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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
elaf
elaf


Adventuring Hero
posted August 31, 2017 08:43 PM

without a particular order

Archery
Wisdom
Earth
Air
Diplomacy
Logistics
Intelligence

last between Offense, Navigation or Pathfinding

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Maag
Maag


Adventuring Hero
posted September 01, 2017 10:27 PM
Edited by Maag at 22:31, 01 Sep 2017.

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


Yeah, exactly.
That's a good point actually. Nomatter which skill set we hope for, very often however we still end up getting Estates, Sorcery or Ballistics in group and if it becomes already second useless skill, then for me it is often "rage quit" During single player ofc

But u have to try your best ofc.
For me i maximize my chances of getting beneficial skills - often, almost always actually i choose new skill, if it is the one i want. Even if i need to upgrade other existing skill to new level.
Another way to maximise your chances with sec. skills, are recruiting hero, which has 2 skills already. It heavily affects your developing towards wishful way
So many times tried it over and it really works.

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zmudziak22
zmudziak22


Famous Hero
posted September 06, 2017 05:24 PM

For Single Player my choice is:
Wisdom
Logistics
Pathfinding
Earth
Water
Fire
Inteligence
Air/Archery/Armorer/Offense/Navigation

For Multi:
Off, Tactics, Armorer, Earth, Logistics, Pathfinding, Water, Archery/Air/Wisdom

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Erdamon
Erdamon


Hired Hero
posted September 06, 2017 10:21 PM
Edited by Erdamon at 22:22, 06 Sep 2017.

As a general rule, I always go for these essentials on any hero:

Logistics
Earth Magic
Wisdom
Tactics

The rest are useful to me, but not essential

Armorer
Offence
Pathfinding / Intelligence
Air Magic

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SavoyTruffle
SavoyTruffle

Tavern Dweller
posted February 18, 2018 02:58 PM
Edited by SavoyTruffle at 15:28, 18 Feb 2018.

For L and XL maps, I'd say these four should be singled out as essential:

Logistics
Earth Magic
Wisdom
Offense

As for the other four:

Tactics
Pathfinding
Air Magic
Armorer

Tactics remains valuable throughout the game, Pathfinding rarely fails either, as most maps contain swamp, desert, snow, and rough terrain. Armorer may be skipped against AI as your human advantage in terms of speed and offensive strength will typically more or less disarm AI before retaliation. This initiative is far from guaranteed against other human players, and so Armorer makes more sense in multiplayer than versus AI.

This leaves the topic of Air Magic, yes or no, seemingly a subject of some disagreement here and there. I'd say yes, for two reasons: Mass Haste (first of all), also I simply have a hard time coming up with another skill better than Air.

It could be argued that Mass Slow can also be countered by Mass Dispel, Cure, or Prayer in later stages of the game. This would require Water Magic instead of Air, but for the allround main hero I find Water inferior to Air which comes with important spells like Fly, Dimension Door, and Disrupting Ray alongside Precision, Destroy Undead, and Chain Lightning. Against this arsenal, the Water offers of Bless, Teleport and (less important) Mirth and Forgetfulness are not competitive. Furthermore, among the early game 2nd level damage spells, Lightning Bolt (Air) outperforms Ice Bolt (Water). Overall, Air is clearly preferable to Water.

However, to make the most of your mage guilds, you can develop one or more secondary heroes and skip Air with them, to create secondaries centered on either Fire or Water Magic. Say you start with Dungeon and your first secondary castles are a Conflux and an Inferno. This facilitates a Fire-based hero with an army composed of fire-immune Black Dragons, Phoenix, Magic Elementals, Energy Elementals, and Efreet Sultans, boosted by Armageddon.

Along the same line: You may encounter a Fortress early on, maybe two. In that case, developing a secondary hero equipped with Water Magic and making use of Teleport to get Chaos Hydras and Mighty Gorgons inside castle walls ASAP is great.

Another secondary hero can replace Offense or Armorer with Archery. Developing an Archery-based hero makes particular sense if your first castles are Tower, Castle, and Rampart, one could add in honor of the Elves.

As for scouts: Scouting, Estates, Logistics, maybe Pathfinding too are worthwhile giving and developing to all if the skill can found in a Witch Hut. For maximum efficiency, Scholars should have Wisdom, too, also any of the above - and Earth Magic too, for controlled Town Portal to enable them to acquire all available spells by themselves, then distribute them - sometimes also to spare mana for main heroes by transporting new recruits to their armies.
____________

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