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Heroes Community > Heroes 5 - Temple of Ashan > Thread: How would you develop your hero in ToTe
Thread: How would you develop your hero in ToTe This thread is 3 pages long: 1 2 3 · NEXT»
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted September 30, 2007 10:54 AM
Edited by radar at 10:58, 30 Sep 2007.

How would you develop your hero in ToTe

You can use this Skillwheel to anayse.

Skills


I'm usually playing with Klaus.

Mine, likely futher skill set:

Attack -> Tactics, Battle Frenzy, Retribution

Defence -> Vitality, Hold Ground, Preparation

Leadership -> Recruiment, Encourage, Empathy

Logistics -> Pathfinding, Warpath, Familiar Ground

Light Magic -> Master of Blessings, Master of Abjuration, Ethernal Light

Sadly, there's no place for Mass Haste here

Creatures:

1. Brute

Since Nival nerfed training, I will have tons of them (), and can embody into regular army, instead non-upgrading and keeping'em with Ellaine in castle (Taxpayer, yay). Otherwise I'd split Squires and only Palas weren't shielded. Now I'll have two stacks in army with double attack.

2. Crossbowman

Yay for +1 attack Expert Bless form hero and Expert Bloodlust from Zealots. Yay for Marksmans if I'd get Unicorn horn bow.

3. Vindicator

Hard choose here, but Mass Deflect Missle must fix lack of Evasion and Squires by itself. Absolute protection (Squires+Evasion+MDM) or... partly protection Vindies will be more useful while not standing in one place guarding Marksmans/Crossbowmans, which are often targetted by enemy shooters.

4. Battle Griffin

54 life and 12 defence, that's it! Imperials were been always targetted the most along with Marksmans. Now maybe I'll not be forced to waste Archangel's ressurection on them, hero spell should be enough. Consider Preparation too!

5. Zealot

For spells and higher damage efficiency. Bah. Mainly for Cleansing.

6. Paladins

I have sentiment for them +4 Def and Lay Hands are the reasons for me...

7. Archangels

Ressurection. And more durable.

Creature placement

AAV PP ZGG
AAC PP BGG

A - Archangel
V - Vindicator
C - Crossbowman
P - Paladin
Z - Zealot
B - Brute
G - Battle Griffin

Build pros & cons

+ quite balanced versus in deffensive and offensive aspects ()
+ small looses
+ huge creatures' in-battle range
+ Light Magic damage buffs
+ nice creep set imo with crossies
+ cleansing & lay heands
+ nice hero movement

- lack of hasten boofs
- no place for Luck skill
- range attacks vulnerability (comparing my old build)
- Destructive spells vulnerability...

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted September 30, 2007 11:37 AM

personally, i'm thinking of playing the orcs for a while, i havent picked a hero yet, but i think having a..

Goblin Witch-Doctor
Centaur Marauder
Warmonger
Earth Daughter
Executioner
Paokai
Bloodeyed Cyclops

i'm not fused over formation, however i am surprised of only 1 archer in the faction
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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted September 30, 2007 11:45 AM

Quote:
personally, i'm thinking of playing the orcs for a while, i havent picked a hero yet, but i think having a..

Goblin Witch-Doctor
Centaur Marauder
Warmonger
Earth Daughter
Executioner
Paokai
Bloodeyed Cyclops

i'm not fused over formation, however i am surprised of only 1 archer in the faction

Exalent choise thet execly what a have pict exept the Bloodeyed Cyclops.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted September 30, 2007 12:15 PM

Radar, why do you place the Zealot in the frontline, before your Brutes? The Zealots are mainly a caster / shooter and in that setup, your Brutes cannot act (or have to walk around the Zealots).

Anyway, I usually find myself placing ranged units in one of the corners, for several reasons. The corners are usually the spots that are hardest to reach for enemy stacks, and it automatically covers 2 of the 4 sides of the ranged unit from enemy attack. I also usually assign a "guard" unit to the ranged unit, should an enemy unit threaten to get close, and - in the case of Haven - Footmen / Squires / Vindicators as well as Peasants / Conscripts / Brutes fill that role nicely. Both are slow units in both initiative and speed. It frees the Angels, Cavaliers and Griffins from guard duty and allows them to go on the offensive.

I do something similar with most towns. The only exception is probably Academy, since (Arch)mages tend to shoot the guard units in front of them if I don't give them clear space.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted September 30, 2007 12:28 PM

Preparation might be fun with haven, yay for counterstrike racial Though I'll probably still play offensively.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 30, 2007 12:29 PM

Radar, what happend to training?

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted September 30, 2007 12:44 PM
Edited by radar at 12:48, 30 Sep 2007.

@M:

I consider taking Conscripts too. I'm putting them into second line 'cause i dont want to make'em dead in first turn. Zealot have no meele penalty tho. I wont move with Brutes much, only when enemy comes closer I think.

@Doomforge:

Nutin, rly I meant old nerf, you know, up to 20 creatures/week. Old but the newest lol.

Before this I didn't take Peasants into my main army, even didn't upgrade them (lol), for Taxpayer. I just found them to keep with Ellaine in town for double gold growth. I could have insane numbers of Marksmans, and one slot remained in my main army, so I splited up Squires for more protection (second stack was on Brutes place). When training nerf came, I embodied rest of unupgraded Peasants (or all, when I was training Priests) in second army as Conscripts. Even if I train 20 of them more than half growth lasts. Since TotE it will be even better, coz upgraded versions both have taxpayer, and all will be in my main army, because Assault greatly increases their potential.

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emilsn
emilsn


Legendary Hero
posted September 30, 2007 12:46 PM

Quote:

Goblin Witch-Doctor
Centaur Marauder
Warmonger
Earth Daughter
Executioner
Paokai
Bloodeyed Cyclops



I Would change Earth Daughter to Sky daughter since .. They are better use for Goblins

And I hate those untamed guys So im glad you use Bloodeye too Since the untamed is my doom! A pack of griffins attack my Untamed And they were standing next to: Goblins and warmongers - I lost 250 Goblins and almost all of my warmongers - that was 18 Untamed guys with HIGH att. :S
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Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted September 30, 2007 01:28 PM

Quote:
Quote:
Goblin Witch-Doctor
Centaur Marauder
Warmonger
Earth Daughter
Executioner
Paokai
Bloodeyed Cyclops



I Would change Earth Daughter to Sky daughter since .. They are better use for Goblins ...


i never liked sacrifices my goblins, at least not that way, i choose earth dancer for the extras manner, i love casting slow and haste
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted September 30, 2007 04:14 PM
Edited by Nirual at 16:15, 30 Sep 2007.

I'm still trying to find my favorite faction. I kinda like the new Necromancy, although I'm hoping for some more tweaking. Raising the right troops probably will be even more complicated in ToTE with the alternate upgrades...

My skill setup will probably be around the same as when I tried for the Ultimate. I'm probably ditching Corrupted Soil, as it deals pretty low damage. In fact, I might ditch Dark Magic entirely and go for Cold Death instead (now a requirement for Cold Steel, which I've come to like).
Since Necromancers can get Triple Ballista now, I'm also considering War Machines. Triple Ballista with Flaming Arrows and Cold Steel, yes please ^^.
I'm also so getting Warpath. Spoils of War is another personal favorite, although more the idea than the effect itself. You don't get a whole lot of money and rarely any ressources, but it adds up.

Empathy made me laugh though. Seriously, whats the idea? Artificial Glory would've been a much better pick for Necromancers... you know, in the offchance they bother with Leadership in the first place.
And even if they do, it will be to score extra units with Herald of Death and Diplomacy.

Now, for the units:

Skeleton Archers
Unless I'm about to face some heavy magic user, I don't see why I should miss out on a shooter
Besides, one attack and one damage seems like a poor tradeoff for losing shooting and a hitpoint... and ironically makes the Warrior even easier to kill in melee.

Disease Zombies
Zombies generally aren't my favorites, but the aura should do nicely. Depends a bit on range though. I wonder if it affects units once they are inside the range, or only after they finished their turn there.

Poltergeist
Perfect to make those annoying shooters stop, well, shooting

Vampires
Not sure here yet. More damage equals more endurance for Vampire Lords, but Sleeping Strike has potential. And gives Necromancers a reason to pick Soldier's Luck

Archliches
Probably going to use Lich Masters on difficult creeps to cut down losses, but in general, I hate missing out on shooters.

Banshee
I'm not using Harm Touch often enough to warrant Wraiths a spot in my army, even though pink undeads make me cry.

Horror Dragon
Can't help but think that -2 morale and luck have a larger impact on the creature than having its maximal damage cut down. Especially on casters. It's also more offensively oriented than its counterpart, which is good.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted September 30, 2007 05:46 PM

I've changed my mind.

I'll pick Squires and Conscripts and Luck + Soldier's Cluck instead of Logistics.

New creatures arrangement will be:

AAS PP CGG
AAC PP ZGG

The point is, most times I'll defend with Squries and Conscripts, and with Preparation, it gives them oportunity to strike first and stun enemies before they attack

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted September 30, 2007 05:54 PM

The thing is that the opponent can stay back and concentrate only on your marksmen. Or cast aoe on your units and defend. Btw can bash happen on retaliation? I forget..
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Juoksentelisinkohan?

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted September 30, 2007 06:20 PM

It can't, but it would be sort of pointless anyway. The only comparable ability that triggers on retaliation is Rune of Thunderclap, which usually ends up getting wasted since the enemy resets to 0 ATB value anyway. The only time it does anything is when the enemy gets good morale.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted September 30, 2007 06:28 PM

It can't lmaoland so I stay with old plan

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted September 30, 2007 06:58 PM
Edited by roy-algriffin at 18:59, 30 Sep 2007.

I would do haven, but thats been taken. so ill go for a mighty light/summoning wizard.

Logistics-Pathfinding, Teleport assault march of the golems
Summoning- master of conjuration,master of life, fire elementals
Light- master of wrath (and) abjuration ,refined mana
Defense-Vitality, stand your ground , Preperation
attack- tactics, battle frenzy, archery

Pros- Very might oriented build. Can deal with anything that doesnt focus entirely on magic
Can usually destroy shooters and large threats early on
can use many tactical abilities to its advantage
can use magic with preference with light

Cons- Cant use too much magic by the hero himself to damage enemies
very reliant on soldiers
Not too much magical defense .
very golem reliant. if they can be taken out the weakness of the build is exposed.

Lineup-
Master gremlin- For repairing golems of course.

Obsidian golems- just because the alternative is worse in this case. My wizards going to avoid destructive

steel golem- better defensive/offensive stats and unlimited retaliation to play with

Archmage- hes going to have lots of mana around. he can probably cast 5 fireballs and you dont usually need too much more then that

Djinni vizier- I cant see why noone sees these guys potential. I think its going to be very good considering the hero can throw light spells around anyway

rhakasha rani - preperation would mean these guys are next to unattackable

storm lords- This is essentially a very very very high level build. So i think that wed have lots of titans. and my build is weakest against any form of ranged attack.

Basically the alternatives arent bad. But theyre not very "mighty" and preperation makes a huge difference in the choice youd take.
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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emilsn
emilsn


Legendary Hero
posted September 30, 2007 08:04 PM

Runemage build

Fortress:

Hero: Helmar

Skills:
Expert Light: Master of abjuration, Eternal light, Master of Blessings but if I’m against haven ill choose suppress light

Expert defense: Vitality, Defensive formation, Preparation

Expert Luck: Soldiers Luck, Magic resistance, Dwarven Luck

Expert War machine: Runic Machines, Ballista, Triple Ballista

Expert Attack: Archery, Flaming Arrows, Tactics

Creatures:
Stone Defender: with those new things, I think this will be great with my defensive skills.

Skirmisher: For sure ill stick with this guy – Since I choose my soldiers luck so I can cripple my foes. And with my Archery they still do enough dmg. And with Vitality they got great hp!

Black bear Rider: With tactics, soldiers luck, Vitality and light magic these are my offensive creatures. They might not be as strong as White bear rider they will still put up a good fight!

Battlerager: I need more offensive creatures. This is great creature (so far) they receive dmg. And become stronger! That is all I need and in the long run they will do good for my build and filled up with runes and light magic, they are superior!

Rune Keeper: they might be offensive, but I got such a defensive build that they will be defensive as well as offensive!

Warlord: I just like having many of these guys teleporting through the battlefield killing tons of guys… So Ill stick with the old ones

Magma Dragon: Hmm… Defense is my offense.

All I can say is. I love the new alts. But I do also love my oldies. And I still keep my old skill politic, Luck with light and defense. And since logistics have many downsides for Runemage now, I chose not to take it!
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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havenlover
havenlover


Adventuring Hero
posted September 30, 2007 09:18 PM

vittorio

expert war machines, balista, triple balista, first aid tent

basic attack, archery, flaming arrows

expert luck, magic resistance, soldiers luck, dead mans luck

expert light, master of wrath, refined mana, guardian angel

conscripts, crossbowmen, squires, battle griffin, inquisitor, paladin, archangel


____________

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Deathy
Deathy


Known Hero
Angels Galore
posted September 30, 2007 10:05 PM

otherwise i would build same skills as Radar but i would switch Logistics with Enlightment and add Intelligence and Graduate personally. more knowledge and more mana that's of course if it's offered.

as for creatures:

Brute: Assault feels better for me, Brutes die fast so i might aswell try to get maximum damage, despite bash being useful.

Crossbowmen: no range penalty just IS that useful.

Squire: i find shield allies just more useful for me, especially during the time when deflect missile isn't in place yet.

Imperial Griffin: Battle Griffins are damn good tanks but most of the time i want unit that can take care of enemy ranged units fast.

Zealot: against Inferno,Necropolis and Academy, definetly Zealots. against everyone else, Inquisitors.

Champion: same as with Zealots actually. against heavy dark magic users, i would take Paladins, but against other factions, Champions. that extra 5 damage that comes with bless can be very useful.

Seraphs: 75 damage when blessed? yes sir, ill take some of that. combined with 35 base attack which the unit can raise on it's own to easily above 40? if Archangels were killers earlier, these units will become same caliber killers as the paladins. resurrection is still better against some factions, like Dungeon for example, but most of the time, i would still go for Seraphs. especially when you can even add to the damage with sacrificing Brutes and using Divine Vengeance.

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Homer171
Homer171


Promising
Supreme Hero
posted October 01, 2007 02:16 AM

Quote:
How would you develop your hero in ToTe


I will certainly play mostly whit Barbarians in the future so little practice won't hurt..

Kragh and Gorshak seems like good main heroes. Too bad that Urghat is bit worse than those other Logistic heroes in the game

Logistics - Pathfinding, Warpath, Snatch = Very first skills what i try to get. Unfortunate Log is not required for Ultimate skill.

Attack - Frenzy, Stunning Blow, Excruciating Strike = Must have for ultimate build up also 2 nice perks for Kragh If not going for ultimate whit Gorshak etc then Retribution!

War Machines - Catapult, Goblin Support, Brimstone Rain = Not very good perks Only needed in siege fights (reminds me of H3 skills ) Still these are needed for Ultimate. I would take Ballista\Triple Ballista if not going for Ultimate (let those Cyclops brake the damn wall)

Leadership - Recruitment, Battle Elation, Divine Guidance = That horrible Recruitment perk is needed for both Ultimate and Retribution skills. I think i need to write this down when i play "remember to pick up the useless Rec" Damned.

Defense - Vitality, Defend Us All, Evasion = I don't know exactly how does the Defend Us All work but Warrior do have pretty high population... Evasion is nice skill to have for rather slow Orc's but depending on the enemy you could go for Protection.

I would only take Shatter Magics on 1 vs 1 maps (dunno against  Academy tough ) Shout and Enlightenment are too hard to get and i choose Defense over Luck mostly because Orc's are so slow that they can't attack on first turn anyway.

There are some favorites on creatures what i would probably use more often than the other but can't really say anything more until i have really played the game whit them. Skills are somewhat accurate for my  Barbarian build up.
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Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 01, 2007 06:40 AM

In demo I just found that refined mana works nice with the sky daughter.  Is fast strike on the earth daughter useless or what?  I guess they didn't want her confused with a blood fury

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