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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Which skills and perks do you choose for your hero?
Thread: Which skills and perks do you choose for your hero?
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 19, 2007 02:42 PM
Edited by radar at 14:50, 19 Jun 2007.

Which skills and perks do you choose for your hero?

Please close or delete this thread, If there were threads like that before.


I want you to post which hero do you choose and why. Wanna know your skills also. Please introduce why these skill, not other.


I take Klaus, because pallas are mine favourite units. I'll include ToE also.

1. Attack - guaranteed from hero

*archery - to increase potancial of trained marksmans/crossbowmans, they do the second highest damage in my army I think

*battle frenzy

*retribution


I should pic tactics instead of battle frenzy with Klaus, but I am resolving this in other way.

2. Defence - to make my army tougher

*evasion - works wonderful with squires and mass deflect missle

*vitality

*stand your ground - I often attack only by palas in short battles, ressurecting them and supporting with spells, while others stands afar off them in compact formation, defending themselves (squires, conscripts, even griffins sometimes)

3. Leadership - has nice perks, and grants me quickly-acting army

*estates - priceless for knight, since haven consumes tons of gold, especially helpfull in early game

*divine guidance - while I like to finish battle quickly, with morale-boosted palas, It's nice to support them with Haste spell and this ability. I often use this on marksmans also, to shot down creatures which stands near and are going to act before them. besides it's requied to aura of swiftness

*aura of swiftness - palas are able to reach small enemy in one turn, have greater jousting bonus, and this perk serves insted of 'familiar ground', since I have no free room for logistics

4. Light Magic - because I like it, and beneficial mass spells work wonderful with might-oriented army, especially mass divine strentgh. I also dislike to have a big loses, so Resurrect comes in handy. even better with archangels.

*all three mass perks - useful in late game, when battle becomes longer and hero has more time to cast spells

Since ToE I'll stick with Refined Mana, 3 blinds would be nice

5. Luck - to deal even more damage!

*Magic resistance - to avoid dispelling of my buffs and do not enjoy puppet-masterried paladins or marksmans

*resourcefulness - to help repearing my budget and gain more exp from chests

Soldier's luck - I like to have full functionality of my troops. Since latest patches I have conscripts in my army, stunning from time to time is useful though.




Your turn




@Istari: Well, yes, but I am choosing mostly haven and klaus there's many people who stick with one faction and hero not only I and that's why I made it

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Istari
Istari


Known Hero
Truth Teller, ToH
posted June 19, 2007 02:45 PM

Kinda hard to respond here.  Skills and Heroes obviously vary based on faction, and every faction has detailed hero and skill selection pages.  I'd start by checking those out, them building from there if you have other ideas.
____________
Opinions are immunity to being told you're wrong.

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TemjinGold
TemjinGold


Known Hero
posted June 19, 2007 04:32 PM

I'm confused. You pick Klaus but then you pick skills to boost your marksmen instead? Why not just play Dougal then? I pick similar trees but I never take Defense.

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sdfx
sdfx


Famous Hero
posted June 19, 2007 05:17 PM

I'd do Klaus this way:
attack -> retribution, tactics
light -> *guardian angel to creep, master of wrath
dark -> main creeping enhancer: *fallen knight for lasting spells, master of mind for mass slow, mass confusion against shooters. Frenzy(or blind) is often priceless.
leadership -> *divine guidance works great with guardian angel
wait for enlightenment -> intelligence
Last depends: luck -> magic resistance(vs dark magic), defense - *last stand(vs might castles), on bigger maps logistics, sorcery if against inferno(familiars + gating).. strange stuff may happen, I dunno.

*I'm aware of perks prerequirements but I didn't listed them because taking them is obvious.

The point is, haven is "weak" at the beginning and it begs for insane amount of gold sooner or later. That's why I choose both dark and light ASAP to make my hero stronger against rushes and also it allows me for gathering more gold/artifacts/resources from the map. Generally, I'll at least try to get to the key places on the map before the opponent does.

This version of a knight may be worse than a late game knight with light only but so what? Late game masses of paladins and marksmen will win the game for haven anyway.
____________

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 19, 2007 05:19 PM

lol. only archery. I dont need tactics. explained exacly why

AAS PP IGG
AAM PP CGG

A-archangel
s-squire
p-paladin
i-inquisitor
c-conscript
g-imperial griffin

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atma6
atma6

Tavern Dweller
posted June 20, 2007 06:52 AM

Is there any reason that Inquisitors are in the front row protecting the conscripts. I know they can take a lot of punishment, but really.
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Minion
Minion


Legendary Hero
posted June 20, 2007 08:23 AM

Quote:
Is there any reason that Inquisitors are in the front row protecting the conscripts. I know they can take a lot of punishment, but really.


Just compare. Inquisitors have high HP but low damage. Inquisitors don't suffer from melee penalty and casting works even in low numbers. Conscript are very fragile but they are useful when they get to hit enemy - especially with Battle Frenzy (and Bash!)

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sq79
sq79


Famous Hero
posted June 20, 2007 09:59 AM

Englightment is priceless for knights in late game. Englightment over dark seems a better option imo
If not, masses of paladins will not do as much damage without high hero stats.

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The_Mysterious
The_Mysterious


Adventuring Hero
posted June 20, 2007 02:43 PM

Well, this is depends all things... on the opponent's things often.
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sdfx
sdfx


Famous Hero
posted June 20, 2007 06:33 PM

Why enlightenment over dark ? Taking both is better.. Sure, late dark on a knight is not so useful but still it may shine with mass slow and frenzy. Also, each creep guarding gold not killed = less week training = weaker growth.

IMO, 2-3 Inquisitors > gasilion conscripts
so I don't see why someone should bother with building conscript dwelling in the first place. Peasant huts are ok but later because they can be used for marksman training after there are no peasants from secondary heroes.

Angels are weak, archangels are expensive(cumulative 22k, 35 ore, 20 gems for their dwelling..) so no to them.
Paladin:
650 priest cost
+ (100%
- 30% expert counterstrike
- 35% expert trainer)
* 1250 (cavalier cost)
* 3 training multiplier
+ 300 paladin upgrade
= 650 + 0.35*3*1250+300 = 2325 gold for each
AND
Markman:
= 20 + 0.35*3*50+30 = 103 gold for each marksman
AND depending on map richness,
footman -> priest -> cavalier
90 + 0.35*3*650 + 2325 = 3098 for each paladin
will do better unless map is very rich. Generally,
building angels = less money = less training = less imbalance/paladins
____________

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sq79
sq79


Famous Hero
posted June 20, 2007 10:54 PM

Englightment for intellegence, a level 20 knight can have only 2-3 knowledge from its hero development, that can be vulnerable to imps steal mana, or suppress light from academy. Means hero with 30-40 mana can only do 1-2 mass cleansing if puppeted.
Don't tell me about lay hands, usually its the paladins to be puppeted

Against a late game team sylvan or fortress with englightment, the paladins will not be a match without high stats from paladins. And why do mass slow when supposed to do mass haste with the knights before a divine guidance on them ? Hero's turn is so precious, learning 2 magic isn't feasible for the might factions though.

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sdfx
sdfx


Famous Hero
posted June 21, 2007 01:10 AM

I meant why it has to be enlightenment or dark and why not simply to take enlightenment and dark. For my build, enlightenment is even more important(2 magic schools, frenzy is not that cheap) and it's even worth the risk to try to level up all skills at expert ASAP(expert counterstrike, expert light..) and then to take perks(master of wrath, retalation strike..) so that 2 different skills are offered during level ups. That is not always possible because guardian angel and master of mind are crucial against the map.

For me, taking both dark and light IMO is easily the way to go because it gives
a) ability to creep with smaller army - for haven every little gold coin counts. Generally, it's good to build a city and train troops but not neceserily buying them(or upgading the bought ones) all ASAP. Weeks of disease are bad but still, haven is all about training and gold income. Also, dark magic is easily unmatched at creeping and therefore unmatched at boosting gold,artifact,experience etc.
b) 2 most powerful late game spells(mass haste and mass slow) belong to 2 different magic schools. Also, timed frenzy and even puppet, if target stack has ATB close to 1 will work(puppet changes only initiative), can be very handy at times.
c) suprise factor

How can you even compare late sylvan or fortress to haven? Paladins will own them in no time easily, high stats or not. Even 7-8(4 "normal", 3-4 prist->cavalier) cavaliers(later paladins) each week in each haven castle is probably too much for any castle to handle.
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sq79
sq79


Famous Hero
posted June 21, 2007 03:49 AM

For creeping, i think war machines is the way to go, maybe its a waste of slot, but the option to take on master hunters in week 1 is a good option to keep up with the rest of the races in levels..
And talk about dark magic creeping, as far as i remember, creeping is usually early fights, and knights have only 10 mana and knowledge can be 1 at level 10, how do they do proper creeping with magic ?

I can't see how a knight with attack10,def10 can beat other races heroes with attack 15, def 20 for example with the elves.

The first strike from the elves is gonna leave the battlefield with only angels,paladins and griffins hanging in the air, the rest of troops are dead.

For knights,
Logistics
War machines,
Light,  
Leadership/Attack
Englightment

This is for online play usually ..  

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sdfx
sdfx


Famous Hero
posted June 21, 2007 11:27 AM

At least it's 10 mana that can be used properly for mass slow IMO, 2 knowledge is more likely. If creeps are pathetic and taking dark doesn't mean breaking way earlier into some interesting places with gold, knowledge artifacts, stat boosters or something then don't take it.

Also, you mentioned log so I'm pretty sure that creeps are nothing on those maps so it decreases dark value even further. On such maps yes, dark is not too good and is especially not too good against sylvan or fortress because:
a) haven, thanks to guardian angel, beats the map way faster than rangers or runemages anyway (and yes, logistics and stables are great here), so a haven player will end up with a knight with
higher level
better stats
better artifacts
more gold
more resources
more army
more spells
more movement points
...
b) sylvan -> unicorn's magic resistance, magic resistance perk and fortress -> eternal light, dwarven resistance perk are great against dark magic

I assume you meant Wyngaal in your example because a "regular" ranger without windstrider boots or grassy terrain sylvan is a joke. Only emeralds can do something useful because they will attack and block paladins. Other sylvan troops are going to suffer.. Imperial dive hunters etc.
Angels, AKA 10k waste = no thx. If you can afford angels that means you can afford like 10-17 paladins per week(in each caste) so..
If I were to fight against sylvan or fortress I'd try to fit in defense for sure - making a haven army (1-0.7)^-1 = 10/7 -> 3/7 times tougher is never wrong against a might castles.
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sq79
sq79


Famous Hero
posted June 25, 2007 10:34 AM
Edited by sq79 at 10:36, 25 Jun 2007.

Sounds like you're talking about map with 24 paladins/town ?
If that's the case, haven rules all, if not they aren't as strong.

I used haven in end game versus fortress/ingvar, 100 paladins can't even kill 100 shieldguards during the jousting, and defensive formation +10 defence, That was haven paladins with a hero of attack 30 with englightment, can't imagine what it would be without. And when you're about to kill all the shield guards or magmas, rune of resurrection is used, and game over for haven.

And sylvan needs only tactics/familiar ground for their unicorns,sprites and dragons to charge forward, why not ??
Wyngaal is banned in most maps nowadays can't use him


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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted June 25, 2007 10:44 AM

Quote:
I used haven in end game versus fortress/ingvar, 100 paladins can't even kill 100 shieldguards during the jousting, and defensive formation +10 defence, That was haven paladins with a hero of attack 30 with englightment, can't imagine what it would be without.

Lol that is a sight for sore eyes
____________
Juoksentelisinkohan?

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sdfx
sdfx


Famous Hero
posted June 26, 2007 11:30 AM

If haven's paladins can't kill stuff fast enough then rune of resurrection will surely be a pain. So, it's best to cast mass haste(+ maybe righteous might but then mass clensing will remove both haste and RM effects) and then divine guidance paladins so they move and kill fast. Anti-jousting shieldguards are last to be killed and maybe not necessarily by paladins

Sylvan can take tactics of course but it will probably only prevent opponent from moving 1 tile ahead. Familiar ground works only on grass and even if it does it's still not that great if there are obstacles. Sprites will probably reach something but their damage is not that great(bad growth).
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ZodkayCudimraZ
ZodkayCudimraZ


Adventuring Hero
We are Gilraenites
posted June 27, 2007 01:55 PM

The Fortress is the way to go for me.

Rune of Charge
Runic War Machines

Strong 1st level creatures
Immensely strong higher tier creatures

Oh and long live the Skill Wheel
I always play by it.
____________
Parelzuurstof: kralen aan een kettingzaag geregen voor gebed.

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