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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 ]
Gurnisson
Gurnisson


Known Hero
Well known to be exact.
posted April 20, 2008 05:33 PM
Edited by Gurnisson at 08:39, 21 Apr 2008.

Might are much better then Magic, but, Eart- and Water Magic is important for a Might-hero as well.
You don't need wisdom, but sometimes it's great.

It's also Expert slow, shield, Bless and so that wins the game, not the spells that take damage. Knowledge and spell power is not that important. Attack- and defenseskill are very important. A good army with a stinky hero looses to a good hero with a bad army.
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hobowu
hobowu


Known Hero
posted April 20, 2008 08:15 PM

small maps i would take magic hero.
because spell damage is more effective against low troop numbers.

larger maps will definitely choose might hero.

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Feenor
Feenor


Known Hero
posted April 21, 2008 09:36 AM

might or magic?

Might heroe without army can do nothing. Magic hero can attack small number of creatures on map even without army. So all scouts shaould be magic heroes . But if you and your enemy have big army, even 2k dmg made by implosion is not much...
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Zamfir
Zamfir


Promising
Supreme Hero
I tell you wHat
posted April 25, 2008 08:23 AM

Perhaps if a might hero would not use magic at all and vice-versa, it would have been a verry difficult question.

But we all know that all might heroes (excepting Yog) also rely on arcane powers, and all Magic heroes pay attention to Attack/Defense Skills, Might Secondary Skills etc.


It's very important to mix Might with Magic, because it's Heroes of Might AND Magic, not Heroes of Might OR Magic. From what I know, most veterans preffer Might heroes. I don't have a verry big experience ( I never played online, tough I'd like to do it), but I think I know why might heroes are preffered:

1. They start with more points then Magic heroes (i.e. Barbarian 4 0 1 1, Wizard 0 0 2 3. The Barb has 6, while the Wizzy 5, and ALL magic classes, except the elemnatalists, have only 5 points.)

2. It's rather easy to start with a might hero and grow him in a verry powerful warlord and an acceptable caster (like Spellpower 12 Knowledge 10 and Expert Earth). With the magic heroes it's harder. In many cases you'll end up with much more Knowledge than you need and with big problems in Attack and Defense. After a while, incresing Knowledge and Spellpower it's not verry useful (+10 SP when you alredy have 250 SP and the lands abund in Magic Wheels or an additional round effect to Haste: by this time damage spells are not very important.) However, a boost to Attack or Defense is always important.
Might heroes end up with high Attack/Defense Skill, and you woun't need more than 10 to Speelpower and, say, 15 to Knowledge. Rember, most points to Primary Skills are granted by arties and locations. Find the Hellstorm Helemt and a Torso Artefact and you're done with magic. Now concentrate on might.


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nurul
nurul


Disgraceful
Adventuring Hero
posted April 26, 2008 11:52 AM

Magic hero!
Town portal and dimension door are GREAT, of course with expert earth and air magic

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Keev
Keev

Tavern Dweller
posted April 27, 2008 03:55 AM

It doesn't end there

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avocet
avocet

Tavern Dweller
Wading by the Ocean
posted April 29, 2008 07:38 PM
Edited by avocet at 19:39, 29 Apr 2008.

If it's for rushing or short game, I think hero of magic is better. But if it's a long game, campaign, especially when there are powerful artifacts around, hero of might will overwhelm magic no problem. Just get resistance items, orb of inhibition, or recanter's cloak and it's all over for magic.
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Draker
Draker


Known Hero
Building the Dragon City
posted April 30, 2008 06:14 AM

I prefer might heroes with Wisdom and Earth Magic.I use spells only when I need them, except Town Portal,Implosion and Armageddon(with Blade  or Dragons).Actually, I prefer them because they faster improve Attack and Defense skill.I often play with rampart and I choose Memphala.Rangers moderate improve Spell Power and Knowledge so they can be good wizards and more good warriors.

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angelito
angelito

Hero of Order
proud father of a princess
posted April 30, 2008 07:54 AM

What prevents a might hero from getting wisdom, earth magic and air magic and learn townportal and fly?
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angelito
angelito

Hero of Order
proud father of a princess
posted April 30, 2008 08:03 AM

Every hero, no matter which class will get offered wisdom during level up several times, starting at level 6 latest (for might hero).

Every hero, no matter which class, will get a magic skill offered (an existing one or a new one) at level 4 latest, and after that every 6 levels latest.

A might hero can visit stat boosters as easy as any other hero (garden of knowledge, arena, library of enlightenment etc..) to raise his stats. And due to the fact he will deal more damage than a magic hero due to his higher attack skill, he will probably level up faster and make tougher fights (like utopias) earlier. There he will find his needed artefacts which boosts his stats.

But we had this discussion million times already....you have to try to be able to see the light
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PrinceJasca
PrinceJasca


Hired Hero
posted June 26, 2008 06:00 AM

Oh, blah blah.... When we play Heroes III professionally, Magic heroes are inconvenient! What do you think when your magic hero meet an enemy's might hero with.... Orb of Inhibition??? Or Recanter Cloak or even Boots of Polarity?

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Zamfir
Zamfir


Promising
Supreme Hero
I tell you wHat
posted June 26, 2008 11:57 AM

That's only one of the reasons for might heroes are far better. In fact, I know no town you should chose magic hero for.
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MrCash
MrCash


Adventuring Hero
posted June 27, 2008 08:42 PM

Definitely might heroes. With intelligence and expert earth or water magic, any might hero (except maybe barb.) can be a very good spell caster. And if your magic fails, there's always your attack and def...

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Hindorff
Hindorff


posted June 28, 2008 12:03 AM

Quote:
hmmm, I think Icon is the one who doesnt know what he is talking about. Lets say we both have castle, say it is the start of week 4, so we have 7 archangels each. Lets say I have Crag, and you have Soly. I attack you, because i am obviously the aggressor. My first move is to mass haste or mass slow and smack the hell out of your armies. Most likely, you have no offense or armourer, so Crag is going to have maximum effect. How do you beat that? please enlighten me.


I generally agree with your approach. Assuming those circumstances, however, if Crag has expert earth magic or expert air magic so early in the game, the Wizard could probably be very stacked, too, and be a superior spellcaster. But, if Crag's got it, let the beatings begin!

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PhoenixIV
PhoenixIV


Hired Hero
posted June 28, 2008 05:46 PM

I preffer Might Hero och every Heroes game. The the best is one hero with the both.

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Zamfir
Zamfir


Promising
Supreme Hero
I tell you wHat
posted June 30, 2008 12:41 PM

Might hero is better than Magic hero. That's a fact.
Just compare Rangers to Druids or Beastmaster to Witches.
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Casihasi
Casihasi


Known Hero
posted September 22, 2008 03:50 PM
Edited by Casihasi at 15:50, 22 Sep 2008.

Stone old topic as i noticed lol ^^
But i think it was one of the more interesting topics to discuss, so iŽll add a comment..

In week 1 it can be a major pain in the ass to be forced playing a magic hero. Too often you have only a handful of low level critters, and need to try to lose as little as possible to keep going.
The att/def and skills like armor/off the might hero gets will help you doing that in every fight.

A magic hero on the other side, can burn a few magic arrows or whatever and will soon run out of spell points.
You also might have to build a magic guild day 1 to make the magic hero useful, when other buildings would be more useful at that time (just an example: upgrade to marksmen with castle).

As time goes by, the might hero will gain more att/def automatically, and you only have to make sure that he gets enough critters to fight with.

The magic hero will have to look for wells and higher spells to get stronger usually. That is not a given thing, specially on random maps.

Overall might heroes are the much easier way to go, and i have respect for people that successfully manage to play magic heroes and beat the map/their opponent.

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KandyKingle
KandyKingle


Hired Hero
posted February 09, 2012 12:19 PM

I must say I totally disagree with all of these magic lovers!

I always take might Heroes because I've found that might is more useful than magic since if you're almost all spellpower and knowledge and you go up against someone who's almost all attack and defense, you're going to get drug down to the grave man...

And you also don't have the opportunity to use magic every turn like you do with might since might reflects on your creatures and magic can only be used when your hero finally gets a turn.

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Drakon-Deus
Drakon-Deus


Bad-mannered
Legendary Hero
Everywhere and nowhere
posted February 09, 2012 02:02 PM

A combination of both IMO

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c0ldshadow
c0ldshadow


Known Hero
666 Demons Rise from the Dead
posted February 12, 2012 06:08 PM
Edited by c0ldshadow at 18:15, 12 Feb 2012.

might is better because it's too easy to ruin a magic hero with red orb.  i personally think it's unfair that red orb can ruin magic heroes, yet magic heroes don't really have an artifact to ruin might heroes.  if magic can be "disabled" might should be able to be "disabled" too - otherwise it's not logical.  therefore i think the following artifact should exist:

1)make both heroes have 0atk 0def and offense/defense skills disabled.
 

anyone disagree here?

although i admit that might is better, i personally find it more satisfying sometimes to have a nasty magic hero like malekith, ayden, jeddite, etc.  magic heroes can make great secondary heroes for taking out mines (specifically the ones which start w/ offensive spell specializations ).


for might heroes, i think it is imperative to get the intelligence skill. nothing is more annoying than having a might hero with decent spells but always running out of mana.


peace
-c0ld
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