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They DO rule :P Just don't place them next to your other stacks. Oh, and place a magnetic golem next to them :D (Steel golem altgrade) Then send it into the battle, and use an ice ring :D With altgrade gargs, spell wiz will stand a chance against barbs :)
Oh, and not to talk about hunt records. Wiz will be able to deal 50% more damage with spells. That's an incredible boost. One lightning could deal about 4k damage with good enchants. 20 titans down, yaay :D
And one more thing :D Elemental enchants. If you send garg to attack, while wearing well-enchanted weapons, the result is even more brutal. Then you (and in a GB, your allies) attack the neighboring stack, and it's done.
Oh, and not to talk about hunt records. Wiz will be able to deal 50% more damage with spells. That's an incredible boost. One lightning could deal about 4k damage with good enchants. 20 titans down, yaay :D

Well hunts...
Remember, that in hunts you must run with gargs most of time. In most cases they would die if you put them next to enemy. And if i remember right, they had -1 ini.
In GBs they're just different... But imagine a DE-caster make elemental call-spell to those gargs, making them get about 225% from original spell ;)
Can someone please show me warlogs about those new creatures :S
And the one which Erebes show us in post #1703, who is using those creatures? A real player or a AI? Are people able to use them in .ru already o.o?
http://www.heroeswm.ru/warlog.php?warid=195850871
here is one
for Spellblaster:
Them gargs are useless in GB...

As a Magic DE i managed to reach 750 lighting damage vs gargs that is a huge 1100+ damage

Bye Bye 70 gargs

Also think about this...If hero happens to move before you can mvoe your gargs...A DE with elemental call can fire 500+ damage fireball, your gargs + anything around them will receive 750 damage.

That is an obliteration force.
If hero happens to move before you can mvoe your gargs

That chance is small...elemental gargs have basic initiative of 11, so much less likely that hero is going to move before it. And....there is quite few magic DE nowadays, so you can just ignore them, I think...

But anyway your points is correct, it is still not that strong in GB. I would say the best use for them is in the survival tournament... =D
i think enchanted gargs are better than elemental gargs
When hunting large creatures (Griffins, Hydras, etc..) You just split your e. gargs, and send the 1 stacks in. As they have 11 init, your hero has 10, you are much likely to be able to cast a spell just afterwards. Then at the end of the combat, gargs are in one corner, and creatures block each other. There you just blast those lightnings...

In GB-s, I already told you to place them in one corner, next to magnetic golems, and place other creatures on the other side.
Magnetic golems will heal from the damage you deal to elemental gargs.
anyway crossbowmen's alt upgrades will rule
"no ranged penalty" O_O
Yeah, in GB-s it is.. deadly. Don't know about hunts though, where that ignore defense comes in handy :)
Don't forget wind dancers. Imagine when they get their normal defense+14 from moving+9 from druid's stoneskin.... It's like 40 defense on lv8 o.o

Yeah, in GB-s it is.. deadly. Don't know about hunts though, where that ignore defense comes in handy :)


xbowmen now will still rule the hunt, but for merc quest/pvp/TG etc, alt upgrade is much better
Winddancers don't have battledance
Winddancers don't have battledance

Yes so they suck in pve but rock in PVP
for Liuker:

like thief where efk really shine ^^
What I'm really curious about is Cerberi altgrade :D It had fire breath, AND 3 headed attack in HOMM5. Imagine that in TG. Total ownage :D:D
for Spellblaster:
yh, i never understood what cerberi had that it didn't...why wouldn't you get it?
Cerberi has +1 min-max damage (and -1 defense :D )

Compared to that Firehound is awesome :D
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