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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 ... 20 21 22 23 24 ... 30 · «PREV / NEXT»
MeKick
MeKick


Hired Hero
posted January 31, 2015 07:52 PM

LizardWarrior said:
Best skills ever:

Eagle Eye
Scouting
Luck
Mysticism
Navigation
Learning
First Aid
Scholar





Nice one.

Since I enjoy playing mages so much, my first six picks would look like:

Wisdom
Earth Magic
Air Magic
Intelligence
Diplomacy
Logistics

The last two skills don't really matter, although I'd probably go with Water Magic+Leadership or Water Magic+Sorcery. Apart from Earth Magic being at #1, these skills aren't in a particular order.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 31, 2015 08:54 PM

Hard to say, I don't remember if I was? Ok I did RoE map, Knight can't get Earth skills as a possible 6-10th. When if can't play something, it need to obtain Earth skill. The hero would come from another world: Armaggedon's Blade. I did multiplayer I thought killing machine and in spite of the slow but saved all skills. Not bad! When Earth is still.. Without magic etc use of general etc then Necromancer use Earth Ok hmm and maybe better Elementalists Lots of fun to the normal map.
____________
Fight MWMs - stand teach

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Homm_FTW
Homm_FTW


Hired Hero
posted January 31, 2015 11:36 PM

For a Hero who mainly uses might (Not Magic)
1. Archer
2. Offense
3. Leadership
4. Luck
5. Armorer
6. First Aid
7. Estates
8. Artillery
____________
Living life!

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted February 01, 2015 03:53 PM

BlackMagik said:
It's obvious that what skills a player chooses has a number of parameters. Style of play; available heroes; type and size of map; single or multi-player; faction; availability of artifacts; etc.....


Style of play is very decisive indeed. Someone else added "fun" and we know what that means. Like Sal stated, if a person plays solo or multiplayer that sets the player on a path of sorts.

I know my magic-focus has always been for solo play only and I strongly doubt that having a host of tourney-players saying the Might-build is the most powerful in competition is something to argue.

About the comment on "building the town first"; that was my first mistake in fighting my son. He shows up and waxes me before the cement set. The blood-thirsty little heathen. Gearing-up for a long war can be lost in one very brief tiny battle.

Competition is sortof...competitive.<L>
____________
"Do your own research"

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MeKick
MeKick


Hired Hero
posted February 11, 2015 11:32 AM

Homm_FTW said:

7. Estates



I'll admit it, this gets me. Why choose Estates over Air Magic or Earth Magic?

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BlackMagik
BlackMagik


Adventuring Hero
posted February 11, 2015 11:38 PM

I suppose the same thing could be said for Diplomacy...why chose it over something far more useful? It's good for a fourth or fifth hero, and if you have the cash, but you'd be dead long before Diplomacy has an effect on a game

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MeKick
MeKick


Hired Hero
posted February 12, 2015 12:04 PM
Edited by MeKick at 12:06, 12 Feb 2015.

BlackMagik said:
I suppose the same thing could be said for Diplomacy...why chose it over something far more useful? It's good for a fourth or fifth hero, and if you have the cash, but you'd be dead long before Diplomacy has an effect on a game


Since when isn't Diplomacy useful?

There's a reason it's banned so consistently in competitive play -- picture already owning an army of Archangels/Titans/Dragons and then adding some more to your collection. I just don't see how that's not useful at all.

Funny enough, with Diplomacy, creatures are also sometimes inclined to join your army without you having to pay... but not even considering this, I'm down to spend 30k on some wandering Dragons. 30k for dragons? No problem.

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BlackMagik
BlackMagik


Adventuring Hero
posted February 12, 2015 03:42 PM
Edited by BlackMagik at 15:43, 12 Feb 2015.

Didn't say it wasn't useful. I said it was less useful than other skills, and a skill I wouldn't choose for a lead hero or even for a #2.

It takes awhile to develop to maximum level...a neophyte diplomat is highly unlikely to recruit anything of value, and your stack has to be considerably stronger to even get an offer to join.

It can also get quite expensive so plenty of cash-in-hand is necessary.

Eh...if you're getting an offer from dragons, I would suspect you already have a pretty powerful army. You should be out hunting down enemy heroes


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kicferk
kicferk


Known Hero
posted February 12, 2015 04:41 PM
Edited by kicferk at 16:44, 12 Feb 2015.

You seem not to have enough experience with Diplomacy then.
The price you need to pay for creatures is as much as they would cost normally, but without resource costs. Moreover, creatures are more likely to join if your army is comparable or larger, and if you happen to have this creature type in it.

That being said it provides the fastest and the easiest possible way of achieving exponential growth of strength. After you make one stack join your army is stronger and other stacks will join too. Then you can get gold by fighting, say, in dragon utopia and get even more creatures. You can usually get offers from pretty strong stacks week 2 or earlier.

Combined with spell visions it is the easiest way to break the game and ruin almost all fun. That's why it is the only skill banned in every online game that has any rules.

Now, why on earth would you want it on main? Because your primary stats affect strength of your army used in calculations. And because your main will naturally have the most movement points and is most likely to have control first, so he will be able to cover the largest part of map in search for army.

The only thing I can think of that is more powerful than diplomacy is the cloak of undead king with expert necro, but it is way tougher to get.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 12, 2015 04:54 PM

Access to this forum should be granted by quiz, you answer other than diplomacy and necromancy at top of skills, you lose connection.


____________
Era II mods and utilities

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 12, 2015 05:13 PM
Edited by Fauch at 17:19, 12 Feb 2015.

it's been a long time since I played, but I think my favourite skill was tactics. mostly because it acted like a movement bonus at 1st round. of course I didn't mind a mass haste as well, but maybe tactics was just easier to get.

necromancy is quite a no-brainer anyway, either you play a necromancer / death knight and you have it (I think they all do, no?) either you play someone else and you won't have it anyway (or maybe some dungeon and hades heroes have a very slight chance?)

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Macron1
Macron1


Supreme Hero
posted February 12, 2015 06:27 PM
Edited by Macron1 at 18:33, 12 Feb 2015.

HMM3:

skills chosen depend on map size heavely.
As I almost play random XLs, my list ordinarily is (not in order)

1) Wisdom
2) Air Magic
3) Earth Magic

4) Ballistics
5) Logistics
6) Pathfinding

7) Diplomacy

8) Offence, Necromancy (in classic gameplay it is only granted to Necropolis heroes)

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Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted February 12, 2015 09:41 PM
Edited by Ebonheart at 21:43, 12 Feb 2015.

Salamandre said:
Access to this forum should be granted by quiz, you answer other than diplomacy and necromancy at top of skills, you lose connection.



Then they will probably just answer First Aid and Learning instead.

As for my own skill picking. It is pretty much the same no matter what map and town it is.

1. Offense (No need to explain why I hope)
2. Logistics/Pathfinding (Depends on the map size and faction terrain)
3. A/E/F/W Magic (Depends on the faction, map and foe)
4. Tactics (Must have for some factions, but also serves well vs the map)
5. Armorer (Crucial for the endfight but less needed vs the map)
6. Archery (If playing a faction with 2 or more ranged troops)
7. Resistance (Always handy to have, one never knows what magic might come)
8. Artillery/Wisdom (Faction and Map depending)
9. (If no archery) 2nd Magic school.

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BlackMagik
BlackMagik


Adventuring Hero
posted February 13, 2015 08:36 AM
Edited by BlackMagik at 08:38, 13 Feb 2015.

Quote:
You seem not to have enough experience with Diplomacy then.


I have plenty of experience with Diplomacy...but not in multi-player.

And I repeat, I did not claim it wasn't useful...just that I, personally, wouldn't make it a skill choice for either my lead or #2 hero.

Quote:
Combined with spell visions it is the easiest way to break the game and ruin almost all fun. That's why it is the only skill banned in every online game that has any rules.


There are several "game-breakers" in HOMM3, which speaks to careless game design. Not that it isn't a fun game to play anyway, but it could have been so much better.....

Quote:
Access to this forum should be granted by quiz, you answer other than diplomacy and necromancy at top of skills, you lose connection.


Seeing as how they are usually banned skills in multi-player, anyone choosing them should also be banned

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kicferk
kicferk


Known Hero
posted February 13, 2015 09:31 AM

Your personal choices are not relevant when you talk about usefulness of the skill, and that is what you do. You can choose eagle eye for your main if you want, but it won't make it more useful.

For the same reason diplomacy is the single most useful skill in vast majority of maps, regardless of whether you choose it or not.

And I thought I made it clear, that I consider diplomacy to be the biggest and easiest exploit in the game, and I seem not to be the only one. This is the reason why most people don't even consider putting it here, because it ruins everything.

And once again, my argument (about exponential growth of strength) is either ignored or refuted by matter of personal preferences. It's great that you personally never use diplomacy and it would explain why you don't consider it so useful, but it does not refute any of points I just made about why it IS useful. Which is what previous posts were about.

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BlackMagik
BlackMagik


Adventuring Hero
posted February 13, 2015 11:19 AM

Quote:
And I thought I made it clear, that I consider diplomacy to be the biggest and easiest exploit in the game, and I seem not to be the only one.


Don't disagree with that.

Quote:
It's great that you personally never use diplomacy and it would explain why you don't consider it so useful


Please read my posts more carefully. I didn't say "never use" anywhere in my comments. What I did say is that I don't use Diplomacy for a lead or #2 hero

Quote:
This is the reason why most people don't even consider putting it here, because it ruins everything.


And that is because "most" people that debate such things play multi-player. While it's great that "most" people have the commitment for the greater challenges presented by online play, that isn't the only way to enjoy the game.

Whether you play online or single player has a big effect on not only which skills you choose, but which heroes. I suspect that players commenting on preferences for magik heroes or skills that a multi-player would never consider, play against the AI only.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 13, 2015 11:28 AM

The problem is that AI is quite bad (as in almost every game), then we have autosave, then we learn AI flaws. It is comfortable to have 4 magic schools vs AI to cast all cheating spells and succeed, as clone, berserk, force field, blind + disrupting ray, and AI will give you plenty of time to cast them.

Is this the way to learn and talk about what is best? Probably not, because vs one human which will play close to your skill, little bonuses as +30% damage will make the difference, all is played the first 2-3 battle turns, there is no resurrect phase, no time to learn big spells, no time to amass big armies. So is capital to specify what for you use this or that build, single or multi. However the ultimate experience is the human challenge, but it requires time and ugly wife.

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BlackMagik
BlackMagik


Adventuring Hero
posted February 13, 2015 11:39 AM

Quote:
Is this the way to learn and talk about what is best?


Again, what is best against a human opponent differs from what works against the AI.

Players have differing commitment levels for a game, and although playing against another human is more difficult, it doesn't negate the playing experience vs the AI. This IS a game we are talking about here, and the biggest reason for playing games, in my book, is to have fun.

If playing against the AI is not fun, then one moves on to multi-player. Of course that requires this:

Quote:
but it requires time and ugly wife.



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Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted February 13, 2015 04:22 PM
Edited by Ebonheart at 16:25, 13 Feb 2015.

Salamandre said:
The problem is that AI is quite bad.
Is this the way to learn and talk about what is best? Probably not, because vs one human which will play close to your skill, little bonuses as +30% damage will make the difference, all is played the first 2-3 battle turns, there is no resurrect phase, no time to learn big spells, no time to amass big armies. So is capital to specify what for you use this or that build, single or multi. However the ultimate experience is the human challenge, but it requires time and ugly wife.


The only difference between a online game and a single game is the view on the game/map/time. It is wrong to say that it is different to fight a human as that is not exactly what you do. What one does however, is to adapt a new style of clearing the map which human players normally do. But to say that it is like fighting a human opponent is giving the challenge itself too much credit.

In fact not even the end battle is that "tactical". It normally comes down to X vs Y spell school, who attacks and who awaits and pure luck with RNG elements etc.

In conclusion: fighting a human opponent for the first time will be quite a shock if the player has not read up on how online games usually develop. But if one did the outcome will be different. Since practically 80% of the game comes down to how good you clear/explore the map and use it to your advantage. So even though a player has not played an online game, they can still put up a good fight if they have at least read up on it.

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JotunLogi
JotunLogi


Known Hero
posted February 18, 2015 06:01 AM

Depends on the map and circumstances. Normally  would choose

+ logistics
+ armourer (always useful)
+ leadership
+ pathfinding
+ luck
+ wisdom
+ earth magic (slow, ressurection, stone skin, implosion, town portal, shield)
+ balistics

Optional skills, useful are water magic and air magic, offense, archery, intelligence, diplomacy (that one can be really op), necromancy (must when playing Necro), artillery (essential while defending a town, useul early in the game)....

But if we know that the terrain consists of grass land, the pathfinding is not that good and can be replaced by other skills. Same with balistics when we have decent lineup to conquer castle (Dungeon or tower do ne without balistics, for fortress it is must). Also when there are many artifacts giving luck and morale, we can choose other skills

For more supporting/ utility heroes- schoarship, ecnomony if therree is lack of money, ablities giving vision and especially movement + spells (magic schools, wisdom)
 

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