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Heroes Community > Library of Enlightenment > Thread: MIGHT OR MAGIC HEROES
Thread: MIGHT OR MAGIC HEROES This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
destro23
destro23


Promising
Famous Hero
Keeper of GrongGrong
posted March 23, 2002 09:03 AM

Ever had a stack of 10 Ancient Behemoths smack you stack of wyverns?

well TAZ says MAGIC SUCKS!!!

-------------------
The Dead Walk!!!

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Achmed
Achmed

Tavern Dweller
posted March 24, 2002 05:16 AM

you need atlleast a bit of magic otherwise your gonna get creamed against a magic player. for inst. you have a whole load of creatures1-7 and they just have a stack of 7 lvl creatures. theyt go first. use implosion or something on your fastes creature. run away.
you walk forward the battle will keep going untli you die or you run. the best hero would be a might with some magic
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mighij
mighij

Tavern Dweller
posted March 24, 2002 10:37 AM

well
as a might fanatic i always try to get mastery in water magic
cause you then have mass dispel(or cure) and mass bless
you won't need much more and although implosion will do alot of damage you can easily beat his army
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pikon
pikon

Tavern Dweller
famous wizard of magic
posted April 08, 2002 03:55 PM

Quote:
in my honest opinion, I think magic heroes are for those who don't know how to fight.


Then odveosly you haven't played a skilled magic player like me or my pal Charels. I bet you'll thing twice before challenging a skilled magic player.

Although i also like might heros exp. heros with shooting specials..... Sory i cant spel.
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Do not meddle in the affairs of wizards for they are subtle and quick to anger. The choice is yours.

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god_boy
god_boy


Known Hero
posted April 09, 2002 10:17 AM

ok, i've read all your advice and here's my two cents worth. Everybody plays differently and should explore their own strengths.

Personally, I prefer magic heroes because in the early game, magic gives a boost to the power of an army when all the hero stats are still not too different and everybody's armies are not too powerful.

In the midgame, magic heros are more likely to learn skills such as expert earth and air magic, which would mean that they could cast expert haste or slow, withering the enemy's troops with ranged units first before hand to hand combat.

In the late game, high level spells come into play and with town portal, a magic hero can easily collect all available troops in castles in a single day as they usually have high knowledge and do not need to rest to travel between 9 or ten towns. Also, protection of captured towns become easier because all the powerful stacks can be lumped together in one hero instead of dividng them so that the enemy can be crushed before they retaliate (even easier with mass haste)

I may be wrong and there is most probably a better tactic, or at least one that better suits your style of play.

Fun is above all else.
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I walk in the shadow of the valley of darkness, yet I am unafraid, for You are with me.

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god_boy
god_boy


Known Hero
posted April 09, 2002 10:19 AM

ok, i've read all your advice and here's my two cents worth. Everybody plays differently and should explore their own strengths.

Personally, I prefer magic heroes because in the early game, magic gives a boost to the power of an army when all the hero stats are still not too different and everybody's armies are not too powerful.

In the midgame, magic heros are more likely to learn skills such as expert earth and air magic, which would mean that they could cast expert haste or slow, withering the enemy's troops with ranged units first before hand to hand combat.

In the late game, high level spells come into play and with town portal, a magic hero can easily collect all available troops in castles in a single day as they usually have high knowledge and do not need to rest to travel between 9 or ten towns. Also, protection of captured towns become easier because all the powerful stacks can be lumped together in one hero instead of dividng them so that the enemy can be crushed before they retaliate (even easier with mass haste)

I may be wrong and there is most probably a better tactic, or at least one that better suits your style of play.

Fun is above all else.
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I walk in the shadow of the valley of darkness, yet I am unafraid, for You are with me.

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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted April 09, 2002 10:50 PM

Did you newbies bother to read any of the other posts before you started running your sucks?

Check out what Wiggy_Wam said.  His post is the clearest and most concise of the arguments here.

Word of advice to you all.  Any might hero can get expert wisdom and air/earth.  But, none of the magic heroes can get specialty in offense, armorer, resistance, etc.

The only time I've preferred a magic hero was for the campaigns.  Get one with a stupidly high power, knowledge, intelligence, and summon elemental on the first stage and the rest of them are a breeze.

Oops, gotta correct myself.  I used to think that Loynis was the greatest thing since sliced bread.  Of course, I was proven otherwise and have since changed sides.
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god_boy
god_boy


Known Hero
posted April 10, 2002 12:55 AM

ok gootch, this thread is not about whether might heroes are actually better than magic heroes, its about whether we think (ie. personal opinion) if one is more preferrable to have than the other. We are all entitled to our own opinions so don't force your own on everybody else. Being different does not mean being wrong.
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I walk in the shadow of the valley of darkness, yet I am unafraid, for You are with me.

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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted April 10, 2002 05:43 PM
Edited By: The_Gootch on 12 Sep 2002

Hmmm godboy, sounds like they pick on you at school.  That really sucks.  I'm sure it's not because you correct them over trivial things and then find out you're wrong.

Look here you, since might heroes are better than magic heroes, wouldn't it be logical for someone to PREFER the might hero?  Wouldn't they want the hero that gives them the best spread of skills, the best specialty, and the best chance of winning?  

I don't force my opinions on anyone else, as neither does anyone here.  We can't.  But some of us can word our opinions more strongly than others.

I can tell you this much godboy.  I read your tactics and they are about as bland as stone soup.  You definitely need some seasoning.  In short, you're wrong.  

EDIT:  REVIVED


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god_boy
god_boy


Known Hero
posted April 12, 2002 12:46 AM

It is indeed a very sad day when a heroes fan must resort to personal remarks to get across a point, gootch.

You seem to critisize much yet contribute precious little. Why don't you share your almighty strategies which allow you to be so presumptuous and self-assured, and we can all see why I am so wrong and 'bland'?
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I walk in the shadow of the valley of darkness, yet I am unafraid, for You are with me.

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SniperRanger
SniperRanger


Hired Hero
Always sharp
posted April 12, 2002 04:44 PM

A might hero who know some spells sure can cause some damage. Rangered creatures just love expert slow plus expert archery and mass haste or mass prayer combined with expert tatics can balance slow troops and make fast troops almost invincible.
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sos
sos


Known Hero
posted September 13, 2002 04:27 PM

For an experienced player there is not much difference between might and magic heroes. The reason is that you always want the same set of skills no matter the hero. For me these are logistics, armorer, offense, tactics, earth, air, intelligence, wisdom, maybe resistance, etc. Some of them you get easier with might heroes, some with magic, but unless you are completely out of luck you can have these skills with both might and magic heroes.

Now what differentiates them is 15-20 points in primary skills, which is not that big of a difference. Beastmaster will have something like 5-11-2-2, Battle mage 5-5-5-5, and warlock 2-2-11-5. Depending on the map some will be better than the others, but the difference is not big really.

The 2 most common misconceptions I've heard are that might heroes don't have any magic and that magic heroes learn crappy skills like eagle eye, learning, mysticism, etc. I have yet to play a game that my might hero didn't cast spells or my magic heroes learned more than 1 of these skills lol

For a random player like me both might and magic heroes can be great. I prefer magic heroes, because of the many spells available from scrolls, boxes, pyramids, etc.

There are only a couple scenarious where might or magic has a clear advantage. One is red orb of course (and other magic negating arties) and the other is intelligence magic hero with summon spell and shakles.




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god_boy
god_boy


Known Hero
posted September 16, 2002 12:15 PM

i've started to play H3 again (from H4) and it seems that in all the later games, all you hero really needs is haste, slow and occasionally bless (on expert). Therefore it's probably better if your main hero had a decent attack and defence rating and not to worry too much about spellpower, as lightning is pretty much useless when everyone is roaming around with massive armies.

This is my typical midgame hero: might hero with advanced wisdom (for town portal), expert air magic (expert haste), expert earth magic (expert slow), expert water magic (not necessary but good for expert bless/prayer), expert logistics and/or pathfinding (to launch surprise attacks on unguarded towns and fast expansion), expert leadership and/or luck (kicks in at least once a round) and other troop boosting skills. Any other skills you want to add?

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Titan_888
Titan_888


Known Hero
Wind of Change
posted September 16, 2002 12:41 PM

Hey Goootchy or Goofy

your so wrong man, you say.. might heroes can get air earth etc. / True.
but you also say that Magic heroes cannot gain skill like offence / armor etc.

funny...j but i think you should play the game more than once looooooool

Solmyr can get offence and armor fure sure looool

oh well.. try play the game and learn

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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted September 16, 2002 05:19 PM

The bottom feeders of toh have called me out

Titan, I think you need to reread my post.

If you still can't make heads or tails of it, then let me clue you in.

The key word is 'specialize'.  

Of course magic heroes can get armorer, offense, archery, etc.

You missed the key word.

And it's mistakes like that that keep you from joining the eite of toh, isn't it?
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tuapui
tuapui


Famous Hero
Poetic Psycho Baby BlackDragon
posted September 17, 2002 10:05 AM
Edited By: tuapui on 17 Sep 2002

Les just say our might heroes kinda cant do as much damage as an offensive level 4 spell

well my lvl 50 might guy does like 300-400 ranged damage per shot.

well my lvl 50 magic guy does 2000 over points in disintegrate spell....

but you can say might guys are more hardy i guess....
GRANDMASTER COMBAT + GRANDMASTER MAGIC
RESISTANCE

but why not combine both?
because if you SPECIALISE <- emphasis on word.. usually the might hero runs outta spell points b4 u noe it and the magic guy cant deal tt much damage anyway and you would result in doing what you ought to be doing...shooting and casting respectively... oh well back to square one

what i do like to do is to beef up my spellcaster so he can take damage like a rock wall and do damage back ten fold
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peractive Do not touch.
Highly Psychotically Poetic.

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dushan
dushan


Hired Hero
posted September 17, 2002 10:40 AM

  Well I suppose it's just the matter of choice. Personally, I like when my magic hero has grandmaster combat, it gives him good defence!!
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Shadow_Elf
Shadow_Elf


Wandering Thief
posted September 17, 2002 02:32 PM

alright heres my two sense

the only time the might hero is better is if:

a.) if your chaos or might

b.) ur magic schools r diisabled

so since b.) is unusuall id say MAGIC RULZ

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tuapui
tuapui


Famous Hero
Poetic Psycho Baby BlackDragon
posted September 17, 2002 03:00 PM
Edited By: tuapui on 17 Sep 2002

Uh... chaos has the most powerful offensive spells in the game mister elf.

though their curses and blessings are not as good, their disintegrate and implosion can easily do more damage than a might hero of the same level

(that is in homm4)
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peractive Do not touch.
Highly Psychotically Poetic.

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Pollo2002
Pollo2002


Famous Hero
posted June 11, 2003 04:55 AM

i couldn't not reply

I read the thread about might vs magic, and i was one of the guys who said ¨Magic heroes has no chances, ¨Hack will kick you as fast as you won't know what happend¨  But then i meet a player, only magic and then he teaches me.... Solymir, the great underrated hero can beat hack with no hack chances... But the problem is the maps that are playing in Toh . i will go.

1. Toh Have Lots of gold, LOTS; LOTS LOTS, and they usually start with 100 or 130 difficulty.

The might power relyes on creatures, The magic power rely on hero. So more gold the map have, more the might hero will smile. less gold, And magic hero will have the chance, Sure i prefer to play a might hero on a map where i can have behomots first week, but if you play 200 or 160 in a poor map, what will prevent to lose ALL the army in the first chain lighting solymyr throw?

2. Toh, gives heroes TOONS of experience.
First in the game, magic skills are more important, since the difference betwenn 1 spell power and 3 is HUGE and so do the difference between 1 knowledge and 3, but that later, it really don't matter once you have 5 or 8 spell power for enchantments porpouse or 5 or 8 knowledge since that is enoug to launch magic all the battle but the might sklls difference will be noted. Second, Skills, secondary skills favors more might hero than magic, Magic heroes don't get as much benefit of expert magic as might hero does, since the real magic power comes from the direct damage, where spells are sligthly increased, while enchantaments, might spells, Have a HUGE improvment from normal to expert, and even the decrease of cost, help a lot more the might heroes to the magic heroes. So more experience, more the might heroes benefit.

3. Toh maps ban USEFULL SPELLS but not USLESS SPELLS.
That's it, Toh maps ban a spell like armaggedon, and fly or dimension door. ok, i think it's ok, and yes, in toh, fly or dimension door is a might spells since they have easly 10 knowledge, but that's the problem with toh maps, on a different map, have all that knowledte can be very very hard for a might hero, but ok if you ban those spells, why you don't ban the usless? Magic heroes are dependant, on his mage guild if you cut usefull spells, but let the usless stay, you don't left to much chances of get the magic spells, Magic heroes can do well on first week with lighting bolt, but if the game takes longer, they need one of the 3 magic spells, Chain lighting, meteo shower, and implosion, Resurrection can be a weapon, but not very great.

Definitly the problem goes with toh maps, and random maps, random maps are like random version of toh maps, LOTS of creatures, LOTS of experience, and LOTS of gold, And LOTS of USLESS SPELLS in that case, sure i will go for might, change the situation and i will go for magic.

I never liked TOH maps, but i did play them a lot, Showdown, the famous TOH maps, is the best example where a MAGIC hero can't do anything.
And desert war, well that......implosion banned, Might heroes can be sure they will get resurrection (resurrection is an excleent might spell, with the stats they can get in desert war) Really it seems that the TOH maps creator didn't like magic heroes very much.
The other day a guy wanted to show me the power of might over magic playing random......What the snow, in random i will play Galhtran with NECRO, or Ryland, With rampart.......Try to balance maps a little more for magic, And you will use them both.
one more thing, why do people say Cyra, without diplomacy is a good magic heroe? better than solymr? Solymir is the best magic heroe, you don't need to build mage guild level 4, to get one of the 3 GRAND. One person that don't understand the value of that, never played magic heroes as much as i did, one more thing, i'm playing online now, meet me in the zone to reject things i already said. You think solymir is good beacuyse the damage bonus? no, you need 14 resources less of each to match might heroes.
I know some people like Zydar and Malekith, i like them, But if you don't get one of the three spells on your mague guild level 4 or 5, you are dead.

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