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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Only One Hero for battle - What kind do you choose?
Thread: Only One Hero for battle - What kind do you choose?
fryet
fryet

Tavern Dweller
posted February 14, 2007 12:31 AM

Only One Hero for battle - What kind do you choose?

I am new to this game, so please bear with me.

Here are your options:
Archer
Melee
Mage (Choose your spell school)
Thief

I have been playing the first campaign with Lysander and I made him an Archer.  By the second scenario in the campaign, he was single-handedly destroying medium sized armies with ease.  I then tried a strong life mage and found he had no offense capabilities.  Even when paired with a low-medium melee hero, they were unable to handle fights that Lysander would yawn at.  On the other hand, since they were not the same level, it is not entirely a fair comparison.  How does a strong melee compare to a strong archer?  I also noticed that an army that my life mage led was far less effective than if my archer lead the army.  From my limited appearance, it appears that mages should be secondary heroes in an army.
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HodgePodge
HodgePodge


Adventuring Hero
Bard Extraordinairé
posted February 16, 2007 12:04 AM

In the beginning, I also like to start with an Archer and then get some Life Magic with the Bless, Bind Wound and Heal spells.
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted February 16, 2007 02:57 PM

Quote:
I am new to this game

Then run, there's still hope for you...
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"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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fryet
fryet

Tavern Dweller
posted February 16, 2007 07:09 PM

I played a druid and an archer in a scenario last night.  In this case, if I had to choose just one, I would probably choose the druid.  Summoning the water elementals was far more effective than anything my archer could do (although he was helpful as well).
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rhban
rhban

Tavern Dweller
posted March 05, 2007 10:52 PM

So much depends on the level, but of all the magic schools, Life is the one with the least number of offensive spells. It's great to have an accompanying Life mage to bless, heal and resurrect, but they're not much good on their own.

Order and Chaos, and to some extent Death, have a lot more in the way of offence, while Nature with its ability to reinforce the army by summoning becomes, like Might, able to fight with no army at all at higher levels.

Archery v. Melee is difficult. With both, you need a really high level before you reach double or triple strike. I would really need both. Of course, for so many non-magic heroes, your opening skills are nobility, which don't help at all in fights.

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stachnie
stachnie


Known Hero
posted March 06, 2007 02:08 PM

If the hero has no army I would suggest either melee or archery. Melee attacks are more effective but they are almost always countered (if your hero does not have some artifacts) while ranged attacks are countered only by shooters so perhaps Archery would be better.

A strong summoning hero is also good but only when enemies concentrate on the summoned creatures instead of the hero. Life magic is good (Bless, Exorcism, Regeneration etc.) but when paired with good fighting capabilities, the same with the other magic schools. Theoretically a GM Order mage with Illusion/Berserk/Hypnotize may defeat even very strong armies but if he had chosen the way of Combat he could be a GM Combat/Melee/Archery which is simply safer.


S.

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rhban
rhban

Tavern Dweller
posted March 06, 2007 10:56 PM

Quote:
If the hero has no army I would suggest either melee or archery. Melee attacks are more effective but they are almost always countered (if your hero does not have some artifacts) while ranged attacks are countered only by shooters so perhaps Archery would be better.


Another thing in favour of that is, that when you are on slow terrain, there's a good chance your melee hero won't even reach the enemy until too late.

Quote:
A strong summoning hero is also good but only when enemies concentrate on the summoned creatures instead of the hero. Life magic is good (Bless, Exorcism, Regeneration etc.) but when paired with good fighting capabilities, the same with the other magic schools. Theoretically a GM Order mage with Illusion/Berserk/Hypnotize may defeat even very strong armies but if he had chosen the way of Combat he could be a GM Combat/Melee/Archery which is simply safer.
S.


There seem to be some categories that all enemies hate and tend to go for first: elves, crossbowmen, skeletons, beserkers, etc., although hobbits and dwarves seem to be equally hated. However, I agree with all the above. My ideal hero has at least Expert magic, Advanced archery and melee and Basic tactics (for speed). Regrettably, it's not always possible to reach that level soon enough.

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zenton
zenton

Tavern Dweller
posted March 22, 2007 04:47 PM

Hmm... What you wrote here is good, but only in single-player game. Or maximum in Hot-seat game.
For victory you really need a Thief. But when not (you really don't want it or you just use him/her to snike attack and scuoting), then it is vitable a combat-hero. In multi-player a good player will kill your hero in the sart of the battle, so you will last your the ability of casting, and even the bonusses, what your hero gives. So GM combat and Magic resistant is a basic thing in a combat. In my choice the hero will be a Thief (with Scouting and Combat, so he/she will become to a Ranger, because this my Ranger will be an archer), in Death, Chaos, and Nature castles; or a Knight (with tactic and combat so he/she become to a General with +1 morale to all creatures), with archery (with Nature you can choose archer due the cost ). In might Barbarian is no question. The only hero-type, what starts with 3 skills. One of them archer, one a melee-hero.
Spellcasters? hm... Druid no way. The three others are not so easy.
Chaos: well there are 3 good combos: Pyromnacer, Fireguard and Fire Diviner. The first thing what i will do: reach Combat and Magic resistant, and max them. After that Max Chaos magic. Nad then, when you want Pyromancer, take tactics. But remember: For a good Pyromacer you need 30 skillpoints! Wery lot... So I say, Fireguard
Mage: hmm... Battle mage? Maybe... I play with Order wery rarely.
Priest and Necromancer: the best spellcasters in my eyes. Sometimes Paladin is good (against Death), and Asassin is a very good combo (speed bonuses, so you hero grants higher initiative). But you can reach two more good combos (like Heretic, Demonologist), but these need also 30 skill points... In Expert and Champion mode this is almost unable to reach.
So conclusion: I say Ranger and Asassin are the best heroes. One Archer, and One Spellcaster. Yes, there are more better combos, but without Combat, your hero will die in few turns in a battle.

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted April 13, 2007 09:17 PM

hard to say from your options but I will say this: the demonologist rules, the general and the enchanter aren't bad either, if you play on a really large map...just maybe archmage is worthwile

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted April 18, 2007 11:15 AM

So far I played only a couple of games via hot-seat and this is what I learned so far (based on Champion difficulty, which I find rather teasing in the beginning depending on the map, well, much more complicated than Impossible in H3 anyway):

-Necro is totaly overpowered (yes, it's common knowledge so don't bother to comment). Once you get the vamps you can pretty much smash anything that stands in your way. The imbalance is sick, what were they thinking?
-Thief is imo overpowered in too many cases. If the map is somewhat closed and resources are mostly guarded, say Zanfas, it is very hard to start anyhing decent with most towns. However, there are always those chests that you can pick up so the guards will attack you but then you can simply retreat. With a bit of luck you can get Adv Stealth in 4 days or so, than even quicker Exp Stealth and then everything becomes a breeze. And later in the game, GM Pathfinding is essential, and you can make whatever you want of your Thief, give him archery or gm stealth or a magic school.
-If Thiefs are excluded, I think that Life is quite decent on very demanding maps because of their ranged potency. On open maps I think they suck big time - they are so freakingly slow and before you get Angels there is no single unit that make the entire army (as Genies in Order) to speed you up. Nature imo totaly sucks unless you fight walkers on snow or swamp, they can do something only if youe get Quicksand in Guild but then you need Adv Nature and mana which is lacking in the beginning. Chaos isn't very good, Medusas are an endgame creature while Orcs suck with their penalty, Order is nothing before the Genies, Death is likely banned. Might is I think best, because you can make the same Tactic as with the Thief and quickly achieve GM Combat. If you can somehow get Bind Wounds spell (via Priest in Tavern, or via Life Magic through altar) you are an unstoppable force on any difficulty.

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