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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Magi or Golems; Nagas or Genies...
Thread: Magi or Golems; Nagas or Genies... This thread is 2 pages long: 1 2 · NEXT»
mustafa620
mustafa620


Hired Hero
Royalty
posted August 27, 2003 04:22 AM

Magi or Golems; Nagas or Genies...

I'm doing the Emelia Campaign (I just started, i'm only on the 2nd scenario) and the first time i went with magi and nagas, but magi were just dying WAY too quickly even though their Poison spell was almost single-handedly bringing me to victory (in town fights i would poison something and keep teleporting it away so it couldnt hit me while i took on other things lol) - nagas are really strong and no retal. is great... this time i took gold golems and genies - genies are also a huge help, but now i cant decide what to do lol.. whats ur advice? i'll probably go with golems and genies... hmm...
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LordZXZX
LordZXZX


Famous Hero
Overfished
posted August 27, 2003 01:20 PM

Always take genies; their spellcasting simply works wonders. As for golems vs magi, refer to the thread posted before.
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EmperorSly
EmperorSly


Known Hero
Destroyer of Liver
posted August 27, 2003 03:38 PM
Edited By: EmperorSly on 27 Aug 2003

genie is a must-have. genie is the backbone of order army, same way as vampire is for death. not only is it great in battle, it is also the only pre-lv4 order unit that can travel. make genies as fast as possible (if playing on advanced, it can be on day 3) and from thereon forget the golems or halflings or anything -- fly around with amazing geniespeed and clear the map fast to get the empire going and hero growing. later on you can add dragongolems to the army. taking along the halflings, dwarves or golems or magi would reduce army speed to miserable crawl, so dont. a weekly growth of 6 genies (or 9 with the assistance of your lordship) is normally sufficient to beat all the neutrals you meet, and so far it seems the rest of creatures wouldnt add much fighting capability to the army anyway. if you have 4 stacks of single genies to song of peace the enemy and one big stack to blow the peaceful creatures to pieces -- whatelse do you need?  (except if you meet blackdragons... or water elementals)

P.S. if you really must take someone along, let it be golems. magi are good against the neutrals, but genies can do that job alone anyway so if you want extra army it must be for the final battle. and that is likely to contain lots of bad magic coming from the enemy, so the lifeless (no food for vampires) and mindless (can't confuse them) and overall pretty magic resistant golems are just perfect.
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Aquaman333
Aquaman333


Famous Hero
of the seven seas
posted August 28, 2003 02:56 AM

I never choose Nagas. They are very good, just no where near the calibre of genies.
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mustafa620
mustafa620


Hired Hero
Royalty
posted August 28, 2003 05:18 AM

Nagas?? Yea, right!!

Ok, now i realize how stupid that question really was LOL -
In the Emilia Campaign, in the last few battles, i had i think 137 genies, which were either creating illusions of 15 titans, or doing MASSIVE damage with ice bolt each turn.. I'm never even going to consider Nagas again lol.. and as for the level 2's, I just take Golems until something better comes along (i had Black Dragons AND Titans in my army around the middle of the scenario lol)
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winchestergirl
winchestergirl


Hired Hero
posted October 01, 2011 07:15 AM

well i pretty much beat the entire campiagn using genies those guys are tough! and magis are good for shooting but they die super easy so go with golems.

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TheUnknown
TheUnknown


Known Hero
posted October 05, 2011 04:43 PM

Agreed with Winchestergirl, genies + golems for the win.

I would even go only genies and use hero instead of golems ...

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Bones_xa
Bones_xa


Known Hero
posted October 06, 2011 02:03 AM

Yeah genies are great for leveling early heroes, like for example when you play the Mysterio the magnificent campaign in the beginning on hardest setting. But after the hero gets stronger and gets some spells I put the genies in 1 stack or sometimes 2 or 3 where the second and third are small and the one is large.
For mages I usually take them over golems in most cases.  

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Osmin
Osmin


Hired Hero
posted October 09, 2011 02:22 PM

I choose Gold Golems around 70-80 % of the time, and Genies 100 % of the time.

The genie's strength is not sheer power, it lies in that they are the most versatile creatures of all. You can use it for everything, and it goes great with any kind of army, taking different roles in different situations. A Genie/Titan combo is devastating; the enemy will never reach you. A Genie/Dragon Golem combo is not quite as effective, but it eliminates Order's only significant disadvantage: adventure map movement. In the cases when I choose Dragon Golems, I often leave the level 1 and 2 creatures in town for this very reason.

Even the building prerequesites are in the Genie's favour: building the Clerical Library is much cheaper than building the Treasury, and much more useful in the early game as I find Life Magic to be the best secondary school for my Mage heroes.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 09, 2011 03:28 PM

if you can get dragon strength, golem dragons are near unkillable

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Osmin
Osmin


Hired Hero
posted October 09, 2011 10:43 PM

Quote:
if you can get dragon strength, golem dragons are near unkillable


Yes, I find the power of Dragon Strength impressive, but if you're playing Order, getting GM Nature Magic is fairly unlikely. Also, the Mechanical ability is a two-edged sword; while they are resistant to many things, you cannot heal or cast mind spells at the Golems.

A less impressive, but considerably more practical combination is the rather well-known Griffin + Snake Strike + Dragon Strength, with a great number of optional additional blessings as both Chaos and Life Magic is comparatively easy to get when playing Nature.

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted October 10, 2011 05:58 PM
Edited by B0rsuk at 18:01, 10 Oct 2011.

Osmin:

If you get Nature instead of Life as a second, then "unable to heal" is moot. Also, most of mind spells seem harmful (Blind, Berserk, Cowardice, Forgetfulness, Hypnotize...)

Still, it's curious how you can cast Dragon Strength but not healing on a golem. I don't remember if Hand of Death and similar also don't work.
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Dj0rel
Dj0rel

Tavern Dweller
posted October 15, 2011 08:45 PM

I always go for Genies. They are are so versatile. You can pummel the enemy with Ice Bolt from the other side of the battlefield and if they have magic resistance/immunity just create an illusion of Titans. I also always have a couple of more stacks of 1 Genie in an army so they could cast some of those other spells. Nagas are just too slow and clumsy.

Magi vs Golems dilemma gives me more trouble. While it's true that Golems are statistically much more powerful unit they have the same flaw Nagas have. They are too slow and other than Teleport Order doesn't have any way too speed them up (Haste and Speed are spells of Chaos Magic and Nature Magic and an Order hero is not likely to get them). This can become problematic when fighting against shooters. Magi while fragile can easily hide behind the Hero and cast Magic Fist or Poison on enemy units from distance.

On the other hand once the enemy unit reaches them, Magi tend to die fast because of their low HP. Once Golems reach them, most early enemy units will get pummeled. And because of their high HP Golems can greatly benefit from casting Cowardice on enemy units. One more thing that could be taken into account is the fact that Golem Factory unlike Mage Tower doesn't cost any gems that are necessary for building Altar of Wishes. Generally for me between Magi and Golems it's 50-50.

As for Titans vs Dragon Golems, my preference is, well both actually. I think the best option is to have both of them in the army. I generally build Cloud Castle first and Dragon Factory if I get another Academy town. If I have to choose only one I go for Titans. It often happens to me that my Dragon Golems get stuck somewhere because of their size and that then I have to waste turn casting Flight/Teleport instead of something more useful.

Quote:
Yes, I find the power of Dragon Strength impressive, but if you're playing Order, getting GM Nature Magic is fairly unlikely. Also, the Mechanical ability is a two-edged sword; while they are resistant to many things, you cannot heal or cast mind spells at the Golems.


Getting Master Death magic is much more likely. And Dragon Golems + Vampiric Touch = PWN.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 15, 2011 09:15 PM

what? golem dragons can drain life? most of the time they don't get hit at all anyway. that's where dragon strength is great, you deal twice the damage before the enemy can even attack or retaliate...

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Dj0rel
Dj0rel

Tavern Dweller
posted October 16, 2011 12:15 AM

Quote:
what? golem dragons can drain life?


Yes, in fact that is the only way to heal/resurrect them. I'm quite fond of that tactics. Send DGs with Vampiric Touch forward to get swarmed by enemy creatures while the rest of my army are firing away their ranged attacks/spells and if I lose a DG or two, no problem. Just turn around and munch on those delicious low level enemy creatures.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 16, 2011 01:10 AM

it is even more pwnage with hydras. and cat reflexes

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zombiewhacker
zombiewhacker


Adventuring Hero
posted June 28, 2012 03:00 AM

If you have two academy towns, build titans in one, dragon golems in the other.  DGs travel with the hero(es).  Titans stay home and mind the store.

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master_learn
master_learn


Legendary Hero
walking to the library
posted September 04, 2012 10:03 AM

Genies of course!Never nagas.

About magi vs golems-I usually think of what creature is useful to me in the first round of a battle.
I know that in many cases the first round decides a battle.
So mostly I choose magi for their effectiveness in the 1st round.
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samoja
samoja

Tavern Dweller
posted September 15, 2012 03:06 PM

Id say genies and golems, for Genies everything is said, as for golems i find them excellent cannon fodder because they are so resilient, it does not rely matter if they reach enemy or not(although they surely pack a punch) but a number of golems in the army can soak up so much hits with minimal losses which is very important for early order campaign since their units are so fragile.

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Galileo
Galileo


Known Hero
posted September 17, 2012 05:16 PM

I choose genies, of course. They can make strong attacks, curse enemies, and make powerful illusions. Magi/golems: I was choosing magi, but in a hotseat map I currently play, I chose golems because magi seem to be dying too easily and it's not too good to rely only on dwarves and titans when my enemies angels get too close to halflings and genies. Oh, no, the guy I play with is gonna read this.
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