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Heroes Community > Library of Enlightenment > Thread: The Ideal Spellcaster
Thread: The Ideal Spellcaster
BlackkDeathhh
BlackkDeathhh


Hired Hero
posted January 02, 2007 07:49 PM
Edited by BlackkDeathhh at 20:27, 02 Jan 2007.

The Ideal Spellcaster and Warrior

How would you develop your spellcaster hero in terms of secondary skills? Here are my choices:

* Wisdom

* Intelligence

* Sorcery

* Mysticism

* Earth Magic

* Air Magic

* Fire Magic

* Water Magic

But since I usually play with Sandro the Necro, I take Necromancy and Logistics instead of Fire and Water Magic.

Earth has Town Portal, Air has Fly and therefore these two are superior to Fire and Water, I think.




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Fortress_fan
Fortress_fan

Disgraceful

posted January 02, 2007 08:12 PM

Ciele is the ideal Spellcaster. She can get all the magics for 4000 gold!

But truly, it is only in the Conflux town and maybe in Dungeon and Tower where Magic heroes are better than Might ones. How can Cieles spells harm Tazars units which sometimes even only take 30% of the damage? How can a 50% stronger Magic arrow help her when Crag Hacks creatures does double damage every turn?

So therefore, a better thread would be "The ideal might hero".

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FireSpirit
FireSpirit


Famous Hero
with warm hands
posted January 02, 2007 11:38 PM
Edited by FireSpirit at 23:40, 02 Jan 2007.

IMO Mysticism and Sorcery should be avoided at all costs on any main hero, magic or might one, (excluding Sorcery specialists, of course) and be replaced with, for instance, Armorer and Logistics. They are far more useful on any hero; Armorer lets your creatures live longer, giving more time to cast spells, and Logistics will always come in handy, as 30 % more movement means 30 % more resources, primary skills, experience etc. Intelligence isn't often necessary, either.

Also, I would strongly recommend against picking Luck or Estates on any might hero, because there should always be room for Earth and Air Magic (Earth being an absolute must-have due to Slow and Town Portal). Tactics is also worth getting. It gives a huge advantage by letting you organize your troops, especially if your opponent would go first otherwise.
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BlackkDeathhh
BlackkDeathhh


Hired Hero
posted January 03, 2007 02:00 AM

Quote:
IMO Mysticism and Sorcery should be avoided at all costs on any main hero

I don't know. I hate it when I run out of spell points and lose battles with a great spellcaster just because of that.

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Gustaf
Gustaf

Tavern Dweller
posted January 11, 2007 11:43 AM

But mysticism will only give you like 4-5? spellpoints per turn. Only good solution for getting more spellpoints is visting a well or similar place or staying in a town one turn. At least when you're up to a few hundred spellpoints and you want to use the good spells.

Sorcery however can be good but not compared to intelligence or having logistics or any other might spell. But this was about only magic skills? Then the list above must be perfect. Who want's eagle Eye anyway?

But IMO a good hero is a hero with a mix of might and magic skills. I would choose (in no special order):

Wisdom, to be able to learn all spells especially TP, implo ChainL resurrect

Intelligence, to get enough spell point to be able to use these great spells.

Air magic, to be able to cast mass haste expert Chain L or expert DimDoor

Earth magic, to be able to cast mass slow, expert ressurrect advanced TP

Logistics, to be able to travel faster and thus get more XP and resources and stat enhancing locations

Leadership, to get those morale boosts and avoid freezing when mixing different alignments

Offence, to get more attacking power

Armourer, to get more defensive power

If I cant get these I would take ballistics to be able to cast first spell in town attack and destroy opponents walls/drawbridge or artillery to be able to cast first spell in all battles including town defence. I might consider archery, diplomacy and of course, if necro, necromancy.


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HeymlicH
HeymlicH


Famous Hero
posted January 11, 2007 03:01 PM

I don't want to go into the might vs magic topic again. A spellcaster at least can be fun

So, for the ideal spellcaster I would replace mysticism by logistics. That's for sure.

Other important skills can be path finding and armorer. wizardry and water magic coulde be given up instead.

I only use spellcasters with Armageddon. The setup for this guy then is:

Fire magic. Earth magic.
Wisdom. Intelligence.
Logistics. Path finding.
Wizardry. Armorer.

An interesting question for such a hero is the special. Armorer, logistics, wizardry and ingtelligence are good choices.

The obvious choice is wizardry, but I would rank this only 4th.
on a map where there is not much experience intelligence seems to be the best. On large maps nothing can beat logistics. Note that all logistics heroes have a special that is not in the list above, so you have to give up path finding or wizardry, depending on the map.

But the most terrific spellcaster would be Tazar with the skills listed above, some blackies and Armageddon spell. completely immune to all spells. Almost immune to physical damage He really can be a nightmare. The only bad thing is - he can't learn fire magic. So you have to do this without fire magic, which is not a big problem, or use neela which has scholar, probably meaning you also don't take fire magic.


Mhmm .. that sounds like it would be fun, at least for a while. I think I should play a dungeon game tonight, place Tazar in a prison somewhere on the map ... and give him fire magic from start

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BlackkDeathhh
BlackkDeathhh


Hired Hero
posted January 12, 2007 03:44 PM

Quote:
But mysticism will only give you like 4-5?

Yeah, but it can be useful in large maps.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted January 12, 2007 09:00 PM

Even tho this is by no means a hero for powergaming, i find it interesting as total magic hero with extreme damaging spells

Hero:
Malekith (statisticaly, he should be the hero that deals most spell damage in whole H3 hero pool)

Skills:
All 4 magic schools
Wisdom
Sorcery
Intelligence
Mysticism

I know that there are better picks (mysticism sucks, water and fire not necesarry), but this skillset is what fits the best to the true theme of "Destruction Spell Specialist"
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted January 12, 2007 10:54 PM

Instead of mysticism, I would always chose resistance for a magic hero. An tactics is a must for any kind of hero imho.
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Better judged by 12 than carried by 6.

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted February 05, 2007 05:53 AM

Quote:
How would you develop your spellcaster hero in terms of secondary skills? Here are my choices:

* Wisdom

* Intelligence

* Sorcery

* Mysticism

* Earth Magic

* Air Magic

* Fire Magic

* Water Magic


Except for Intelligence and Mysticism, that's what I basically go for with my spell casting heroes.

But it also depends on the hero type too. You don't really need to give Intelligence to a hero with a high knowledge stat: that would be too much mana. And if your hero has high spell power, giving him Sorcery would be tempting, but it would overkill on his strength.

Some heroes can't learn specific magic schools (i.e. Ranger can't learn Fire magic; I couldn't come up with a magic class example), or other benefiting skills unless you find a Scholar or Witch Hut, but then you might get a skill your hero doesn't need or use (like a Druid with Necromancy).
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Creator of the Guild and Prison towns for ICTC.

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted February 05, 2007 02:49 PM

For me (From the most important until the least)

1. Wisdom
2. Earth Magic
3. Air Magic
4. Water Magic
5. Fire Magic
6. Intelligence
7. Resistance / Necromancy
8. Sorcery

Mysticism doesn't important enough as it only restore 4 spell points per day. just go back to the town or to the magic well by town portal, fly or dimension door.
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Asheron
Asheron


Famous Hero
Ancient
posted February 15, 2007 01:39 AM

yeah but in new heroes (3.58) mysticism is almost the best skill for magic user
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted February 15, 2007 01:47 AM

Yes but WoG expansion is not considered canon in HoMM3 debates.
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Asheron
Asheron


Famous Hero
Ancient
posted February 15, 2007 02:14 AM

Quote:
Yes but WoG expansion is not considered canon in HoMM3 debates.

Didn't realize that. Ops
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