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Heroes of might and magic 3 factions
Heroes of might and magic 3 factions









heroes of might and magic 3 factions

Try to kill 10 Firebirds when you may just have 3 Angels, 5 at most. The Magma elemental specialists will actually make them usable, though.įirebirds own the pre-upgraded-level7-phase - you can finish the smaller maps with them alone, basically. The mid level creatures have no real purpose except delivering creatures with spell immunities. The massive speed of your initial creeping forces lets your heroes cover more ground than everyone else initially. If you take a might hero, the University will make sure you CAN get magic skills, if your might hero doesn't get any. If you start with a magic hero you get one primary point more AND they all start with a Basic Magic skill already, ensuring fast proficiency in mass spells. I wouldn't call this a mere lucky chance hit. Despite being subject to eventual invasion from all sides, the AI Conflux player holds his own reasonably well until the late game. The Conflux player (Tan) here is, of course, limited to AI only. However, I chose to disable the Grail in those two Conflux cities to avoid spoiling the gaming experience. I chose the faction for this role because of the overall ridiciously overpowered nature of the bunch of them. Those of you who have played my H3:SoD map "Dark Elves!" may recall me placing the Conflux (two cities) on the central plateau of the map. "I find the Conflux patchy and not up to the design of the other towns because everything is so freaking unbalanced: creatures are either over- or underpowered, Magic Heroes are overpowered and Might heroes have strange specials, the special and Grail buildings are overpowered as well, so all in all it just hasn't got the right feel for me." "Yes, Conflux is probably the strongest if we include it, but also the most boring and stupidly designed town."Īlso, Jolly Joker's thoughts on Conflux are in line with my general opinion of the said faction: He summed up well what I think about the Elemental City: "What do you think is the strongest faction" Therefore my vote goes to DUNGEON and to make this an interesting poll I'd drop the Conflux out. I don't think I've ever been disappointed with it. So, if I had to play ANY map I didn't know anything about with a random hero and Conflux was banned or not available I would pick the DUNGEON as the town giving me the best chances to win. I find the Conflux patchy and not up to the design of the other towns because everything is so freaking unbalanced: creatures are either over- or underpowered, Magic Heroes are overpowered and Might heroes have strange specials, the special and Grail buildings are overpowered as well, so all in all it just hasn't got the right feel for me. And finally they have a wide range of really good heroes. Lastly their level 6 and 7 are flyers (as well as Inferno) making them really good in siege attacks. Moreover the Dungeon units have a nice speed structure and are fast overall. HOWEVER, there are a lots of things to add here:Ī) Necropolis has a POTENTIALLY very high output they would need about 120, 125 Skeleton WARRIORS in addition each week to reach Rampart and Castle level.ī) Inferno is the FASTEST town, delivering their damage with the most speed.Ĭ) At face value Dungeon is on par with Tower behind Castle/Rampart, BUT it's the most versatile town with the most possible strategies and developments to go for AND it will close the gap to Castle and Rampart (but not Conflux) on a map that has an outside dwelling, reaching them not quite with level 2, but starting with level 3 due to their special portal dwelling.

heroes of might and magic 3 factions

If you'd leave the Conflux out it's a toss-up between Castle and Rampart, Castle due mainly to their high damage output, Rampart due to their high HP output mainly.











Heroes of might and magic 3 factions