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Heroes Community > Library of Enlightenment > Thread: LordLazy's guide to magic heroes
Thread: LordLazy's guide to magic heroes [ This thread is 4 pages long: (1) 2 3 4 ]
LordLazy
LordLazy


Promising
Famous Hero
Wood cleaner
posted December 19, 2002 04:14 PM bonus applied.
Edited By: Hexa on 21 Dec 2002

LordLazy's guide to magic heroes

I recognise that many people in here have these thoughts about such heroes: ďMagicians suck, a good might hero will always kick the ass of a good magic hero.........Ē.
As I often use these ďweakĒ magicians, Iíll try to defend them as a main hero choice

Remember that this guide is meant to be used on random maps (coz I dont play fixed maps much)

Choose right magic hero. What we are looking for in a magic hero is a hero that gives you a head start, and also has a specialty which might come in useful in the end of the game.

Skill choice
Very important, and what skills u want vary much from player to player. Although, some skills are must have. What u might not know is that it is extremely to gain the important might skills, armorer and offense, and by these, armorer is the most important. Might heroes will have a to big advantage when it comes to might in any main fight if you donít have anything to counter it. Other skills like tactics comes in as a bonus if you manage to get it. Another part of using a magic hero is not to be fooled by skills that might seem good on the paper, but really isnt any good in practice, Intelligence. It really isnt worth the space, as magic heroes will soon enough get the needed knowledge anyway. Youíll also have to decide what magic schools youíll chose. I strongly recommend not to pick water magic when using a magic hero. This spell school consists mainly of beneficial spells, witch the might heroes also will have, and they will probably cast it with the same effetiveness as you. This means that using water spells is the same thing as to give away your magic adavntage. There is although some cases were chosing water magic might come in handy. (of course if you have special in a water spell) If water magic is the first skill that is shown, then chosing it gives u cheaper magic arrow. This is important to get as soon as possible, coz magic arrow is your main power the first few weeks, and to be able to cast it as often as possible is important.
Of course other skills like Logistics and pathfinding is just as important for magic heroes as they are for might ones, so pick them as soon as theyre offered.

Druids Ė These heroes really isnít worthy to be used as mains, considered that they only have 1 in power, which means that they wont really have an advantage in the first week at all. Even Alagar with his ice bolt, only do the same damage as the avarage magician do with theyr magic arrow, and since ice bolt cost more spell points, I find his special useless . I find the other Druids sucky too, except maybe Gem and Aeris, but also in these cases, A ranger is about always a better choice.

Wizards Ė very weak fighters (like the warlock) but they davance much in power and knowledge. As they start with 30 spell points, they will give you a great advantage in the start. The only problem with these heroes is that they have sucky specialitys. The only good magic hero from the tower is Cyra (and maybe Theodorus), but Cyra is often banned on randoms, witch gives tower no good magician. Tower also has the most overrated hero in the entire game. This hero is of course Soly. * Wow!, chain lightning, what an awesome specialty! *. This is what most people think about him. But considered u will only be able to cast one chain lightning (and that wells isnít very common on randoms) in a long time, he wont give you that head start u want. This means his specialty is useless in the first weeks, and you will still have to get that important magic arrow (His specialty wont give him much boost later in the game either. It really doesnít boost his chain that much, and a equally levelled Malekith will do more damage with the same spell later). So my conclusion from the tower town if diplo is banned is maybe to use Aine. Yes, her specialty wont help in a main fight, but it will boost your start.

Heretics Ė Wow, these heroes really rulZ! They will advance enough in power and knowledge, and still have high possibility of getting might skills whitch is crutial. Although they will not have that great advantage in the start (coz they only have one in knowledge, only 2 magic arrows), theyre power later on will make up for this. This is the hero u really have to play careful with in the first weeks. Never cast arrow if itís not extremely important. When it comes to heroes choice, u havent got many to chose from. Zydar is the heretic of your choice most often. (although u have other heroes like calid and xyron).
My conclusion is that these heroes require more careful playing, but if played right they will advance to be extremely powerful!

Necromancers Ė Avarage magic heroes, which also advances some in the might apartment. Many good heroes, which all makes good choices as main, and also gives you that needed head start. You have Sandro with his sorcery. Makes a good main, but direct damage really isnt the real power of necro. Then heroes like Thant and Vidomina makes better choices. Do not forget that when using Thant, do not cast animate in situations when itís not needed. Youíll need spell points for magic arrow, especially when using necro, with theyre slow low level units, fighting shooters might end up catastrofically. Also always consider that u will be able to kill more units with magic arrow than you will be able to ressurect with animate (Iím on really thin ground now, so dont flame me, I really dont play necro much).

Warlocks Ė These are the real magic heroes! Advances much in power, and the mana vortex may be considered as a cheat, coz warlocks wont gain much in knowledge usually, and the vortex eliminates the need of intelligence, which makes room for other skills. Note that itís really hard to get might skills with these heroes, and this means youíll have to do anything you can to get these skills. Use uíre secondaries to check out every witch hut, and visit all universities you can possibly reach. There are many good warlocks out there, Alamar, Deemer and Sephinroth all makes great secondary heroes. When it comes to main I recommend to chose either Jeddite or Malekith. Malekith is the REAL WARLOCK. He starts with 3 in power and specialty in sorcery, which gives u a quite nice magic arrow the first week . These heroes is the ones that itís easiest to utilize the magic advantage first week with. Powerful arrow, which u can cast 4 times . Also a advantage of the warlock is that u will have lots of lots of lots of troggies day one .


Build day 1
So youíll need the magic arrow day1, but building mage guild lvl 1 is often not the building u want to build in week1 if not needed. So before building it you will have to check all other possibilities of getting the needed spell. Check your heroes in tavern, anyone starts with magic arrow? (mainly death knights and alchemists) And is there a scholar hero available? If not, youíll have to scout around, and hope u find a shrine containing the spell. If your very lucky u might even find a scroll with the arrow day 1 . Note that it is worth losing some movement points to get that spell, but u cant afford to lose more than one day! So if the spell is not possible to get in any other way uíll have to build the guild, but only then is it worth building it. Note that u WONT NEED OTHER SPELLS THAN MAGIC ARROW WEEK1!!


Fighting tactics
Only one rule. Never use the spell if u dont need to do so desperately! By that I mean if youíll suffer heavy losses or even lose. It might also prove smart to split ure units so that u have some fodder stacks. The AI will attack as soon as they can reach an enemy, even if that means that u will be able to hit him with your great group of trogs after they have attacked the the single one.

Conclusion: The power of magic heroes is maybe not how powerful they are in a main fight, but how fast it is possible to advance with one!

So, try out magicians u might lovers , and have fun .


Edit by Hexa: QP awarded for the work u put in. Not to say I agree on all of it!@

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Odvin
Odvin


Promising
Famous Hero
posted December 19, 2002 04:31 PM

I agree that on higher levels, larger maps with more sources of experience, mages can be pretty dangerous. After all, if you have Exp. Berserk and enough SP you can just keep watching the enemies figting each other - after that your shooters will eliminate the remaining ones. But look from another point of view...
Imagine you're playing a small random map for Barabarians. No, for Rampart, especially on higher difficulty. Let's see what can a wizard do against a ranger with 4 Unicorns + all that other stuff, on week 2 or 3. I guess it'd be to hard for him to advance up to Titans/good spells and reach much exp. In that battle, I think the advantage would be on the Rampart's side. For rushing on small maps, I usually take Rampart/Kyrre - that's cool.
So, if you play an XL map with lotsa resources, and experience to advance your mage up to higher levels, it becomes a real problem for "might lovers" to win. But on smaller (S or maybe M) maps, with fewer resources (130/160%) and less time to advance, I'd choose might anytime.
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LordLazy
LordLazy


Promising
Famous Hero
Wood cleaner
posted December 20, 2002 02:29 AM

When there is larger maps, and higher level spells, berserk can be good, but remember that might heroes also can cast this spell, and with the same effectiveness as you.

Also remember that on randoms, u have no time to upgrade your guild (nor resources), so I strongly recommend u to build for troops, just like when your using any other might hero. This will eliminate the treat of your enemy rushing with his Kyrre, Coz facing Kyrre in the first week wont give him any advantage at all when he dont have more creatures (maybe u should even consider rushing him ).

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Odvin
Odvin


Promising
Famous Hero
posted December 20, 2002 10:10 AM

Quote:
When there is larger maps, and higher level spells, berserk can be good, but remember that might heroes also can cast this spell, and with the same effectiveness as you.

Also remember that on randoms, u have no time to upgrade your guild (nor resources), so I strongly recommend u to build for troops, just like when your using any other might hero. This will eliminate the treat of your enemy rushing with his Kyrre, Coz facing Kyrre in the first week wont give him any advantage at all when he dont have more creatures (maybe u should even consider rushing him ).



I DO ususally build for creatures week 1. And therefore I have some forces on week 2 to clear my area. On smaller maps, you use those troops to gain resources quickly, or you may even choose to attack the enemy right at that time. But if you fail to reach the 'magic focused' enemy in the first weeks, then he may very well advance up to higher levels and gain some pretty nasty spells in his book. This is what I wanted to say, if you understand me.
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Lews_Therin
Lews_Therin


Promising
Famous Hero
posted December 20, 2002 04:19 PM
Edited By: Lews_Therin on 20 Dec 2002

Uhm, itīs the other way around: With time passing and army size growing, might becomes stronger than magic, which is dominant at the beginning.
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LordLazy
LordLazy


Promising
Famous Hero
Wood cleaner
posted January 14, 2003 08:21 AM

I think it's all about tactics. When using low lvl spells, u use a different tactic than if u use high lvl spells. A might hero facing a magic hero early will have to have other tactics than when facing him later, due to more powerful spells....I think it's quite good balanced...
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sos
sos


Known Hero
posted January 15, 2003 01:46 AM

I think might heroes are generally better than magic ones, because they will perform well in almost any cases while a magic hero needs good spells and mana to be successfull  (assuming he lasts long enough to cast them ). Also a magic hero with red orb, recanters or even resistance can totally humiliate a magic hero in the last fight. There is only 1 case where a good magic hero will have an advantage and that is high power, intelligence magic hero with expert summon elementals spell, resurection and shakles. Without the shakles or resurrection the might hero will simply kill the regular troops and flee or surrender. Of course, if you wana hit and run then a magic hero is better also hehe

Skills:
I think everyone agrees that might heroes are generally offered better secondary skills than magic heroes. It is usually posible to get good skills with magic heroes also, but you can't count on it. By good skills I mean logistics, tactics, armorer/offense/archery, resistance, earth/air, intelligence. Usually a might hero will have 1 or 2 magic schools on expert, while magic hero will have 2 or 3. As Lazy said armorer is an excelent skill for a magic hero, bbut very tough to get.

Spells:
Unfortunately for the magic heroes very often the best spells you can cast are not a high level direct damage spells (which cost a lot and can be resisted), but level 1 mass spells like haste, slow, bless, curse, shield, stone skin. Since a might hero can cast those as well as the magic one it's dificult for a magic hero to make a good use of his high power/knowledge. The bigger the armies the higher the importance of mass spells over the direct damage spells. It's generally agreed than in a long game you are better off with a good might hero.

There is 1 extremely good spell for a magic hero in a main fight and that is mass shield. It will protect him and extend the battle to give him a better chance to win. Lets see just how good it is.
Lets say a might hero has +20 A/D against the magic one. 2 might AA will do 200 damage to 2 magic AA in this case. With shield they will do only 140 damage or in effect your defense was increased with 12. This is as good as having the Sentinel's shield (+12 def/-3 attack) without the negative attack impact! The only thing is that shield doesn't protect you against ranged attacks, only mellee.
Another good spell to prolong the battle is mass curse, but
1. it can be resisted and 2. it can be negated by mass bless and this will screw you totally.

Development.
I don't agree with Lazy that a magic hero will offer you a faster start than a magic one. Let's get his best magic hero Malekith, who starts with wisdom and sorcery, and bloodlust spell and a special in sorcery. Wisdom is totally useless until you have at least level 3 guild or visit such shrine so it doesn't contribute anything in the beginning. Even later it may turn out to be almost useless, for instance if you don't get good spells in the guild or if you have a book or good spell scroll or some games are over before high level spells come into play. In any case wisdom is ok skill, but certainly not must have and certainly doesnt give you anything in the beginning. Now comes sorcery, which is not a good skill IMO. I mean it's not as bad as some other skills, but certainly not good. Of course the only spell that you have in the begining is not affected by sorcery, so you need to get some direct damage spells. Most often this is magic arrow and most often it comes from a guild, which means you are pretty much forces to build your guild day 1 or 2. Now there are some towns that building your guild early makes sence, but there are others that it doesnt and in that case you are out of luck. Anyway, lets assume he has his arrow. He can throw 4 arrows dealing 42 damage each or 168 damage before running out of mana. So his sorcery gives him 2 points per arrow or 8 total in the begining. Wow, what a great skill . Now he can go into a fight and kill almost 17 pikemens just with his arrow and sorcery lol. In the begining he can't even do 2 tough fights in a row unless he finds a well or goes back to town (and stays a day there) to charge. And since he has 0/0 A/D he will suffere losses when hit.

Now lets compare to what a might hero gives you in the begining. Lets get Wystan who is an average might hero by any means. He starts with basic armorrer and basic archery with a special in lizards. He has a defense of 4, which means that his troops take 10 percent less damage. His armorer gives you 5% more damage reduction. It may not seem like a lot, but in the begining when you are bound to lose troops this can make a big difference. He also gives his lizards +1 speed and increses their damage by 10% thus further minimizing losses. Sounds like not worse, if not better deal than Malekith. Of course there are much better might heroes than him to start with, everybody knows them

There is only 1 case I can think of that maybe will give a magic hero an advantage early and that is getting a magic school to expert level faster - especially mass slow. With good archers (tower, castle, rampart, dungeon) this can greatly increase your effectiveness agains non-shooters.

About intelligence - it's an excellent skill - one that I will put on any hero almost always. I have lost many games, because I run out of mana, more than I care to remeber . With inteligence you double your mana and you can move along without recharging after a tough battle or 2. It's useful in almost any case and the intelligence specialists are the best magic heroes around.


Damn, I got tired of typing, going to bed

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LordLazy
LordLazy


Promising
Famous Hero
Wood cleaner
posted January 15, 2003 03:19 AM
Edited By: LordLazy on 15 Jan 2003

TACTICS! It's hard to play a magic hero to it's full advantage. One of the most important things is to manage your spell points correctly. NEVER EVER USE THEM IF NOT NECCESARY AGAINNST NEUTRAL STACKS.

"Skills:
I think everyone agrees that might heroes are generally offered better secondary skills than magic heroes. It is usually posible to get good skills with magic heroes also, but you can't count on it. By good skills I mean logistics, tactics, armorer/offense/archery, resistance, earth/air, intelligence. Usually a might hero will have 1 or 2 magic schools on expert, while magic hero will have 2 or 3. As Lazy said armorer is an excelent skill for a magic hero, bbut very tough to get."

Agreed, It is tougher, and requires a more careful handling of your skills development. But getting good skills is still possible....

"Unfortunately for the magic heroes very often the best spells you can cast are not a high level direct damage spells (which cost a lot and can be resisted), but level 1 mass spells like haste, slow, bless, curse, shield, stone skin. Since a might hero can cast those as well as the magic one it's dificult for a magic hero to make a good use of his high power/knowledge. The bigger the armies the higher the importance of mass spells over the direct damage spells. It's generally agreed than in a long game you are better off with a good might hero."

Remember that Lightning bolt is a low lvl spell that can be utilized to it's best with a magic hero. Low lvl mass spells can help u a lot in big battles, agreed. One other thing that might win u the game is (wow! this is great news!) to try to identify his skills. Example, if he casts magic arrow and that costs him 5 points, youre free to cast mass slow. And then, the might hero's chances are very low.
No reason to always think the worst.

"There is 1 extremely good spell for a magic hero in a main fight and that is mass shield. It will protect him and extend the battle to give him a better chance to win."
Agreed


"Lets say a might hero has +20 A/D against the magic one."

Extremely theoretical, and will probably never happen, short it down to 10, and even 5, then it's more realistic. The magic hero will get some primary might skills u know.

Also, I think that mass curse is the worst enemy for any dungeon hero. Also the overlord one.....

"I don't agree with Lazy that a magic hero will offer you a faster start than a magic one. Let's get his best magic hero Malekith, who starts with wisdom and sorcery, and bloodlust spell and a special in sorcery. Wisdom is totally useless until you have at least level 3 guild or visit such shrine so it doesn't contribute anything in the beginning. Even later it may turn out to be almost useless, for instance if you don't get good spells in the guild or if you have a book or good spell scroll or some games are over before high level spells come into play. In any case wisdom is ok skill, but certainly not must have and certainly doesnt give you anything in the beginning. Now comes sorcery, which is not a good skill IMO. I mean it's not as bad as some other skills, but certainly not good. Of course the only spell that you have in the begining is not affected by sorcery, so you need to get some direct damage spells. Most often this is magic arrow and most often it comes from a guild, which means you are pretty much forces to build your guild day 1 or 2. Now there are some towns that building your guild early makes sence, but there are others that it doesnt and in that case you are out of luck. Anyway, lets assume he has his arrow. He can throw 4 arrows dealing 42 damage each or 168 damage before running out of mana. So his sorcery gives him 2 points per arrow or 8 total in the begining. Wow, what a great skill . Now he can go into a fight and kill almost 17 pikemens just with his arrow and sorcery lol. In the begining he can't even do 2 tough fights in a row unless he finds a well or goes back to town (and stays a day there) to charge. And since he has 0/0 A/D he will suffere losses when hit."

MALEKITH HAVE SOME TROOPS TO, U KNOW. HE WONT NEED MAGIC FOR EVERYTHING! Don't use more spell points than neccesary! Also, Sorcery is a good skill for warlocks, I dont say I use sorcery on other heroes.......So my conclusion is. YES, MALEKITH CAN FIGHT MORE THAN 2 TOUGH FIGHTS IN A ROW. Youre way to theoretical. So, the might hero wont advance faster than the magic one.....simple as that...it is the other way round!

"There is only 1 case I can think of that maybe will give a magic hero an advantage early and that is getting a magic school to expert level faster - especially mass slow. With good archers (tower, castle, rampart, dungeon) this can greatly increase your effectiveness agains non-shooters."

Mass slow works fine. But not the only advantage a magic hero can have........

"About intelligence - it's an excellent skill - one that I will put on any hero almost always. I have lost many games, because I run out of mana, more than I care to remeber . With inteligence you double your mana and you can move along without recharging after a tough battle or 2. It's useful in almost any case and the intelligence specialists are the best magic heroes around."

I'd rather have Armorer.........Intelligence wastes one spot, and when you're a warlock, you will have the vortex to rely on......when u are back at your home castle. NEVER EVER WASTE TURNS TO GET BACK TO MAIN TOWN JUST COZ OF THIS though. Manage your SP good, and you wont have trouble with mana.......


"Damn, I got tired of typing, going to bed "

Phew.........Agree on most of it g nite'
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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted February 26, 2003 03:43 PM

I think its worth a mention that certain types of hero will never be offered certain schools of magic also.

1) Overlords never offered water.

2) Barbarians same.

3) Rangers never offered fire.

May have missed some but these are the ones i know.
These heroes cannot even buy these skills from a library.
They can only get them from a learning hut.

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silx87
silx87


Supreme Hero
posted February 27, 2003 06:17 PM

Good work Lazy

Woohoo!!

Keep that up Lord Lazy!
I thought I started liking might heroes more than magic,but thanks to your guide,I'm back to the heroes I love

WARLOCKS RULE
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Sir_Stiven
Sir_Stiven


Honorable
Legendary Hero
banned
posted February 28, 2003 10:10 AM

as many here there are lots i dont agree with in the magic vs might debate but ill leave that now.

What i do think is weird tho is how you say that soly is crap...well much have been said about this hero but i like having him (off course not as main, magic hereoes sucks for that ) but as a early fighter his great just because of his c. light spell. That spell can save you lots of units when fighting shooters...esp if castle/fortress towns since their starting units is really slow. And to refill sp just visit home town if mg built. When you use 4-6 heroes early in game you can usually afford it with lots of chainging going by.

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lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted February 28, 2003 07:39 PM

Wow, I glad to see a experimented hero defending my ideas , I still thinking if you have the brain to play with a magic hero, he can beat a good might hero... and is true the might heroes can cast mass haste or mass slow, or berseker expert... but fot that the might hero need a time to get the magic school and need time to be expert in this school, but in that case a magic he can have the time to get offense or armored, or some might skills too, so well this is  battle is equal


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bjorn190
bjorn190


Responsible
Supreme Hero
Jebus maker
posted February 28, 2003 08:10 PM

2 words:
red orb

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lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted February 28, 2003 08:41 PM

nineteen words and one gif:
to find the orb you will crush all utopias in the map and meaby you have your red orb

and two other words and one gif:
black orb



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Pollo2002
Pollo2002


Known Hero
posted March 01, 2003 03:53 AM

The real problem

Might heroes can get expert magic, and can have blind, that puts Magic heroes no way to win might heroes.
See. A might heroes with a few spell power can do as effective work as a magic hero with even chain lighting, resurrection and meteo shower. See Expert Clone and expert berzeker. And second...see a fight, Might hero Mass spell, Magic heroe chain lighitng., now, might hero cast blind, What will do the magic hero?...if he dispells the blind, he will lose his chain lighting power, so will say he we'll cast the chain, then another blind. IN two more turns you will have you're entire army blinded, then the might will cast mass spells and disrupting ray until the he have only 10 mana left, ready for lighting bolt and a mass unit attack, Saying bye bye, to magic...
So....Why blind and expert magic for might heroes is allowed..if that still.....might heroes will still eating magic heroes.
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted March 01, 2003 07:53 AM

Pollo, your talk would make a non-playing person thing that might heroes always have expert intelligence and 40 knowledge in main battle.
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LordLazy
LordLazy


Promising
Famous Hero
Wood cleaner
posted March 01, 2003 11:10 AM

Quote:
as many here there are lots i dont agree with in the magic vs might debate but ill leave that now.

What i do think is weird tho is how you say that soly is crap...well much have been said about this hero but i like having him (off course not as main, magic hereoes sucks for that ) but as a early fighter his great just because of his c. light spell. That spell can save you lots of units when fighting shooters...esp if castle/fortress towns since their starting units is really slow. And to refill sp just visit home town if mg built. When you use 4-6 heroes early in game you can usually afford it with lots of chainging going by.


To explain better what I mean, note that this is considered IF u chose to have soly as main on a random map. U will need to fight much, andsince his CL costs 24 spell points and he "only" starts with 30 spell points, (unless air magic of course) and we now have 6 SP left...that is.....wow!! 1 arrow....This means he will only last one fight....but he might be useful early as a secondary to fight shooters...also a great scholar.......I would'nt have him as main though......

Quote:
Might heroes can get expert magic, and can have blind, that puts Magic heroes no way to win might heroes.
See. A might heroes with a few spell power can do as effective work as a magic hero with even chain lighting, resurrection and meteo shower. See Expert Clone and expert berzeker. And second...see a fight, Might hero Mass spell, Magic heroe chain lighitng., now, might hero cast blind, What will do the magic hero?...if he dispells the blind, he will lose his chain lighting power, so will say he we'll cast the chain, then another blind. IN two more turns you will have you're entire army blinded, then the might will cast mass spells and disrupting ray until the he have only 10 mana left, ready for lighting bolt and a mass unit attack, Saying bye bye, to magic...
So....Why blind and expert magic for might heroes is allowed..if that still.....might heroes will still eating magic heroes.


U're right...dispelling them is a huge mistake for a magic hero....therefore, u wont do it....Also, while u blind my units...(which makes them safe for a while BTW ) I can still throw my spells, and also consider the fact that my units hits like my great grandma I wont care if u make them not bein' able to fight...unless u dont killem...then it's PolloPai time .

And yes...there are lots of spells that might heroes can do just as efficient as magic ones...but with spells like Resurrection, Implosion, Sacrifise, Meteor, Chain, Arma..etc.....

Also, each game u play is different, everything depending on map, playin...etcetera...........And there are also things that makes magic heroes extremely powerful...there just isnt as many
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Kuma
Kuma


Promising
Famous Hero
u can type so much text in her
posted March 04, 2003 06:55 AM

Altho a might-player myself I started a game wif Xarfax yesterday in which I had no better choice than Solly.

Day 8 I took on 35 Pitfiends for that +3+3 neckless, ran to my 2nd castle wif wall of knowledge and came out X-X-6-9 day 9, full knowledge.

Sure, if this game takes on till week 5 might will be better, but for the moment I have the bigger stats.

And 2smd4 it can be enuf.
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People used to call me crazy, but now that I'm rich I am excentric.

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haile73
haile73


Promising
Famous Hero
posted March 04, 2003 07:09 AM

wow, Kuma playing Xarfax?

what's next? Vinz vs. Tim ? Andi vs. Dragonh8r ?

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Kuma
Kuma


Promising
Famous Hero
u can type so much text in her
posted March 04, 2003 07:36 AM

Heroes of Might & Kindergarten



He called me names and I told the teacher; he can't play in the schoolyard for 2 weeks and all is fine now


Anyone seen my marbles?

____________
People used to call me crazy, but now that I'm rich I am excentric.

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