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Thread: Heroes 3 Town Rating -RAMPART- | This thread is pages long: 1 2 · NEXT» |
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted March 03, 2006 08:25 PM |
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Heroes 3 Town Rating -RAMPART-
Everyone is invited to share his own opinion about every town in Heroes 3. Try to use these topics as order for your postings:
- Advantages, Disadvantages
- Best creature(s), with explanation why, e.g tactical usefullness
- Worst creature(s), with explanation why, e.g too low stats..
- Special buildings
- Building order (good, too slow....etc..)
- Hero classes (donīt refer these classes ONLY to this specific town, but perhaps they are more usefull with other towns)
- Good / Bad on what kind of maps
- OWN subjective rank in a townranking, from 1st (best) to 9th (worst)
Letīs collect as much opinions as possible, to finally find the best possible "review" of every town.
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Better judged by 12 than carried by 6.
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TNT_Addict
Honorable
Supreme Hero
Beautiful Liar
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posted March 06, 2006 05:59 PM |
bonus applied. |
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Rampart - by TNT Addict :)
Overall
Ramparts overview is that they are pretty easy to play, they start fast with great shooters and stong centaur guards which allows quick map cleanup in the first week and fast hero development. They are good also throughthout the entire game with unicorns in the middle game and gold drags at the end. In the beginning of the 2nd week you can buy an army that could clear almost the entire map that if your hero can learn some helpfull magic school (earth is the best one for rampart).
Heroes
Rampart got three of the best heroes in the game. They are ofcourse Mephala the Foxy which in my opinion is third only to Hack and Tazar, Ivor the magnificent who is da bomb on small maps and boosts your elves with his +1 speed and archery skill, and Kyrre the sick... Sick because of her suicidal logs skill bonus at high levels, they all make a deadly trio, you can add elleshar to that list too if you like magic heroes. Rangers are well balanced heroes if leaning a bit to the deffencive skill which is very good and usefull, they also tend to get really nice secondary skills, as all magic heroes really bite, druids are somehow end up nicely built with average deffence and good combination of spellpower and knowledge.
Movement and scouting
Rampart is pretty fast in the beginning with centaurs and grandelves both over 6 speed you won't have to remove any slow creatures and could send your scout elsewhere.
Usefull spells
Rampart rely on their powerfull shooter the elves from the beginning untill the end fight so a mass slow spell is a must to keep your enemies as far as possible. Clone the elves and your firepower is doubled . Teleport your slow creatures to the flame of battle to surprise your enemy.
Must skills for Rampart heroes
To be able to defend your most prized possesion the elves, your hero must learn the tactics skill as soon as possible, use all your useless guards (dendroids, dwarves) to defend them, they are priority A. Rampart heroes tend to get archery skill so you must take it to increase the damage your elves are dealing.
Buildings
No extra building dependancies for Rampart untill the 7th level dwelling which bites. You can and must have your 6 dwellings + castle first week. A bummer is that the pegassi dwell takes 10 crystals out of your purse which makes it almost immpossible to build the dragon dwell week 1, it requires a level 2 mage guild = 2 days lost. I tend to upgrade pegassis really fast 1st day of 2nd week to be able to fight archers with no losses, 5 more crystals spent. So no 7th level creatures 1st week.
Special Buildings
Mystic pond? Really bites and not worth it, but the treasury is a good money booster and cool thing to build week three to prepare for the end fight.
Units
Overall Rampart got nice tough units with usefull special skills:
Centaur- The strongets 1st level creature, fast and furious.
Dwarf- Useless against the map, but could be usefull as a meatrack in the endfight.
Elves- The most usefull 3rd level creature, powerfull but fragile, needs to be cared for.
Pegassi- I like them they are weak at hit points but fast fighters plus they grow 10 a week and are your fastest units till your drags are upgraded, magic damper is a good special.
Dendroids-Just a drag against the map, binding skill though is damn usefull, get em' teleported in the endfight to your buddies archers and woila a win.
Unicorns- Good 6th unit with nice HP, damage and average speed. Blinding attack can win some tough fights or at least make your opponent cast dispel and lose a turn.
Green Drags- Too costly to build, mage guild level 2+3 for the upgrade, 20+30 crystals wow... They are still nice unit but weak compared to the other top 4 although they are pretty fast and start second only after aangels and adevils.
Castle defending
Most ramparts units got some resistance ability which makes catle defending a bit easier, they got units with lots of hit points and a good shooter so castle sieging will gonna take the air out of you when you attack them.
Castle sieging
A nice shooter and 2 fliers can aid you in your castle sieging, peggasi are so fast you can wait attack and return with only the retaliation taken and then unleash your dragons on the same target.
Good on maps
Rampart are well balanced and good on any map, but they are way better on poor ones when you don't have to rush the 7th level dwelling and could use the force of the elves to guide you.
A big dissadvantage
The big problem for Rampart is getting the huge ammount of crystals needed for the dragon cliffs dwell and its upgrade. To make the upgrade you will need peggasi dwell upgraded to gain more speed untill the upgrade and level 3 mage guild. So its 10+5+4+6+20+30=75 crystals in order to upgrade your dragons... Just pray you find many dwarven treasuries and hope they will be full ones.
Bad on maps
No such thing exists, altough on rich maps they are lamer then the others if you don't sacrifice everything to try and build your dragon dwell 1st week.
Rampart is way down for me in the rankings, so I don't bother picking them.
Edit by angelito
2nd good review from you TNT. Nice work. Keep your good effort going like that.
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maretti
Responsible
Supreme Hero
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posted March 13, 2006 03:23 PM |
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I have to disagree with you on some of your points.
- Imo the rampart heroes arent very strong. Kyrre is very good but normally banned in online games and in generel rangers dont get very good skills. The biggest problem is their tendensy to get water magic and besides that I prefer attack over defence. That said Ivor is very strong on some temps (like balance) due to his very fast start.
- Spells like teleport and clone are normally not the way to go with any town. The only spells that are normally usefull are haste, slow, shield, blind, resurrection, chain, prayer, implo and summon elemental. Ofcourse other spells can be usefull too but in generel these are the ones to aim at.
- Pegasis early week 2 is normally not the way to go, not on average to poor maps anyway. You will need the crystal for the dragons. Besides unicorns or warunicorns can take out the shooters, just place them in 6 single groops and wait round one.
- Rampart is weak on rich map like jebus because it takes so many days to get all dwells build and upgraded and because you cant build dragons and castle week 1.
- Imo rampart is boring but strong, probably nr. 1 on balance (necro and flux banned), I rate them 5th overall.
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Crag rules, Orrin and Ivor suck
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TNT_Addict
Honorable
Supreme Hero
Beautiful Liar
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posted March 13, 2006 04:13 PM |
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Quote: I have to disagree with you on some of your points.
- Rampart is weak on rich map like jebus because it takes so many days to get all dwells build and upgraded and because you cant build dragons and castle week 1.
Hmm sounds like just what I said right here:
Quote: Bad on maps
No such thing exists, altough on rich maps they are lamer then the others if you don't sacrifice everything to try and build your dragon dwell 1st week.
Ivor always gets great skills so does Mephala and Kyrre why would you pick anyone else. I said 3 good heroes not all of them.
The deffence overlook is more a tactic and varies itself to suit the player. I got the idea that you (Marreti) like to play stronghold and therefore like having high attack, I usually play fortress with high deffence heroes and happen to like rampart heroes too. I'll take deffence other than offence anytime, as long as I see at least some offencive arties lying around.
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ComradeX
Known Hero
Demands raising new Titan's HP
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posted March 17, 2006 08:27 PM |
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In General:
Ramparts are easy to play, have a great shooter unit that ispowerfull and shoots twice, and some good fast creatures like the pegasus and centaur. The Nature Dragons are pretty good with thier magic immunity and very good stats (attack & defence higher then black dragons!). You can get a good army fast, and the magic school is full of goddies, especialy at the higher levels. Because of some fast creatures and the pathfinding & logistics spells that are common for the towns heroes you can get good scouts at this town.
Magic:
As Rampart depend on their ranged units, the elves, their spells match that closely. Such spells as teleport and slow are great for keeping the enemies at bay while sniping them down with the elves. Clone the elves and you get twice the shooting power for almost free, and if you lose an illusion, it's just an illusion, you can get more!
Heroes:
Some of the games best heroes are here. Elleshar, Memphala and ivor make a deadly ream, and jenovas +350 gold skill is very handy for early game. Druids may seem bad at first, but as they develop you get a good magic hero. Rangers are fine might heroes as they get decent secondary skills and lean a bit towards defense, which is usefull considering that rangers are best for using elves at mass.
Buildings:
The mystic pond is not very usefull, but it helps a bit.
The treasury, on the other hand, is among the most usefull of all special buildings, as it gives you 10% revenue each week.
you'll need a lot of crystal for buildings such as the magic springs and the dragon clifs, and your silo is not enough for that purpose. If you are luck, the pond will give you crystal. Another good thing about this town is that most buildings do not depend on each other.
Skills:
Earth magic is usefull for suck spels as slow and quicksand to keep walkers away from the elves. Archery is vital to increase the ranged power, and some artifacts like the unicorn mane can come in handy. Tactics are usefull as they can be used to defend the elves with some slow but sturdy troops like dendroids and dwarves.
Creatures:
Well built for fast and dangerous offensive strikes. Decent creature line up.
The Centaurs are among the best 1st level creature, being fast and powerfull, although vulnerable due to lower defence. Don't send them out to early. Dwarves are good. They are slow but tough, and shoukd be blessed with haste. Very resistant, can stand against many powerfull creatures. Elves are phisicaly fragile, but very, very efficient at range, so keep them shooting. Never get them into melee combat unles you have no choice! Pegasi are very fast, but weak. Not enough HP, and they could use some more defence. Can be sent as a firs wave of attack with the centaurs and Dragons, but not against a very strong enemy. Dendroids are a higher level version of dwarves, but with no magic resistance. The binfing roots are usefull to halt flyers from advancing, good at seige defense. Unicorns aren't bad but aren't that good. The blind ability is usefull, but only has a chance of 20% to work (isn't such a bad gamble...). Could use a point or two of skill. Nature dragons are fast, strong, and only lose to the dungeon dragons in HP and magic immunity. Very usefull creatures, use them wisely.
Final Rank : 3rd
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The frozen land of red Titans wishes you luck in your journeys
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Damacon_Ace
Famous Hero
Also known as Nobris Agni
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posted April 13, 2006 07:06 AM |
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THE RAMPART
Advantages:
- Dwarven Treasury is a great thing to have - with multiple treasuries, you can accumulate a large amount of gold
- Gold Dragons are great level 7's
- Centaurs are the best level 1's
- Unicorns are very UNDERESTIMATED level 6's
- Rangers are great heroes
- Not too expensive
Disadvantages:
- Most units are pretty slow
- Only one shooter (although a good one)
- Pegasi are fragile for a level 4 creature
Heroes:
- Rangers are great heroes. Jenova, Kyrre, Mephala and Thorgrim are great. Druids are okay heroes. Elleshar is the best of the bunch.
Best Unit:
GOLD DRAGON - it's a sparkly good creature
Worst Unit:
DWARF - not a bad unit, but too slow
OVERALL RANKING: 3rd
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No one knows my true nature here...
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JesusOnWheels
Tavern Dweller
I'm Jesus your pal, I got weed
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posted April 13, 2006 05:54 PM |
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I have a litle grudge with the green/gold dragon building... compared to the other lvl.7 dwellings the price is okay but the problem is that thay are both expencive buildings, green and gold! most other lvl. 7 dwelling are somewhat okay balanced with first tier being cheap and then second tier expencive or vise versa or both tiers being cheap, but the rampart dragon dwelling are both kind of pricey and the mage guild requirement( even more resource and build days cost), and the insane amount of crystal needed makes them very hard to get, most of the time I am able to aquire titans faster then gold dragons
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Fofa
Famous Hero
Famous? Me?!
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posted April 15, 2006 03:17 AM |
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Rampart: My review
Advantages: Cheaper than most; good creatures; Mystic Pond and the Treasury.
Disadvantages: Only one shooter; Pegasus is a bit weak; the 'slow' label when only two the town's creatures are slow.
Best Creature(s): Centaurs are the best level 1 in the game, the Wood Elf/Grand Elf is the only shooter the town has, the Pegasi force 2 spell points from the enemy caster, but I personally think the Unicorn/War Unicorn is the best creature for the town. It serves the purpose of the tank better than the Dwarves and Dendroids (who I think are slower than molasses), the Blind impedes enemy progress, and its resistance is very helpful. .
Worst Creature(s): The Dwarf/Battle Dwarf and the Dendroid Guard/Soldier are too slow to be of any real use. Their specials are very good for their levels, as well as most of their stats, but they have those stats because they're meant to be enemy delaying punching bags. (Especially for the Elves.)
Generally, the creatures are fast, but the town is often thought of to be slow because of the Dwarf and Dendroid. That's only two units!
Special Buildings: The Treasury adds 10% of your total gold amount to your funds on the first day of the week. All players find this useful.
The Mystic Pond adds a small amount of a random resource at the beginning of the week, but it literally is random, meaning you might not get what you currently need at the moment, but I suppose it's better than nothing. (Or if you have another town that needs it. )
The Fountain of Fortune, eh. . . .I only build it if I'm bored. It requires 10 crystal, which could be put to better use for the Dragon Dwellings. It's like the Sorceress' Rainbow in HoMM 2, adding +2 luck in a siege.
The Grail, the Spirit Guardian, does the standard Grail bonuses and adds +2 luck to all heroes. I think of it as a counterpart of the Castle's Colosus, which adds +2 to morale. Average, I suppose. (What is it with the Elves and luck anyway?)
Building Order: The Dwarf Cottage can be ignored, but if you want the Treasury, then you have to build it. I can get up to the Unicorn Glade on day 5 or 6 if I have the resources and the amount of buildings that's already built. But wood and crystal are what's really needed for these guys; without wood, you're not going to make much progress building up your town.
Hero Classes: The Ranger is the Rampart's 'might' hero, as to the Druid, the 'magic' hero. I can't really say much here, except they have a bit of emphasis on defense, like the Beastmaster and Witch of the Fortress.
Map Size: They fare better than most towns on smaller maps due to less need for more resources and cheapness. They still have trouble though. And be sure to get a sawmill.
My rating: 8
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feviel
Tavern Dweller
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posted April 19, 2006 04:10 PM |
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Quote: Rampart: My review
Advantages: Rampart got far the best 1st lvl creat. With the speed of centaur in the begging of the game to to clean some creat. and move on quickly.I love elves because of the twice attack they can do mass of damage.Earth spells appears in library often in compare with other towns
Disadvantages: Only one shooter; Pegasus is weak for 4th lvl.Rampart need many many crystals do uprgrade to gold dragons
Creatures:Centaurs is the best 1st lvl creat.Dwarves too slow,good def. but nothing special.Grand elves just rules. Pegasi fast but weak.Dendroids very usefull to guard a castle or even protect your elves.Unicors are medicorate for 6th lvl.Gold dragons are very fast but too expensive to get them
Heroes: In my opinion rampart got V.good hereos.Kyrre with logistics can go anywhere in 2secs.Mephala got armorer(very usefull) and for secondary skills get all that i want(earth,offense,archery etc).Elleshar is one of my favorite because with good items he go 800+spell point=Ress all the time without fear for mana.
Special buildings:Treasure is very good if u got many ramparts.Mystic pond is useless !!
Maps:Good in every map.
This period of time rampart is my favorite to play so i rate it
with 8
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Danny
Famous Hero
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posted June 27, 2010 12:19 PM |
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- Advantages, Disadvantages
Advantages: A low level double shooter quick to recruit; Centaur being one of the better first level creatures; having a Dragon.
Disadvantages: No high level shooter; no complete spell immunity for Dragons; Dwarves and Dendroids too slow.
- Best creature(s), with explanation why, e.g tactical usefullness
Grand Elf for the double shooting, a quick and easy creature upgrade.
- Worst creature(s), with explanation why, e.g too low stats..
Dwarves are completely useless, are too slow, the special ability usually benefits the AI only.
- Special buildings
Nothing special, Treasury is nice to have, but the population raising buildings are unfortunately for the least important creatures.
- Building order (good, too slow....etc..)
Good until Dragon Cliffs, for mage guilds being major setbacks. Unicorn Glade also needs too much gem.
- Hero classes (donīt refer these classes ONLY to this specific town, but perhaps they are more usefull with other towns)
Not sure about this, heroes seem average to me, but archery is an important skill.
- Good / Bad on what kind of maps
Possibly better on smaller maps for they are stronger in the beginning, Gold Dragons don't have the advantage over Castle/Tower/Dungeon in the end.
- OWN subjective rank in a townranking, from 1st (best) to 9th (worst)
2nd best, just behind Tower. Not only because it's a strong town but always had a soft spot for the elves and their allies. One of the best town screens and theme music as well. After HOMMIV Dwarfes do feel out of place though.
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Arnhold
Tavern Dweller
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posted July 05, 2010 02:04 AM |
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I'm kind of a n00b, not really a pro @ Heroes 3 but I love it. Big big fan... My favourite team is Tower. Solmyr, because you START with chain lightning. Used to like Astral but then I grew up and learned that he sucks.
Tower: Strong units but costly. Awesome magic. Gremlins aplenty. Master Genies and Magi make spell casting a breeze. Definitely go with Wizards over Alchemists though. the magic is where its at for this town. Oh and units:
Golems are tough lvl 3
Magi are weak but quite handy
Nagas and Giants, strong, but w/ the upgrades these guys will rip the enemy to shreds. Lookout Tower ok early on, wall of knowledge is a nice touch. Don't go much on the Artifact merchant, what a fail.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted July 05, 2010 08:54 AM |
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Edited by angelito at 08:55, 05 Jul 2010.
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Would you mind posting your thougts in the thread where it fits much better? For example in the "Heroes 3 town rating -TOWER" thread?
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Better judged by 12 than carried by 6.
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Arnhold
Tavern Dweller
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posted July 05, 2010 12:39 PM |
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Oh my bad, I thought it was all towns, that was the first post I've ever posted. I'm sorry, I'm still new to this forum and site and am still making my way round it.
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AlHazin
Promising
Supreme Hero
النور
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posted October 03, 2016 07:18 PM |
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Edited by AlHazin at 20:32, 03 Oct 2016.
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Rampart
Adventages :
- Best shooter (quality/price), easy to build, very economic, quick start with the centaurs and elves, best growth rate.
Disadventages :
- Lag in the speed of its units, with five very fast units and two very low. Dragon dwelling needs mage guild, crystal dependant especially early with the enchanted spring and lately with the dragon cliffs. Rampart forces sometimes to play defensive in the battlefield. Some spell restrictions.
Best creature :
- Centaurs : Best level 1. Even if the pikeman/halberdier beats it in 1 vs 1, the centaur is way faster, especially when upgraded. Handy for a quick start.
- Unicorns! Great level 6 : durable, fast, kicking. Very good specials, which are 20% chance of blinding an enemy when attacking it, and a magic resistance aura around them (not protecting the unicorn itself). Plus, even upgraded, they remain cheap. Their blinding specialty saves you a spell turn and for siege defense it acts just like stoning enemies in breaches in the walls. Its aura helps preventing to receive harmful spells.
- Gold dragon : Tougher and faster than the black dragon, but not immune to level 5 spells and less durable.
Worst creature :
- Dendriod : I really like him, binding is handy sometimes, and sometimes not. Dendroids major disadventage is their very low speed making them seldom attackers and slowing down heroes mouvements.
Special buildings : Great. Very economy-oriented.
- Miners guild : To produce more dwarves.
- Dendroid saplings : To produce more dendroids.
- Treasury : Gives you 10% of your current gold at every start of the week, very useful to make one wealthy.
- Mystic pond : Produces a bit of ressources other than gold, its usefulness depands as it's random.
- Fountain of fortune : +2 luck is always good, but here it's only when defending against a seige.
Building order :
Good, as long as you have the wood to afford the homestead and the crystal for the enchanted spring, you can get to every creature pretty fast. The dragons dwelling still requires mage guild levels to be built.
Hero classes :
- Rangers are good figters, a little bit better at defence than attack. They have good specials like armourer, resistance, logistics, and creatures mostly elves, unicorns and dendroids. A ranger will never get fire magic at normal conditions but otherwise can be offered interesting skills (resistance, earth magic, ballistics...).
- Druids : Average spellcasters. Good specials are intelligence...
Other heroes might be :
- Sephinroth : +1 crystal per day.
- Tazar : along with his armourer specialty, his tendency to get defence skills as a beastmaster further extends rampart creatures possibilities.
Maps :
Rampart is a good choice in small/poor maps with its great economy and relatively cheap troops, gold shoudn't be a big problem. It tends so to be bad it extra-large maps and/or ressources abundant.
Own personal ranking :
I would put it 2nd or 3rd.
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b0rsuk
Promising
Famous Hero
DooM prophet
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posted October 03, 2016 10:00 PM |
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Elves are indeed very good, but they're the only shooter Rampart gets this time around. Their weakness is in sieges, where I'd rather have... orcs! Rangers get Archery very often, but is it justified with a single shooter ? Elves are also a juicy target for Lightning Bolt.
Pegasi are nice, but a bit fragile for level4.
Dendroids have an amazing special and would be terrifying if they were faster.
Overall I think it's a good town with no serious problems.
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AlHazin
Promising
Supreme Hero
النور
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posted October 04, 2016 09:15 AM |
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While archery might be avoided with towns like inferno or fortress, the fact that rampart has two slow tough defenders lets the elves play a key role in the army, even in end game. For example, inferno is more a hand-to-hand army, mostly due to the choice of getting hit by your own fireballs, or getting slowed by a speed of 4 whil everyone is beyond 6.
As for the elves getting targeted by spells, skills like resistance + unicorns aura and the magic damper makes using spells a bit harder against rampart anyway.
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Maag
Adventuring Hero
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posted October 04, 2016 11:03 PM |
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Edited by Maag at 23:12, 04 Oct 2016.
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maretti said:
- Spells like teleport and clone are normally not the way to go with any town. The only spells that are normally usefull are haste, slow, shield, blind, resurrection, chain, prayer, implo and summon elemental. Ofcourse other spells can be usefull too but in generel these are the ones to aim at.
With all respect, why is not clone useful spell?
Let's imagine battle where Archangel starts and you play Castle. U have plenty of them, let's say. The game has developed far and you are heading to final fight.
Let's say your enemy is any other town, except Flux and doesn't contain Azure dragons too (which are faster than AA's).
You start the battle. What stops you to clone AA's and first hit with AA. Then AA's clone? Whereas AA deals already 50 damage and attack 30, i can't imagine what could be even better deal.
If you play Inferno and clone Archdevil, then clone even won't disappear, because no retaliation. Yes - water is not Infernos magic, but still. Theoretically u could have another type of hero and acquire that spell outside Inferno town.
Titans should be also one of the best target for clone, especially if u have Golden bow or Bow of the Sharpshooter.
Or any other creature with fast speed (preferrably "No enemy retaliation") or good high level shooter.
Chaos Hydras doesn't deal that much damage and attack is poor. But they hit all surrounding enemies and without retaliation, so therefore clone could be handy aswell, if u cast it before attacking and make sure clone will hit next. Fortress would also almost certainly have water magic.
About teleport, imho Fortress could use it. Exp. teleport could take C. Hyrda into enemy town.
I might be dead wrong ofc. Cuz i am not experienced in multiplayer
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted October 04, 2016 11:33 PM |
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Edited by NimoStar at 23:37, 04 Oct 2016.
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Clone can be used to clone Angels and Genies and use their spalls infinitely. There's not so much use in rampart except with archers.
About the town: This was my long-time favourite from the theme and sheer tranquil yet moving style. All their units seemed full of lore - and HP (except for the dumb good for nothing flying pegasi )
The ability of the Dendroid to bind should NOT be underestimated! It activates always and doesn't count as a spell, so there's no way out of it other than to teleport or kill the Dendroids (which are rather strong, and you get a lot of them with the Dendroid Saplings Horde building)
As for the weakness: Dwarven Treasury and the resource fountain are expensive and only useful VERY late in the game. For then the resource fountain isn't even worth much any more because your town is already built. If you built it first week, perhaps on very long games with dry maps, it evens out, but then it's too risky to waste a day like that. Overall the recource fountain is a very USELESS building.
The grail does provide a bit of an advantage mainly to your non-rampart heroes... but by then you should be in or near maximum luck anyways.
As luck is weaker than morale, and there is no negative luck in H3, the bonus is much worse than the Castle one :/
I also would have liked the Grail to stand a bit more in the town screen. I have seen Rampart 3D art concepts with a Torii gate, but it may have been considered too blatantly oriental by the higher-ups, so the totem replaced it. If you look closely, Rampart buildings look japanese/far eastern still (square paper walls and doors are distinguishable).
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Magic resistance special is nice, but I still got destroyed with a over level 20 rampart hero specializing on Resistance (with expert obviously) by a similar Dungeon hero with Implosion (both large complete armies) on late game. Magic resistance is not powerful enough, not even for Rampart.
As other strategy notes: In the original H3, Ryland was probably the most powerful starting hero in the whole game. You could go with Diplomacy and get the armies of the whole map for free, accumulating endlessly into a death ball.
Expansions nerfed diplomacy but it was still relatively good.
* * *
One thing bugged me though - although Gold Dragons are only immune to level 4 spells, you can't use Sacrifice to resurrect them because of a bug (actually shortcut) that takes it as the "resurrection" spell.
So, an advantage they should have had (one of the few, and a big tactical one) is nil
Sure, you can enchant them with Magic Mirror, but that spell sucks to begin with lol - and will only partially protect them from Implosion, which the Black Dragons are already immune to.
Does anyone know if a mod fix this Sacrifice issue?
PS: Forgive me for not adhering to order but I don't have so much time and this resumes my thoughts well enough.
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Vasyl4G
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posted December 26, 2017 10:58 PM |
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Edited by Vasyl4G at 23:13, 26 Dec 2017.
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IMHO, at least in theory (and on custom maps in reality) Rampart town could have quite interesting hero:
Could you imagine 114th level Tazar or Mephala with Resistance secondary skill, all magic resistance artifacts (Interference, Surcoat of Counterpoise, Boots of Polarity artifacts) and army of Battle Dwarves?
He will be (almost fully) physically and on 90% magically invulnerable (how no idea how to get better magical resistance).
In Horn of the Abyss, with Pendant of Reflection it will be fully invulnerable.
Sure, it is not about 1vs1 on small maps , but IMHO quite interesting theme for custom maps. Maybe somebody has created something like this already?
Also there is one good side in 90% resistance (not 100%) - opponents will still try to cast spells... but should be very lucky to get some result... I could imagine how frustrating it should be...
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OhforfSake
Promising
Legendary Hero
Initiate
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posted December 26, 2017 11:57 PM |
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Red orb stops magic except from combination artifacts, but none of those do damage.
But more realistically, it's obtainable in a normal game to obtain 100% resistance with Rampart's, and the game's, only resistance spec. hero if you get the three resistance artifacts.
Not something I recall ever having done myself, but I imagine it could provide an advantage.
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