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Heroes Community > Library of Enlightenment > Thread: The 8 skills of a hero
Thread: The 8 skills of a hero This thread is 30 pages long: 1 10 ... 13 14 15 16 17 ... 20 30 · «PREV / NEXT»
del_diablo
del_diablo


Legendary Hero
Manifest
posted May 19, 2008 10:47 AM

Quote:

Quote:
I played with might a lot, i know they are better but just like playing with mage heroes, and whats so bad about surprising your opponent?


The one thing that surprises your opponent is that he takes you down way to easy. If you are a magic hero you will most likely lose to a might hero regardless of you having a stronger army.
A might hero will almost allways win over a mage. Exception is in small maps.


I certainly don't think soo.... Mages is strong due earth magic and buffing.....

Once the knigth reach 20 attack and defense, the mage has reached 20 spellpower and knowledge.

If the knigth got the units way too close the mage uses Meteor Shower,causing some  small loses to the knigth. However unless the knight counters the buffs, the buffs caused is likely to last the entire battle sometimes. Spells like Prayer along with Frenzy and Curse is more than capabel of ruining army's, however spells like Implosion and Town portal along with Dimension Door is the difference.
While some mages got Inteligence and infinetiv mana, the knight gotta pray for logistick and the mage not having it. Or to be superior with artifacts

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 19, 2008 10:48 AM

Quote:
@ruho
magic heroes clear map better than might heroes.
that is nearly definite.
they only lose to might heroes because of crappy skills offered, or if the game is long.
Uh? You may rethink this statement again I suppose....
____________
Better judged by 12 than carried by 6.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 19, 2008 10:51 AM
Edited by angelito at 10:52, 19 May 2008.

Quote:
I certainly don't think soo.... Mages is strong due earth magic and buffing.....
Mights can get earth magic and wisdom too

Quote:
Once the knigth reach 20 attack and defense, the mage has reached 20 spellpower and knowledge.
Once a mage reaches 20 spellpower and knowledge, a migh hero has 30 in ALL 4 skills

Quote:
If the knigth got the units way too close the mage uses Meteor Shower,causing some  small loses to the knigth. However unless the knight counters the buffs, the buffs caused is likely to last the entire battle sometimes. Spells like Prayer along with Frenzy and Curse is more than capabel of ruining army's, however spells like Implosion and Town portal along with Dimension Door is the difference.
While some mages got Inteligence and infinetiv mana, the knight gotta pray for logistick and the mage not having it. Or to be superior with artifacts
Townportal and Diemension Door can be learned by mights too. Infiniteve mana is not needed. You refill in a town, or final battle just doesn't last long enough to use 300 spellpoints. Mass haste deals more damage than 1 implosion..
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Better judged by 12 than carried by 6.

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Gurnisson
Gurnisson


Known Hero
posted May 19, 2008 11:03 AM
Edited by Gurnisson at 11:04, 19 May 2008.

Damaging spells won't win the fight for you. Haste, curse, slow, shield, bless, blind, berserk etc. gives you a better chance
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del_diablo
del_diablo


Legendary Hero
Manifest
posted May 19, 2008 11:07 AM

Quote:
Quote:
I certainly don't think soo.... Mages is strong due earth magic and buffing.....
Mights can get earth magic and wisdom too

Quote:
Once the knigth reach 20 attack and defense, the mage has reached 20 spellpower and knowledge.
Once a mage reaches 20 spellpower and knowledge, a migh hero has 30 in ALL 4 skills

Factor you imply is: The mage is not carrying artifacts, and the knight snowd out and found some of the best.
Soo its not going to happen due the mage will suffer Low losses in the start while claiming artifacts.

Quote:
If the knigth got the units way too close the mage uses Meteor Shower,causing some  small loses to the knigth. However unless the knight counters the buffs, the buffs caused is likely to last the entire battle sometimes. Spells like Prayer along with Frenzy and Curse is more than capabel of ruining army's, however spells like Implosion and Town portal along with Dimension Door is the difference.
While some mages got Inteligence and infinetiv mana, the knight gotta pray for logistick and the mage not having it. Or to be superior with artifacts
Townportal and Diemension Door can be learned by mights too. Infiniteve mana is not needed. You refill in a town, or final battle just doesn't last long enough to use 300 spellpoints. Mass haste deals more damage than 1 implosion..


Ok, Implosion cost snowloads of mana in comparision to other spells.
Lets say you haste, but then i get the turn. I will just counter with mass slow and then in the next round maybe mass curse or mass prayer? Or will i start killing the massive stacks with implosion? Besides a mage got mor mana and hence more mobility.
In a battle there will be a spell casted every round, once the knight runs out of mana the knight is likely to be screwd....
Simply because the mage now cast all the "mass spell" it wants too.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted May 19, 2008 11:45 AM

Quote:

Ok, Implosion cost snowloads of mana in comparision to other spells.
Lets say you haste, but then i get the turn. I will just counter with mass slow and then in the next round maybe mass curse or mass prayer? Or will i start killing the massive stacks with implosion? Besides a mage got mor mana and hence more mobility.
In a battle there will be a spell casted every round, once the knight runs out of mana the knight is likely to be screwd....
Simply because the mage now cast all the "mass spell" it wants too.

well i think that most fights are ended in 5-7 turns, that's enough for might hero to cast 5-7 times Mass Slow/Haste/Bless/Shield/Curse and few Blinds ...as far as these spells make more damage normally then direct damage spells...and as far as it's not so easy to find and learn high-level spells on week 3.

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hobowu
hobowu


Known Hero
posted May 19, 2008 12:00 PM
Edited by hobowu at 12:06, 19 May 2008.

Quote:
Quote:
@ruho
magic heroes clear map better than might heroes.
that is nearly definite.
they only lose to might heroes because of crappy skills offered, or if the game is long.
Uh? You may rethink this statement again I suppose....


i still stand on my statement.
a "magic hero" will fly, DD, town portal, and do many resurrections in battle while clearing map with small losses, and still have spell pts left over.

magic heroes also make decent map clearing scouts very early on. (think luna and ciele)

they lose to might heroes since they aren't often offered the perfect combination of skills "log, off, armourer, tactics, air, earth, etc."
Also, when the game is long, might heroes also have a much higher attack and def stat, which is better for the troops than the power and knowledge of a magic hero.
In a short game though and especially on the poorer maps (less than a month), magic heroes would do better than might. Troop numbers are low enough that a powerful lightning bolt actually DOES make a difference.

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Ruho
Ruho


Hired Hero
posted May 19, 2008 12:17 PM

@hobowu:
I think you have really hard proving that here.

Quote:

del_diablo wrote:
Ok, Implosion cost ****loads of mana in comparision to other spells.
Lets say you haste, but then i get the turn. I will just counter with mass slow and then in the next round maybe mass curse or mass prayer? Or will i start killing the massive stacks with implosion? Besides a mage got mor mana and hence more mobility.
In a battle there will be a spell casted every round, once the knight runs out of mana the knight is likely to be screwd....
Simply because the mage now cast all the "mass spell" it wants too.


Might heroes get much more attack - & defence skills than magic ones and are also much more likely to have Offence and Armorer. That's way their troops deal loads of more damage and take much less damage than magic heroes troops. For exaple, if attack - & defence skill -difference is like 10 for might's favor and he has Offence and Armorer while magic hero don't, his troops will then deal like 80% more damage an take 40% less damage compared to magic hero's units (assuming they hit same kind of units). That is a HUGE difference.

So, if you're going to use your army boosting spells with magic hero and might hero does the same (yes, he can cast spells too) then the might hero will always have the advantage over magic hero's troops due to his supreme combat skills. And believe me, if he's against magic hero his spell points will hardly run out since the battle won't take very long due to high damage might's troops deal. Only hope for mage is to take down enemy's army with damage spells faster than his own army gets slaughtered.

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Ruho
Ruho


Hired Hero
posted May 19, 2008 12:22 PM

Quote:

hobowu wrote:
i still stand on my statement.
a "magic hero" will fly, DD, town portal, and do many resurrections in battle while clearing map with small losses, and still have spell pts left over.


When your magic hero finally gets those spells might's army will be sleeping in your castle.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 19, 2008 01:00 PM
Edited by angelito at 13:03, 19 May 2008.

Why do many new guys think a magic hero will learn spells like dd, fly and townportal EARLIER than a might hero???
It is exactly the opposit:

-A might hero will be able to do fights for resources (like dwarven treasuries, naga banks etc...) much earlier due to his higher dealing damage and lower recieving damage. Therefore he can build mage guilds earlier.
- A might hero will be able to fight a hugh guard (who guards tome of air/earth for example) much earlier due to the same reason as above.
- A might hero will be able to fight an utopia much earlier than a magic hero earlier due to the same reason as above.

So then please explain why you think a magic hero will clean the map faster than a might?


And if a map is soo poor and ends in first month, then for sure the magic hero won't be able to learn dd,fly and townportal anyway..
And 1 lightning bolt hits 1 unit...a mass haste hits 14 units..
____________
Better judged by 12 than carried by 6.

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zamfir
zamfir


Promising
Supreme Hero
Allez allez allez
posted May 19, 2008 09:41 PM

Quote:
Why do many new guys think a magic hero will learn spells like dd, fly and townportal EARLIER than a might hero???
It is exactly the opposit:

-A might hero will be able to do fights for resources (like dwarven treasuries, naga banks etc...) much earlier due to his higher dealing damage and lower recieving damage. Therefore he can build mage guilds earlier.
- A might hero will be able to fight a hugh guard (who guards tome of air/earth for example) much earlier due to the same reason as above.
- A might hero will be able to fight an utopia much earlier than a magic hero earlier due to the same reason as above.

So then please explain why you think a magic hero will clean the map faster than a might?


And if a map is soo poor and ends in first month, then for sure the magic hero won't be able to learn dd,fly and townportal anyway..
And 1 lightning bolt hits 1 unit...a mass haste hits 14 units..




However, I think most primary skill points are gained by visiting locations, collecting arties, so, with little luck, a magic hero will be "mightier" than a might one.
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5 Times TV

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Homer171
Homer171


Promising
Supreme Hero
posted May 20, 2008 02:28 AM

Quote:
with little luck, a magic hero will be "mightier" than a might one.


Riiight Yeah and you could also get very lucky and get both Offense and Armorer for your Warlock or Wizard hero, the changes for that is smashing 1% Whit high rate of getting Att/Def from level up, yeah magic oriented hero has very good change of beating might in it's own game...

Hooray for magic heroes and infinite mana!
____________
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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batman
batman


Hired Hero
posted May 20, 2008 12:18 PM

I play with magic heroes, but I only play single-player.

I do not know why might heroes are better, but they are, because my friend can easily beat me, and he plays with might heroes.

Anyway I use magic heroes because they are stronger in the late game when they have lots of mana and high level spells and then they can clear the map with no losses or even without hitting once in meele.

It is something I learned when I played Heroes for the first times and I was learning the rules of the game. I was always overwhelmed by the AI until I discovered high-level spells can save my game. Even now I stick to that: high level spells and lots of mana. At least until I make some time to play more with my friend so he can teach me ...

I also think once I learn the trick with might heroes, I will be able to also play a mix of them.

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liophy
liophy


Famous Hero
Bulgarian
posted May 20, 2008 02:09 PM

OMG! Please, read the post of Angelito again.

Remember - might heroes can learn implosion, ressurection and all other spells just as fast as magic hero. Or even faster.

And expert slow+ big group of shooters is a lot more usefull than offensive spells.

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ong_y_j
ong_y_j

Tavern Dweller
posted May 20, 2008 03:34 PM

A noob seeking more comments and criticisms

I didn't know that a necro can learn diplomacy. I wonder why I thought it's impossible...

So will an ideal hero be a necro who learns diplomacy? [I don't care about "bans" in human-human mulitplayer games. To establish what/who is ideal/perfect, all selectable skills and heroes should be considered.]

So a Necro's perfect 8 skills might be...
1. Necro
2. Diplomacy
3. Tactics
4. Armour
5. Offence
6. Logistics
8. Earth Magic
7. Air Magic / Wisdom?

I'm not sure if its mad to do without Wisdom and slot in Air and Earth. After all, on cursed ground only level 1 spells are playable. Or should the necro drop one of the skills and keep Wisdom with Air and Earth magic?

Thanks for the comments and criticsms. I'm really relearning the entire game from all of you =)

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sachelos
sachelos


Known Hero
posted May 21, 2008 02:36 PM

hi

Hi, well what can i say.. i had a game yesterday, played someone for first time, a random 3do template and it was randomly choose as 4smd(3).
The game was for fun, i am not a good player at all and my opponent was weaker than me regarding experience online against human opponent. The thing is he picked Pyre/Inferno and me Ivor/Rampart (i choose Ivor from time to time, not big fan of him, especially when i face new opponents) but due to bug map we restarted. So the 2nd time he picks Solmyr/Tower (HEHEHE ) and me the same. It was XL size, 130% and it ended week 5 if i remember well, in fun games i dont rush at all and no concentration needed.
What i wanted to say is in the last 3,4 days of the game we had a discussion about might/magic hero as main, i tried in few words to explain him that might is better 99% than magic in online playing but it seems he didnt understood it . He had Solmyr smth like 12 4 12 14 with weak army (around 40 MGenies, 17 NQ's, over 250 MGrem's, hmm 40-50 Iron Golems and almost 80 SGargoyles) and NO Giants available on main for final fight, although he had 7 in castle not-buyed! I had hmm... 16 15 10 10 i guess and pretty nice army with 9 GD, 19 WUnis, 40 DSold, 50 or so SPegasy, 250 GElves - got dwell, dont remember dwarves and centaurs AND found 2 days before final Rencanter's Cloak LOL
Final battle was piece of cake with mass haste and mass slow for Ivor against ... WHERE WAS HIS CHAIN LIGHTNING SPELL? LOOL with around 400 Spell points but NOTHING to do for poor Solmyr hihi!
He was surprised and sad for that end of the game and I tried to consolate him by explaining that Pyre/Inferno would have been a better choice! He didnt get it at all but i hope it was a nice experience for him and a good option to learn smth good about h3.
Btw i forgot to mention he built nicely first week meaning FOR ARMY NOT FOR MONEY!
Nice game after all!

regards,

and..those guys who still consider Magic rules over Might THINK TWICE be4 state that and try it on your own!

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firespirit
firespirit


Famous Hero
with warm hands
posted May 21, 2008 03:22 PM

Quote:
So a Necro's perfect 8 skills might be...
1. Necro
2. Diplomacy
3. Tactics
4. Armour
5. Offence
6. Logistics
8. Earth Magic
7. Air Magic / Wisdom?
Diplomacy is rarely allowed in regular multiplayer games, so Wisdom could go over that.
____________

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Sargeras
Sargeras


Known Hero
the Fallen
posted May 21, 2008 03:41 PM

IMO...

Wisdom
Logistics
Earth Magic
Offense
Air/Fire Magic
Tactics

...then something like Armorer, Leadership, Resistance...
( i like taking Sorcery a lot... )
____________
Now they shall be consumed by the very flame they sought to control...

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Gurnisson
Gurnisson


Known Hero
posted May 21, 2008 03:50 PM

Quote:
( i like taking Sorcery a lot... )


I would suggest you take something else...
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sachelos
sachelos


Known Hero
posted May 21, 2008 04:31 PM

hi

And i would suggest those who think Magic hero is DA BOMB to try and finish your opponent on a XL map in week 4 or 5 or even sooner

....i say again WEEK 4/5 NOT YEAR 4/5

regards,

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