encountered this tactic:smile04:
Added after 1 hour 33 minutes Oh, I almost forgot:D
We are talking about a pure Chaos Knight.
As I said, we are considering a level 20 hero.
It turns out something like this:
12-3-21-11 (taking into account artifacts)
Expert Undead – Arcane Wave + Dark Regeneration Expert Chaos – Secrets of Chaos Expert Education – Magic Attraction Expert Enchantment – perk that reduces the cost of spells by 20% Expert Luck – Soldier’s Luck + Enchanted Luck
Such a Dark Knight has no chance against a properly developed Wizard, even if the latter is a couple of levels behind in development.
And against a properly developed Dwarf, the chances are also very small (he will tear him apart due to runes and light magic)