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Heroes Community > Heroes 5 - Temple of Ashan > Thread: What skills not to choose for a good hero
Thread: What skills not to choose for a good hero
wiseguy
wiseguy


Hired Hero
posted July 11, 2007 03:22 PM
Edited by alcibiades at 01:34, 12 Jul 2007.

What skills not to choose for a good hero

The topic is what skills not  to choose for each of the factions like destructive or summoning magic for knights
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HartZa
HartZa


Known Hero
watchout graveyards!
posted July 11, 2007 04:43 PM

To necromancer you should NOT to learn leadership. It really isnt worth it. Destruction magic shouldnt teach to knight or demon lorD. Simply because itīs usfulness relies in spellpower.

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sq79
sq79


Famous Hero
posted July 11, 2007 05:06 PM

For my choice.. I usually skip
Sylvan = defence, summoning, socery
Haven = destructive, summoning
Academy = its very versatile here.. depends on versus which race
Demons = defence, summoning
Fortress = summoning, socery
Necro = light, attack, destructive

Its just my own choice though

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ismail222
ismail222


Known Hero
The Cataclysm
posted July 11, 2007 05:26 PM
Edited by ismail222 at 17:28, 11 Jul 2007.

for dungeon u can't get a useless skill so u'll have to skip...light,summoning,dark magics,war machines,attack,defence and leadership
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted July 11, 2007 06:37 PM
Edited by Azagal at 18:41, 11 Jul 2007.

Haven = Destruction, Summoning, Sorcery
simply because for destruction you'll never get enough SP to do serious dmg and you don't have much many anyway.
Summoning not because it will never do you as much good as light or dark and by chosing it you will just lose skill points
Sorcery is not needed because you aren't a caster and you don't spend much initiative casting you mass spells

Inferno = Destruction, Summoning, Sorcery
same reasons, eventhough you'll maybe want to rethink Destruction on a small map because you can get the searing fires ability which helps a lot creeping

Necro = Leadership, Destruction, Light (?)
Leaderships no need to explain. I don't think Destruction be very usefull as you'll allways go for Dark and Summoning.
About Light i dont know i don't play necro i just think that it won't be very usefull for necros also i don't know if enlightment is that good for necros

Sylvan = Destruction, Sorcery,
I dont play Sylvan so I dont know what not to take with them but those two are out of question as Rangers lack SP and aren't big casters.

Fortress = Nothing really you absolutely can't make use off. It depens on what kind of hero you are building. Dwarfs can be magic orientated (eventhough they aren't that great at it i think) or might orientated but neither way Dark/Summoning will do you any good (just what i think)

Dungeon = Same Issue here they have both a might and magic potential eventhough of course their main profession is magic.But again neither way, you shouldn't Dark/Summoning.

Academy = as stated above depends on your enemy

I've left Logistics, Enlightment and Warmachines out of consideration everywhere because i dont think that they are DON'Ts for any faction because they allways help but it is nothing really really important (except enlightment for warlocks^^)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 12, 2007 01:35 AM

Hmmm ... wouldn't it be more constructive to discuss which skills you should chose for your hero ... ?
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted July 12, 2007 12:02 PM

I notice, for example, Inferno heroes tend to go for Attack, while their hero receives higher Attack stats, increasing their specialization while leaving their vulnerability exposed. I wonder if, in that same example, going for Defence with Inferno would actually be a good option to cover up a faction's weaknesses, choosing what it doesn't specialize in in certain cases?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 12, 2007 01:34 PM

Quote:
I notice, for example, Inferno heroes tend to go for Attack, while their hero receives higher Attack stats, increasing their specialization while leaving their vulnerability exposed. I wonder if, in that same example, going for Defence with Inferno would actually be a good option to cover up a faction's weaknesses, choosing what it doesn't specialize in in certain cases?


Well, of course it's good to cover your weak spots, but I think in terms of Inferno, the winning strategy is aiming for hitting first, and hitting hard - thus, taking out the majority of the enemy before they have the chance for acting. This is necessary because the Inferno units are generally frail, and Attack and Light Magic therefore works better for Inferno than Defence imo.
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Minion
Minion


Legendary Hero
posted July 12, 2007 01:41 PM
Edited by Minion at 13:44, 12 Jul 2007.

How I see it, is that Attack provides too good of a perks for Inferno. Battle Frenzy is unbelievably good for levels 1-5! Tactics... No need to say more, you want either this or Windstrider Boots-perhaps even both. Power of Speed is VERY good. It covers your weakness for Mass Slow.

Defense is not bad either, not at all! Attack is just better, IMO. I have no problem taking Defense as well. You can spend 3 levels for Expert Defense. No problem. And there also is completely another build for Inferno Heroes, featuring Destructive Magic, Defense and Expert Gating naturally... Not sure if it's as effective, but its fun

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 12, 2007 03:45 PM

Actually it's excruciating strike that helps a lot with taking out high tier enemy units. Destructive is not really a good idea and as for defense it depends. As it is, attack, dark, luck, logistics and warmachines are all better choices. Even the destructive perks as freezing, armour breaking(mmm!) and stunning are inferior to a dark mastery. Mass slow, confusion, puppet master are too good to give up on.
Not that destructive is not fun though
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted July 13, 2007 06:44 AM

Quote:
This is necessary because the Inferno units are generally frail, and Attack and Light Magic therefore works better for Inferno than Defence imo.


Now if only they could get light magic more often.
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Jordy
Jordy

Tavern Dweller
posted July 13, 2007 07:00 AM

i oersonally prefer gating tactics for demons so i never go without logistics or luck (swaring gate and swift gate), attack is obviously a must i also take dark because of frenzy, blind, puppet master and the like. this leaves one space for anything i guess.


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sdfx
sdfx


Famous Hero
posted July 13, 2007 07:49 PM

Actually, summoning can be excellent late game because of 1 spell - phantom forces. Phantom's ATB = 0.4 + hero_level*0.05 so at level 30 a phantom will act IMMEDIATELY after a hero. Not to mention that they are affected by luck and morale..

Anyway, a phantom of a powerstack(paladins,magmas,emeralds..) can't be ignored and probably enemy hero will have to use a destructive spell(instead of a mass spell) to kill it.
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