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Heroes Community > Library of Enlightenment > Thread: Power or Knowlege
Thread: Power or Knowlege This thread is 5 pages long: 1 2 3 4 5 · NEXT»
Fortress_fan
Fortress_fan

Disgraceful

posted March 19, 2006 09:05 AM

Poll Question:
Power or Knowlege

What do you think is best Power or Knowlege?
I like knowlege. Its better to cast many decent spells than one powerfull spell.
____________


Responses:
Knowlege
Power
Don't care
 View Results!

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TNT_Addict
TNT_Addict


Honorable
Supreme Hero
Beautiful Liar
posted March 19, 2006 09:13 AM

You get the answer to this question almost in every single thread in the library.
All newbies who play single player and never played online say magic heroes rock! Especialy Solmyr cause he is DA BOMB! LOL.
All experienced online players say that might will always beat magic unless this is a very very lucky map for magic heroes.
I answered this question 20 times in 20 threads before this one, might no doubt.

Angelito I guess you got some more work to do...  

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Fortress_fan
Fortress_fan

Disgraceful

posted March 19, 2006 09:22 AM
Edited by Fortress_fan on 19 Mar 2006

I also often use might heroes, and I think that Adrienne is the best magic hero. But that wasn't my question!
____________

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Guitarguy
Guitarguy


Responsible
Supreme Hero
Rockoon.
posted March 19, 2006 10:47 AM

To answer your question, you'll need a good amount of both Knowledge and Power to do well. I can understand why you think Knowledge is more important. Back when I started playing Heroes 2, I thought Knowledge was the only key to becoming a supreme spellcaster. I was tired of only being able to cast Lightning Bolt once or twice in combat, so I was always anxious to choose Knowledge over Power. I even remember using the editor to fill my starting area with several dozen Witch Doctors' Huts in order to make that happen. I think that crazy attempt made me realize the futility of relying on that one primary skill. After all, I had been wondering why those enemy Warlocks' L-Bolts were causing 80-100+ damage while mine were only doing 20-30. I learned that the overall value of a big batch of spell points would plummet without enough "fuel" to fire up those spells.

A careful balance of Knowledge and Power will take your magic heroes far. That is, if they recharge their spell points on a regular basis and maintain a good army.

-Guitarguy
____________

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supersonic
supersonic


Famous Hero
being digested. E=mc^2, s=vt
posted March 19, 2006 02:04 PM

For Heroes II, I often choose knowledge. I play sorceress, so almostr everytime I attain new level I receive knowledge. Power 2 allows my lighting bolt to deal massive 50 damage, while there are often 1 or 2 stone rings on my way to boost it up. Anyway, after all, 50 damage is much in Heroes II, where creatures have less HP.

For Heroes III, I prefer attack. ;-) . Usually, might heros are better than magic heros (deemer is da bomb!), so magic is actually ignored.

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted March 20, 2006 12:44 AM

I play my games almost without any magic..i play the maps with the healthpoint range of my creatures..thats faster and more effective..sometimes i even forget that i do have the opportunity to cast spells..lol.

Magic is something for not-selfconfident noobies.
____________

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maretti
maretti


Responsible
Supreme Hero
posted March 20, 2006 11:23 AM

I pick knowledge most of the time. If I have a very powerfull spell or 1 or 2 in power I pick power.
____________
Crag rules, Orrin and Ivor suck

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csarmi
csarmi


Supreme Hero
gets back
posted March 20, 2006 01:01 PM

I always pick power if there's a choice. Power makes your spells more powerful, while knowledge gives nothing important. 100-150 spellpoints are enough for any fight, while you can never have too much power.

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meph
meph


Adventuring Hero
Rampaging Rampart
posted March 20, 2006 01:55 PM

I prefer Knowledge. When playing against skilled opponents, I always pick a Might hero, but try to get Air Magic and some knowledge. Mass Haste and voila.

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supersonic
supersonic


Famous Hero
being digested. E=mc^2, s=vt
posted March 20, 2006 11:21 PM

Quote:
I always pick power if there's a choice. Power makes your spells more powerful, while knowledge gives nothing important. 100-150 spellpoints are enough for any fight, while you can never have too much power.

Too much power will crash the game(255 max)
8 knowledge is enough,especially with expert intelligence.
about 20 power is also enough. After i have these, I will only pick attack.

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted March 21, 2006 02:15 AM

I think that having power is much better to have, knowledge is good, but i think that having power is better in my opinion.

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fishjie
fishjie


Adventuring Hero
posted March 21, 2006 09:00 AM

well when i was playing h2 and h2 pol campaigns, i to have a lot more knowledge than power because I ended up having lots of battles where i was vastly outnumbered and facing heroes with much better stats than mine.   so my tactics involved setting it up so that all the enemy troops were blinded and slowed, and then picking them off with ranged units.   and i did indeed, end up using a crapload of my spell points, as i had to cast blind many many many times....  but the benefit being that i often took 0 losses in my battles as a result.   a spell power of 5 or so was sufficient.      

also, in h2, there is NO limit on the amount of times you can cast dimension door, so dimension door is a ridicuously good spell in that game, and relies entirely on knowledge and not power.

also a favorite exploit of mine in h2 was when the enemy had a hero close to your castle with craploads more units and much better stats, i would grab a hero with 1 very fast unit, attack, cast chain lightning / meteor / whatever, and surrender.   then i would do that over and over again, for as long as i still had money left.   in this way i would whittle down the attacking army to the point that it no longer posed a threat.   because in h2 when you surrender and rehire in the castle, your hero restarts with full movement points.    and obviously, this exploit requires a ton of knowledge, and just 5-6 spell power to be effective.    

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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted March 21, 2006 06:56 PM
Edited by Russ on 21 Mar 2006

I always chose power from the magic schools. The only time I would pick knowledge is when I only have 1 knowledge, my hero is already level 10+ and I don't see any other way of getting 1 more point in knowledge.
I think 20 mana is enough for the final fight in the worst case scenario. This gives you an opportunity to cast 4 mass spells in 4 rounds, which is about how long most of the battles will last. It is extremely rare for a hero to have 20 mana at the end though.
If you have 80 mana and your enemy has 500, you both have implo/chain or some other powerful spell, but your spellpower is 2x higher, you'll win before your enemy has a chance to use all of his mana. If he starts casting ellies - ignore them, kill all of his other troops, then surrender. ty, gg.

*Most heroes will gain 1 knowledge somewhere along the way, even Crag Hack.
*Knowldge arties are waaay too common and are more powerful than their power counterparts.
*Knowledge dwells and Tower towns are another good way of getting it.
*Dungeon towns and magic springs will double your mana.

By the end of the game, you'll usually have 50+ mana even on the poorest maps. I can't think of a time I had less than 40.

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supersonic
supersonic


Famous Hero
being digested. E=mc^2, s=vt
posted March 21, 2006 07:07 PM

Inteligence is useful. 8 knowledge and expert intelligence will do. Unfortunately, there's no such skill for power (sorcery maybe)

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maretti
maretti


Responsible
Supreme Hero
posted March 21, 2006 11:56 PM

Quote:
I always chose power from the magic schools. The only time I would pick knowledge is when I only have 1 knowledge, my hero is already level 10+ and I don't see any other way of getting 1 more point in knowledge.
I think 20 mana is enough for the final fight in the worst case scenario. This gives you an opportunity to cast 4 mass spells in 4 rounds, which is about how long most of the battles will last. It is extremely rare for a hero to have 20 mana at the end though.
If you have 80 mana and your enemy has 500, you both have implo/chain or some other powerful spell, but your spellpower is 2x higher, you'll win before your enemy has a chance to use all of his mana. If he starts casting ellies - ignore them, kill all of his other troops, then surrender. ty, gg.

*Most heroes will gain 1 knowledge somewhere along the way, even Crag Hack.
*Knowldge arties are waaay too common and are more powerful than their power counterparts.
*Knowledge dwells and Tower towns are another good way of getting it.
*Dungeon towns and magic springs will double your mana.

By the end of the game, you'll usually have 50+ mana even on the poorest maps. I can't think of a time I had less than 40.


Could someone please disprove all this? Im to tired right now.
____________
Crag rules, Orrin and Ivor suck

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted March 22, 2006 12:04 AM

I pick knowledge most of the time aswell.
Why? Coz i donīt think most of the time how to act in the endfight, but how to act in 95% of the game....against the map. And how often do i stay in a town to refill spellpoints? How often do i find a well near my main when needed?
Later on, u have some artefacts for knowledge, so u can handle that better...but in the first 2 weeks, u normaly rarely refill more than once...so having some knowledge, coz u have many fights during a week or more, is way more usefull than having much power. No matter if your spellpower is 2 or 10 in the first week, spells like slow, bless or cure cost the same...and with 20 spellpoints, u r blank after 4 or 5 fights....
____________
Better judged by 12 than carried by 6.

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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted March 22, 2006 12:14 AM

Spell power makes spells last 1 combat round longer/do more damage. With spell power of 1 or 2 you will likely have to re-cast the same spell two or three times, so in the beginning I prefer spell power.
I may prefer knowledge later when spell power is average or good, and the knowledge is too low to utilise the spell power for several rounds.
When playing tower, having 1 magi or archmagi present in the beginning of the battle will make your spells 2 points cheaper for the whole battle, even if he dies. Of course watch out for pegasi
____________
You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
http://www.heroesofmightandmagic.com

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Binabik
Binabik


Responsible
Legendary Hero
posted March 22, 2006 01:10 AM

Early on I pick power.  In early fights if I cast slow, I want it to actually do something. The only time I cast slow with power=1, is in very close fights. When making slow creatures dance, casting slow means I let them get too close.  And if I cast magic arrow in that kind of fight, it means I probably need a cart.

With faster creatures like hobgoblins, slow will still give them inititive next round and they'll hit/block my shooters if they're not protected. There's a good chance faster creatures will move first without waiting. If they do, slow with power=1 does absolutely nothing.

Slowing one stack for half a round makes little difference. Bless for one shot or melee attack makes little difference. Yes, they can save some losses, but only if it's a close fight.  

Magic arrow against early shooters probably wants power. By round two, you should have melee units or fodder up there. In a magic arrow fight against melee units, knowledge might be nice, but will the hero have time to recover enough spell points before the fight?

Without a well or arts, knowledge takes 4-5 days to store enough points to do anything, assuming you don't use magic before then. Spell power can be used right away.

I usually balance the two, but with a priority for power.....up to about power 8-12 and knowledge 5.  After that, I might add to knowledge, but only if my spell points are almost recovered and I have time or a well to make use of the knowledge, otherwise it's wasted.  Usually I get enough knowledge through level-up, so I pick power at magic schools.

In large single player games I think knowledge becomes more important for massive resurrection fights against throng level 7s.  Or when casting a lot of TP when you're trying to protect 10-20 towns from 20-30 AI heroes.
____________

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Zsa
Zsa


Famous Hero
posted March 22, 2006 03:13 AM

Quote:
Quote:
I always chose power from the magic schools. The only time I would pick knowledge is when I only have 1 knowledge, my hero is already level 10+ and I don't see any other way of getting 1 more point in knowledge.
I think 20 mana is enough for the final fight in the worst case scenario. This gives you an opportunity to cast 4 mass spells in 4 rounds, which is about how long most of the battles will last. It is extremely rare for a hero to have 20 mana at the end though.
If you have 80 mana and your enemy has 500, you both have implo/chain or some other powerful spell, but your spellpower is 2x higher, you'll win before your enemy has a chance to use all of his mana. If he starts casting ellies - ignore them, kill all of his other troops, then surrender. ty, gg.

*Most heroes will gain 1 knowledge somewhere along the way, even Crag Hack.
*Knowldge arties are waaay too common and are more powerful than their power counterparts.
*Knowledge dwells and Tower towns are another good way of getting it.
*Dungeon towns and magic springs will double your mana.

By the end of the game, you'll usually have 50+ mana even on the poorest maps. I can't think of a time I had less than 40.


Could someone please disprove all this? Im to tired right now.


last game my lvl 17 gurnisson had 3 knowledge. If not for the magi in my army I would have had difficulty with such a low knowledge - case where I woulda picked knowledge with my eyes closed over spell power.

Also sometimes, having the ring or cape also makes it more worthwile to take knowledge with your might hero.

But most of the time it's spell power for me as well.
____________
"You sound like zsa who only plays the game on forums" - Russ

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fishjie
fishjie


Adventuring Hero
posted March 22, 2006 09:30 AM

well for heroes 3 some of the best spells in the game gain nothing from spell power, but instead rely on the appropiate magic school for increased benefit:

town portal
dimension door
fly
water walk
berserk
clone

whereas all spells will always require knowledge in order to cast.    

after a certain point you dont get that much benefit in power, especially when you're looking at spells such as haste, slow, bless etc where the spell power only increases the duration.    after a while, having them last a few extra turns wont be as much benefit.

so imo a spell power of 6 or so, and whatever boosts you can gain from artifacts should be sufficient for direct damage, ressurection, and beneficial spells.   especially in single player if you dont have town portal, having high knowledge allows you to fight multiple battles with few losses without the need to return to town to regain mana.

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