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Heroes Community > Library of Enlightenment > Thread: Heroes 3 Town Rating -RAMPART-
Thread: Heroes 3 Town Rating -RAMPART- This thread is 2 pages long: 1 2 · «PREV
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted December 27, 2017 08:56 AM

What I don't like about Rampart is Gold Dragons level 1-4 spell immunity, sure it can protect against Slow, Blind, etc., but they can't be resurrected or raised through Sacrifice and are vulnerable to Implosion. The 3 druid specials Cure, Fortune and Slayer won't affect them either.

The best thing about Rampart is probably their economy.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted December 27, 2017 12:12 PM
Edited by NimoStar at 12:16, 27 Dec 2017.

Quote:
Red orb stops magic except from combination artifacts, but none of those do damage.


There is titan's thunder to do 600 flat damage as an special spell.

* * *

I have proposed many times that Gold Dragons be made able to be resurrected with Sacrifice by mods, otherwise it's unfair.

Anyways, they can at least be sacrificed with Sacrifice, but doing so is quite stupid since they are your most powerful troop...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 27, 2017 01:05 PM

phoenix4ever said:
The best thing about Rampart is probably their economy.


Not at all - except special maps, it is the shooters + the centaurs speed and size for early boost. Rampart is the most picked town in all tournaments, and as such games last 3 weeks max, the economic optimization through building treasuries is null.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted December 27, 2017 01:08 PM

For maps lasting only 3 weeks yes, but what about maps that last 6 months...
But yes they have a great start and Grand Elves are great shooters, but also fragile and in sieges they are always targeted by arrow towers. (And yes I know sieges don't really exist in multiplayer.)

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Vasyl4G
Vasyl4G


posted December 27, 2017 09:04 PM
Edited by Vasyl4G at 16:36, 30 Dec 2017.

I've put post about magic resistance here
http://heroescommunity.com/viewthread.php3?TID=21273&PID=1449389#focus

What is interesting in 100% magic resistance is that you still could cast good spells on your units (I have verified this point). For example you could resurrect your army. And you could get 100% magic resistance quite realistically.
When Orb of Inhibition (or Recanter's Cloak) is used - you can't help your army with your magic. Also Orb of Inhibition (and AFAIK Recanter's Cloak too) does not protect you from spells cast by Armor of the Damned - but magic resistance works against Armor of the Damne.

So, for me magic resistance is much more interesting option than Orb of Inhibition (or Recanter's Cloak): you could help your army with your magic, you could use your magic against enemy and enemy almost can't use magic against you (the only spell that enemy could cast on your stacks is Dispel AFAIK).

With 90% magic resistance (artifacts + Expert Resistance + Battle Dwarves) opponent will have very small chance to cast something on your stacks and will waste his spell points... in vain...

Even with just 50% resistance (artifacts + Expert Resistance) - for any units in your army, it gives already significant effect. Just imagine that opponent casts Armageddon but half of your units just fully ignore this spell. Or that opponent casts Implosive (or Blind) in critical moment and it does not work (50/50).
Maybe this skill could be useful even in tournaments battles?

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batoonike
batoonike


Known Hero
posted December 30, 2017 05:46 PM

The thing with high magic resistance is that if you have time to get that high hero level, the opponent will have comparable level armorer/offence specialist and will easily kill you regardless of spells.

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