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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


Adventuring 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 13:24, 09 Mar 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, Clone 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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xlnt
xlnt


Known Hero
posted March 08, 2018 02:28 PM
Edited by xlnt at 14:28, 08 Mar 2018.

the only reason to pick wisdom (back in the day) was to make the game stop offering it to you every 6th level up - really no point rather than that as good spells come from good books, not from weak skills

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SavoyTruffle
SavoyTruffle

Tavern Dweller
posted March 09, 2018 01:23 PM
Edited by SavoyTruffle at 13:38, 09 Mar 2018.

xlnt said:
the only reason to pick wisdom (back in the day) was to make the game stop offering it to you every 6th level up - really no point rather than that as good spells come from good books, not from weak skills


Yeah, I have also considered if Wisdom is indeed a Top 8 skill.

On small or medium maps, clearly no. On small maps or really any map when you meet opponent early, the first skills to go for are Logistics, Offense, Tactics, and Air (from the time you have Haste). Wisdom also makes less sense if TP, DD and Fly are banned. And still then Resurrection, Clone and some other high level spells are important.

Good books, says xlnt. Sure - and surely, from time to another you'll stumble upon Tome of Earth or Tome of Air on the map but will you do so in time? Also, how early will you find a Utopia, how many of them will you find - and when you do so, will the Tome of Earth be among your rewards? Or will it leave you with Sea Captain's Hat, Stoic Watchman and others?

Making room for Wisdom eliminates these questions but still it could be argued that Wisdom is a more or less wasted slot. For a main or secondary hero, I just still have a hard time coming up with 8 better skills.

Thought-provoking, though: Just recently, I watched a streamed game the mighty Maretti once played. On Jebus, he was Dungeon and on W1 D6 Shakti leveled up to 12 (he had opened a 10 K XP Pandora). Equipped with Expert Tactics, Offense, Logistics, and Earth, Maretti was presented with the choice of Basic Wisdom or Basic Pathfinding - and chose Pathfinding.

Now, the game was online of course and so I assume TP, DD and Fly were all banned. But still it made me wonder a bit: Ignoring Basic Wisdom at Level 12 means you can't expect to have it offered again until Level 18 which means you can't have Expert Wisdom any earlier than 20. You need quite a lot of XP to go from Level 12 to 18 and while you rarely need high level spells before Level 12, the need quite often arises between 12 and 18. Which is why I usually ignore it at 6, but pick it at 12. By the way, no Utopias were in sight for Maretti when he chose Pathfinding, not Wisdom, at Level 12.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 09, 2018 03:26 PM

What also matters in that respect is of course the terrain he was traversing. If there's a lot of Swamp or Rough terrain, Pathfinding makes sense.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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xlnt
xlnt


Known Hero
posted March 09, 2018 03:45 PM

Maretti is the closest resemblance to a god we have so don't ever question what he did

when talking HoMM3 - we're talking 1vs1 and also extremes. the game is (: old and one must be extreme, no way around it, imo. We get books by using 1 lvl1 spell - mass slow, this is basically all there is to the game /sarcasm (i hope)

and now some text in order to have some value in my post:

logistics/earth/offence/armorer/tactics - tier1 secondary skills

archery/resistance/leadership/luck/artillery/intelligence/wisdom/sorcery - all good helpers

pathfinding/fire/air/water - if and when needed, could be game-winners or do absolutely nothing for you.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted March 09, 2018 03:48 PM

In my map Wisdom is a must have skill, along with Logistics and Earth Magic. Offense/Archery and Armorer are also very good to have.
But like anything else in Heroes, it depends on the map.

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Otuken
Otuken


Hired Hero
posted July 01, 2018 07:22 PM

1) logistics
2) wisdow
3) attack
4) earth
5) air
6) tactic
7) ballistic
8) leadership
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