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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 2 3 4 5 ... 10 20 ... 26 27 28 29 30 · «PREV / NEXT»
MeKick
MeKick


Hired Hero
posted July 05, 2015 12:16 PM

swinm said:
No

Tactic is hugely overrated

Well used Archery > Tactics


Archery won't let my Minotaurs reach enemy shooters and nail them before they cause some sort of casualties. :/

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Orrinisthebest
Orrinisthebest


Hired Hero
posted June 25, 2017 08:56 PM

swinm said:
No

Tactic is hugely overrated

Well used Archery > Tactics

I believe you are ready now to take that back assuming 2 years are enough to gain the experience needed to "level up".

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted June 25, 2017 09:23 PM

...and that comes from a guy called Orrinisthebest.

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bloodsucker
bloodsucker


Supreme Hero
posted June 25, 2017 10:42 PM

phoenix4ever said:
...and that comes from a guy called Orrinisthebest.

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Ghost
Ghost


Supreme Hero
Therefore I am
posted July 31, 2017 07:15 PM
Edited by Ghost at 19:17, 31 Jul 2017.

All the same, because I'm pro player, when opening hero, and I get a skill about homm shares secondary skills. I bring my random HotA maps.

Random map 2, opened hero Sandro: necromancy, sorcery, earth, wisdom, offense, intelligence, logistics, water

Random map 3, opened hero Ingham: wisdom, mysticism, water, offense, luck, tactics, earth, diplomacy

Random map 4, opened hero Tamika: necromancy, offense, logistics, tactics, earth, archery, wisdom, pathfinding

Random map 5, opened hero Jeddite: wisdom, fire, air, offense, earth, pathfinding, water, diplomacy

Random map 7, opened hero Oris: wisdom, eagle eye, earth, logistics, offense, tactics, luck, pathfinding

Sum up wisdom, earth, and offense are receive a skill. Because of common skill in Heroes 3. But I love earth, and water after. I hadn't banned secondary skills, for get a water. I will do more the spirit of the game, when fire for dungeon, inferno, etc, but not castle, I ban then skill. Random map 5 is a bad skill, when I tried more the spirit of the game, and I got a conflux spirit.

____________
Fight MWMs - stand teach

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meKickfan
meKickfan

Tavern Dweller
posted August 06, 2017 11:16 AM

I always get luck, because then I get to eat two cookies!!! b

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batoonike
batoonike


Known Hero
posted August 06, 2017 04:14 PM

Usually trying to get:
1. offence
2. armorer
3. tactics
4. logistics
5. earth
6. air
7. wisdom

So the question is what to get as the 8th skill I commonly take intelligence if it's available but not sure how often it actually pays off. On other occasions archery or path finding but these are very situational too. Water magic and fire magic would be acceptable too but I don't think these see much use later in the game.

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bloodsucker
bloodsucker


Supreme Hero
posted August 06, 2017 04:42 PM
Edited by bloodsucker at 16:43, 06 Aug 2017.

batoonike said:
Usually trying to get:
1. offence
2. armorer
3. tactics
4. logistics
5. earth
6. air
7. wisdom

Guess you are talking about multiplayer, right?
Cause water is better then air except for traveling, in single-player, and I would trade Armorer and Tactics for Intelligence and Archery, too. But you will not ear my opinions about multi-player, I am a total noob there and I don't see the point of practicing, if half of my opponents will abandon the game the moment they see I already have angels or significatively more  prims, so I am doomed to lose or look for another game, nine out of ten times. As I said many times, I like to win, even if I won't abandon the fight.
____________

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Maag
Maag


Adventuring Hero
posted August 07, 2017 07:28 PM
Edited by Maag at 19:30, 07 Aug 2017.

batoonike said:
Usually trying to get:
1. offence
2. armorer
3. tactics
4. logistics
5. earth
6. air
7. wisdom

So the question is what to get as the 8th skill I commonly take intelligence if it's available but not sure how often it actually pays off. On other occasions archery or path finding but these are very situational too. Water magic and fire magic would be acceptable too but I don't think these see much use later in the game.


I would pick the same skills. If 2 or more archers, then 8-th Archery. If only one archer and that also useless (case for Fortress or Inferno), then instead of Archery i would pick either Pathfinding or Fire Magic or Water magic. Even if Luck comes, it's not bad. Resistance is also fine and Intelligence. The rest of all skills remained, are almost useless or totally useless imho.

bloodsucker, if U don't play online multiplayer games, then what single player games are U playing? In HD/HD+? HotA? SoD? Something else?

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bloodsucker
bloodsucker


Supreme Hero
posted August 08, 2017 05:14 AM
Edited by bloodsucker at 05:15, 08 Aug 2017.

@Maag Last two months I haven't played at all, before that and for almost 6 months I was making my own map and playing/testing it. Before I've played a lot of HotA random maps, sometimes with events increasing growth and money to AI and making separate heroes polls, so I couln't get any developed heroes and AI was constantly getting them.
Before HotA I've played WoG and learned some rudiments of ERM, I've tried some of the good WoG maps but I wasn't good enouch for them.
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Maag
Maag


Adventuring Hero
posted August 08, 2017 11:24 AM

bloodsucker said:
@Maag Last two months I haven't played at all, before that and for almost 6 months I was making my own map and playing/testing it. Before I've played a lot of HotA random maps, sometimes with events increasing growth and money to AI and making separate heroes polls, so I couln't get any developed heroes and AI was constantly getting them.
Before HotA I've played WoG and learned some rudiments of ERM, I've tried some of the good WoG maps but I wasn't good enouch for them.



WoG seems strange to me. I'd like to stick with HotA also. Interesting idea, make events for enemy to get increase in AI's funds and grwoth. Should make game more interesting.
I mostly like to play with expensive towns, so therefore starting at 200% kind of kills the idea, unless map is very rich.

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bloodsucker
bloodsucker


Supreme Hero
posted August 08, 2017 05:35 PM

@Maag From my attempts, one increase that goes pretty well, I copied it from a custom map Salamndre recommended to me, is 50% growth every week and 150% more every three weeks. For this, about 5000 gold a day in a global event plus enough money to buy the creatures offered, in the same town events where growth is increased is enough for AI to always have more money then you. Don't forget to add resources to the global event, too.
____________

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Maag
Maag


Adventuring Hero
posted August 08, 2017 08:23 PM

bloodsucker said:
@Maag From my attempts, one increase that goes pretty well, I copied it from a custom map Salamndre recommended to me, is 50% growth every week and 150% more every three weeks. For this, about 5000 gold a day in a global event plus enough money to buy the creatures offered, in the same town events where growth is increased is enough for AI to always have more money then you. Don't forget to add resources to the global event, too.


OK. Do you play regular game like everyone else almost or play native sometimes too?
Just looking for "native" or more "custom rules" oriented players

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bloodsucker
bloodsucker


Supreme Hero
posted August 08, 2017 09:50 PM

Maag said:
OK. Do you play regular game like everyone else almost or play native sometimes too?
Just looking for "native" or more "custom rules" oriented players
Not sure what you mean, I play quite custom maps, with some witch huts giving the SS I want and so on. The idea is to allow me to be resourceful and AI to be massive, so I will have Clone and Water Magic, AI will have three times my army and twice my prims, in well developed mediocre heroes (I use events at town's exit to give them secondary skills).
You can take a look at my first map (made from scratch) The Red Tent, to get an idea. It has a thread here.
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Maag
Maag


Adventuring Hero
posted August 11, 2017 10:17 PM
Edited by Maag at 22:39, 15 Aug 2017.

bloodsucker said:
Maag said:
OK. Do you play regular game like everyone else almost or play native sometimes too?
Just looking for "native" or more "custom rules" oriented players


Not sure what you mean, I play quite custom maps, with some witch huts giving the SS I want and so on. The idea is to allow me to be resourceful and AI to be massive, so I will have Clone and Water Magic, AI will have three times my army and twice my prims, in well developed mediocre heroes (I use events at town's exit to give them secondary skills).
You can take a look at my first map (made from scratch) The Red Tent, to get an idea. It has a thread here.


Ok, i decided to edit my post completely. I'll make it a lot easier to understand. U play single player. Customize maps, add events, funds to AI, extra growth to make it more interesting. I understand.
But in that case, isn't the game longer, than in multiplayer?
As we know, in multiplayer game rarely lasts longer than 1 month.
What kind of creatures u use in these games? I assume your towns mainly? Or still stick with Hives and Cons aswell?

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olivia89
olivia89

Tavern Dweller
posted August 29, 2017 10:53 AM

thanks for the ino! so timely
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LordPinokio
LordPinokio

Tavern Dweller
posted August 29, 2017 03:08 PM

1. logistics
2. offense
3. tactics
4. armorer
5. earth
6. air
7. wisdom
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Jerbear89
Jerbear89

Tavern Dweller
posted August 31, 2017 08:28 AM

Favourite H3 Skill Set

I typically play H3 with a one-man army, so my success depends very heavily on my stats. I generally play a map with a certain mood/scheme in my mind, and select skills to reflect that.

1. Logistics. Always.
2. Wisdom. Again, mandatory.
3. Earth Magic. The only school of magic I'll try to acquire no matter what.
4. Mysticism/Intelligence - depending on if/which my hero specializes in I will take these. They've been lifesavers on large maps with few towns or wells to replenish.
5. Morale/Luck - the artifacts that buffer these stats are almost always replaced with better ones, so sometimes I'll guarantee myself with skills in them. Nice to be able to mix Phoenixes, Gold Dragons, and Black Dragons with a powerful fire magic skilled hero and Armageddon! I've won some impossible maps this way. Takes the fun out of it though lol.
6. Second magic school - fire, air or water. They all have their distinct advantages based on a map style/situation. I usually hope by the time I'm having to decide on this that my mage guild or certain spells have made the decision easier for me.
7. Resistance. There are few feelings as fulfilling as seeing a powerful opponent's spell resisted at the beginning of a battle. Or even better, near the end, in a deciding move. Thorgrim is the only hero capable of buffering this to my knowledge, but even Expert Resistance combined with the resistance artifacts in the game are a formidable asset.
8. Offense - this is likely one of the skills I've underrated until recently. The damage bonus you receive with larger stacks is substantial, and there have been many times when the extra bit of damage caused was enough to kill the last remaining creature before it acted next. There's nothing more frustrating than almost defeating a hero and obtaining the coveted artifact(s) (s)he possesses, and then they retreat because you couldn't quite kill their last stack in your turn. That really bugs me.

I used to value Pathfinding a lot more than I do now, after realizing the limitations of its benefits. Now unless I know a map is going to have an excess of swamp and snow I don't make it a priority.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted August 31, 2017 08:59 AM

If Dimension Door is available you have to go for Air Magic, unless you wanna get left behind.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2017 09:50 AM

Anyway, the set of skills he likes will most likely mix in the same hero 1/100 of games.

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