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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 ... 7 8 9 10 11 ... 20 30 · «PREV / NEXT»
Fofa
Fofa


Famous Hero
Famous? Me?!
posted February 05, 2006 08:29 AM

The overall amount of Skills a hero can learn is limited by what they have initially. Some have two, while others have only one (in which case, it's usually at the Advanced level).

Personally, for magic heroes, I have Wisdom, all four of the magic schools (you never know. . .), Leadership (if I can), whatever my hero has (if they had two skills, which is very likely), and something else, probably Estates.

Might heroes. . . . .ehh, I don't really use Might heroes that much, and when I do, they're creature specialists (Ivor and Elves for example). Since I don't use them as main heroes, I can't really say what I'd use in terms of skills.

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sick_46_boy
sick_46_boy


Known Hero
*Lord of the bones*
posted April 24, 2006 02:56 PM

Here`s mine choice


1.Logistics
2.Armorer
3.Intelligence
4.sorcery
5.Wisdom
6.Fire Magic
7.Diplomacy
8.Offense

Butt this Depending with wich town I play,wich hero and agains who I play(cpu of multiplayer game)

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NecroLord
NecroLord

Tavern Dweller
The Chosen One
posted April 29, 2006 01:20 PM
Edited by NecroLord at 22:46, 29 Apr 2006.

8 Skills of the Hero

In my opinion, the 8 skills of the hero depends of what character you choose to develope.Most of the opinions i read i found mixed combinations of all skills[28] which belong to 2 types with 6 exceptions:
____________________________________________________________________
| Military Skills| Magic skills|
| - Offense                 | - Wisdom               |
| - Armorer                 | - Sorcery              |
| - Artillery               | - Intelligence         |
| - Ballistics              | - Eagle Eye            |
| - Archery                 | - Scholar              |
| - Tactics                 | - Magic specialisations:      |
| - Leadership              |   Air Magic            |
| - Luck                    |   Fire Magic           |
| - Navigation              |   Earth Magic          |
| - Pathfinding             |   Water Magic          |
| - Scouting                |                               |
| - Logistics               |                               |
____________________________________________________________________

The 6 exceptions are: Diplomacy, Estates, Learning, First Aid, Resistance and Necromancy .The first 2 skills i call aristocratic skills because of their usage.So they are used mostly on second hero development with the aim for more gold or free army.Learning is used sometimes when the map is little and the enemy want fast war, that's why that skill is useful for fast reaching upper level.First Aid is mostly used with fighter class because of the lack of healing spell but and the two classes can used for better and tenacious army, that's why i do not add it to the list.Resistance basically used when fighter class want to defend the army from any types of spells, but on the other hand the wizard class hero can use it for the same aim there is no matter when the enemy use powerful spells, so it's needed for both.And for the Necromancy , well i think here we can't think for acquired skill it's specialised only to use undead heroes - Necromancers, Death Knights ...that's why it's the 6th in my exceptions' list...
 So, i still think on that when the hero is equiped like a classical example - with skills based on one of the following types [higher up], he is more powerful and can use his maximum specifications...like people say "...he is born to fight with sword..." so i think it's nearly the same.Mixing the skills [with some exceptions of course] make the hero unstable and not show the real potential of his class...
Here is my combination for the 2 basic types of heroes developing [even hardly  gathered ] :
-> Fighter typed class:                        
1.Offense [most important at all]
2.Armorer [surely needed against bigger army]
3.Archery [no comment, ...if you find it...GET it !]
4.Leadership [ absolutely needed for non-magician class, for double strike the oponent]
5.Luck [the luck gives you 2x damage sometimes that skill decide the fate of the end of a battle, very useful of the attack is breath
or ranged]
6.Logistics [surely needed for fast attack or defending castle, without having artefact or Dimension Door spell]
7.Artillery [if the castle support it or the hero is specialist this is good ranged attack gives more power in the battle field]
8.Here i can't tell the surely skill for the 8th place of my combination but i think that everythink depends on the conditions, i give 2 examples for the 8th place - Tactics or Ballistics [no comment]

-> Magician typed class
1.Wisdom [most important at all]
2.Sorcery [very important in 2nd place - give the power of a spell to destroy!]
3.Intelligence [3rd place for the biggest source of mana, ...after expert skill no all points can be add to the "Power" (the power skill) enough to support the massive spells]
4.Air Magic [1st from the magic specialisations and the most important source for spell power on the battle field]
5.Earth Magic [your source of defend without having armorer like most people think, the substitute is massive "Stone Skin" or "Shield" ]
6.Fire Magic [good source of spell power and blessing sometimes more useful than air magic]
7.Water Magic [not so attacking based than useful for easily reaching exact points and not only in battle, partial use in healing/blessing]
8.Scholar [really needed if some of the destructive spells are still not learned,...PS: Eagle Eye is useful only against magician typed enemy]

End
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted April 29, 2006 04:36 PM
Edited by tigris at 16:38, 29 Apr 2006.

Hi there
i am sorry i am a newbie in heroes, so your post leaves me a couple of things that aren't clear to me, please teach me.
Quote:
  6.Logistics [surely needed for fast attack or defending castle, without having artefact ot Teleport spell]
Quote:


I would like to know what is the connection between Teleport spell and logistic skill. As far as i know teleport works in battle only.I think u meant Dimension door.

Quote:
 7.Ballistics [if the castle support it or the hero is specialist this is good ranged attack gives more power in the battle field

I am a newbie a i said, tell me please which heroes have ballistic as speciality



Quote:

2.Sorcery [very important in 2nd place - give the power of a spell to destroy!

I didn't unerstand this phrase, maybe my english is too bad, please explain it to me.
Quote:

3.Intelligence [3rd place for the biggest source of mana, ...after expert skill no all points can be add to the "Power" (the power skill) enough to support the massive spells

again i didn't understand what u mean by this, do you refer to the mana vortex here?
Quote:

4.Air Magic 1st from the magic specialisations and the most important source for spell power on the battle field

Here i really don'tunderstand. How come is the air magic the most important source for spell power??
Quote:
 6.Fire Magic good source of spell power and blessing sometimes more useful than air magic

As far as i know , you can get some blessing to your troops with fire magic from Slayer and bloodlust, but what blessing can u get from Air magic? maybe precision? This aspect eludes me

Please clar these things for me as im eager of learning new things about the game and how it has to be played
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NecroLord
NecroLord

Tavern Dweller
The Chosen One
posted April 29, 2006 09:09 PM
Edited by NecroLord at 22:58, 29 Apr 2006.

Quote:
I would like to know what is the connection between Teleport spell and logistic skill. As far as i know teleport works in battle only.I think u meant Dimension door.


Reply:As i said nearly all of the secondary skills are devided in 2 groups - Fighter typed, and Magician typed, so when you choose to play with fighter class you need Logistics for...[i said it already], the magician class no need Logistics skill because he can use teleport up to 4 times per turn...that's why the magician typed heroes use "Teleport" and no need to include Logistics skill in their list [one of the 8].Yes, Dimension Door is a spell used to teleport the hero in some distance in on the map.I'm sorry if i confused you with the other spell..., i will edit the post

Quote:
I am a newbie a i said, tell me please which heroes have ballistic as speciality


Reply:Well, when i was writing the post i made technical mistake exchanging the phrase Artillery's specialist with Ballistics' specialist but...ok, for example Christian [Castle's hero] or Pyre [Inferno's hero] are Artillery's specialists ...maybe this clears up the things.

Quote:
I didn't unerstand this phrase, maybe my english is too bad, please explain it to me.


Reply:What to explain?I put "Sorcery" as 2nd in importance skill because it gives up to 15% to every attack spell on the battlefield so every attack spell has more hit points ...that's it.

Quote:
again i didn't understand what u mean by this, do you refer to the mana vortex here?


Reply:I said that "Intelligence" remove the need of knowledge points.For example, when you go with the hero in "School of Magic", you know that you can choose between spell power and knowledge,...so when you have Intelligence skill you nearly no need knowledge points [10-12 are enough] when you have it, that's why you can add spell power without care that you have little knowledge points.

Quote:
Here i really don'tunderstand. How come is the air magic the most important source for spell power??


Reply:Heh, here you really don't understand me ...i just mean to say that probably the Air Magic skill is mostly used as force, to attack the enemy or to curse it, it's the most comfortable skill for making damage in combat and it's easy to be found, that's why i place it on the 1st place as important from all 4.This is my opinion, some people can say that Fire Magic skill is the most used in combat but this is what i think.

Quote:
As far as i know , you can get some blessing to your troops with fire magic from Slayer and bloodlust, but what blessing can u get from Air magic? maybe precision? This aspect eludes me


Reply:I've never said such thing, ...yes, the skill "Precison" skill and for example "Haste", "Air Shield" or "Counterstrike" are kind of blessing the army but that wasn't mean that they come into use as basic blesses like the earth spells ["Stone Skin", "Shield" etc.]

I hope that if not all, most of the things i said are clear now...

PS: Only the fact that you want to now more and go into details elaborate, this means that you are not noobie here...it's better to be said - advansed player in process of training the details of the game


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FireSpirit
FireSpirit


Famous Hero
with warm hands
posted April 29, 2006 09:39 PM
Edited by FireSpirit at 21:41, 29 Apr 2006.

Quote:
Reply:Well, strange question but...ok, for example Christian [Castle's hero] or Pyre [Inferno's hero] are Ballistics' specialists but...why ask ...just go in game and you will find them...
Are you absolutely certain that the skill isn't named Artillery? With Ballistics, I seem to control Catapults in my game. How extraordinary.
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted April 29, 2006 10:17 PM

It is artillery, but that's just semantics. We know what he meant.

After all, easy to confuse, as they use ballista.
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NecroLord
NecroLord

Tavern Dweller
The Chosen One
posted April 29, 2006 10:49 PM
Edited by NecroLord at 22:52, 29 Apr 2006.

Thanks for the correction, just technical mistake when i was writing the post.

The posts are edited.
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doom3d
doom3d


Known Hero
Avatar of general Z
posted March 10, 2007 06:52 PM

Playing on a two lvl medium SoD map, or bigger, no water:

wisdom (except if town portal, Ddoor, Arma, and meteor shower banned)
earth magic (exp. slow..)
water (exp. bless, cure..)
air (if Dddor enabled, otherwise fire)
pathfinding and logistics (speed is a must have)
armorer (arm. spec. is better, than offense)
archery (with Tower) or offense (with Fortress, f.e.)

I go for meteor shower, logistics, archery or armorer specialist main hero.



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Username
Username

Tavern Dweller
posted March 10, 2007 11:49 PM

Quote:
Which is your favourite combination of the 8 skills you would like your main hero to have?
Yes, I know it depends of map size and the castle you start with, if it is a might hero or a magic one etc. but generaly what is your option?
Quote:


Okey. Here's my list:

1. Logistics - the main hero would be the most active one, moving around alot on the map. Is also important to either catch up with an opponent I want to kill, but also handy if I have to get away from a powerful opponent.
2. Wisdom - no matter if I have a might or magic-hero, wisdom is essential for any game that is not ultra-short.
3. Mysticism - especially important on large maps. Means I don't have to go back to a town to replenish spell points so often. Secondary heroes can feed the main hero with creatures if neccesary.
4. Estates - very handy skill that ensures an additional 500 gold (or 650 with Lord Haart) a day throughout the game (it's my main hero, so he will never die).
5. Luck - I like to be lucky on the battlefield.
6. Offence - being a big fan of physical damage, this skill is essential.
7. Armourer - same argument as above.
8. Pathfinding - in most games I will pick pathfinding, though not in all-grass maps.

Sometimes I might choose Resistance over Armourer if my oppnents are mainly magic-oriented.

Me.



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Yasmiel
Yasmiel


Supreme Hero
Former Chessmaster
posted March 11, 2007 12:06 AM

Here are my 8:

First of all in plain H3SoD might hero is almost always a way to go.

He should be equipped with

Offense
Armorer
Logistics
Earth Magic
Tactics

Three other skills are picked from this pool (depending on type of game and castle and map):

Air Magic
Wisdom
Archery
Pathfinding
Artillery (preferably as starting skill with stronghold - gurnisson)

Skills i find not needed for main hero are:
Estates - its a akill for secondary heroes as i doesnt help in combat
Sorcery - 3 skill points for a 15% increase in lowly used damage Spells is not a good tradeoff.
Mysticism - Points regenerated are too few even on expert
Scholar - a waste on main hero
Eagly eye - also a wast
First Aid - doesnt help alot in big battle
Leadership - because of +3morale cap and easily found morale artifacts
Luck - because of +3luck cap and easily found luck artifacts

Maybe i forgot a few skills but this is about it.






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Tavern Dweller
posted March 11, 2007 12:16 AM

By the way: I find the skill Eagle Eye to always be quite useless, to use a strong word, no matter what hero I play or what strategy I choose for my games. Are there anyone around here who consider this to be an essential skill? All spells should be learned by visiting different magic guilds anyways. Besides, level 4 spells are the maximum you could "see" with eagle eye...

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kallen
kallen


Known Hero
posted March 11, 2007 09:51 PM

1.) Armorer
2.) Wisdom
3.) Earth Magic
4.) Logistics
5.) Air Magic(Nercopolis)/Water Magic
6.) Fire Magic
7.) Resistance(Rampart)/Luck
8.) Offense/Tactics/Archery(Tower)

In WoG:
Learning(Best ability) and Sorcery
____________
From the beginnin' to end Losers lose, winners win This is real, we ain't got to pretend The cold world that we in Is full of pressure and pain I thought it would chane
But its stayin' the same

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devangle1984
devangle1984


Known Hero
I am the Dark Vader
posted March 12, 2007 11:37 AM

I think the best skills for a hero in a multiplayer scenario where diplo is not allowed are :

1. Offense ( a very usefull skill to add that extra damage)

2. Armorer (there is a difference between takin 80hp damage to 75
           when ur lv7 unit has 80 hp left)

3. Earth   (mass slow does wonders in cleanin the adventure  
           map)

4. Logistics (More movement is always a plus)

5. Tactics  (Very important if u r stronghold or fotress, its also
            important if u r a ranged based army like tower or
            confrontin one as such)

6. Pathfinding (Is a charm when ur not native to snow and dessert)

7. Air      (Is very important in final battle and also view air is
            a very handy spell)

8.Wisdom or Resistance (wisdom very handy if ur dungeon, ofcourse
                       good with any town and resisting a mass slow
                       or a blind can turn the tide in a main fight)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 12, 2007 12:50 PM
Edited by alcibiades at 12:52, 12 Mar 2007.

Oh well, I'll go with the flow.

Always:
Wisdom
Earth Magic
Logistics
Air Magic

Depending on class, map and other circumstances:
Water Magic
Offence
Intelligence
Leadership
Pathfinding
Archery
(Necromancy)
Navigation (only extremely rarely! - but can be a life saver)

If necessary to avoid skills below:
Luck
Diplomacy
Fire Magic
Armorer
Scolar

Never:
Tactics (can be useful, but takes too much time!)
Resistance (too little chance to make it worth it)
Artillery (too little damage + too vulnerable)
Ballistics (why bother?)
First Aid (bonus is useless + tent is too vulnerable)
Estates (must on secondary heroes but never on primary)
Learning (go read on AOH to know why!)
Scouting (only for secondary heroes)
Mysticism (bonus is too small)
Sorcery (bonus is too small)
Eagle Eye (worst skill ever?)
____________
What will happen now?

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted March 12, 2007 08:40 PM

Superb skills almost always extremely useful if not neccessary:
Logistics
Earth Magic (number 2 after Air if TP and Fly/DD aren't banned)
Wisdom
Diplomacy (if allowed and if the map allows joins)
Air Magic (weaker than the first four normaly, but stronger if Fly/DD aren't banned)

Almost always useful:
Intelligence
Armorer
Offense
Water Magic (the larger the map, more the useful this becomes. Excells with Castle (Clone), Fortress and Stronghold, but only from Witch Hut for Stronghold alas)

Useful:
Tactics (say, Castle vs. Dungeon where you do not want to see a Mass Haste assault)

Rarely useful:
Pathfinding
Navigation
Fire Magic
Leadership
Fire Magic
Luck (much less than Leadership but it depends on the artifacts. Personaly, both of the skills are more than not useless, since making +3 morale is usualy very easy, and there are much better skills than Luck)
Archery

Very rarely useful:
Resistance
Ballistics
Artillery

Hilariously disfunctional skills:
Sorcery (but it's still WAY better than the others here)
Learning
Mysticism
First Aid
Eagle Eye
Estates (well, a must for secondaries )
Scouting (again, good for secondaries)

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Tavern Dweller
posted March 14, 2007 12:30 AM

I have something to add when it comes to the mysticism skill. What about those heroes (Halon from tower and Axsis from Inferno) that have a 5% bonus per level to their mysticism skill? This means 50% more on level 10 and 100% on hero level 20. 8 points regenerated a day is pretty good if you ask me. Mysticism is most useable on big maps anyways, and advancing to level 20 is not unlikely on such a map.

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Ecoris
Ecoris


Promising
Supreme Hero
posted March 14, 2007 09:31 PM

It's even better than that! The formula is: Int( x * (1 + n*0,05)) + 1. x is 2,3 or 4 depending on the mysticism level (bas/adv/exp), and n is the level. So the bonus is 5% plus one whole mana point
With that being said how could anyone ever reject Axsis, Halon, Jaegar or Rosic? (I know these four names by heart, no consulting the manual here ).
And the way H3 is played nowadays, Mysticism has never been more popular.
Oh, and Solmyr is da bomb.

Okay, forgive me my manners Username, and welcome to Heroes Community.

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Username

Tavern Dweller
posted March 16, 2007 12:51 AM
Edited by Username at 00:52, 16 Mar 2007.

Quote:
Okay, forgive me my manners Username, and welcome to Heroes Community.


Thank you for the warm welcome. I don't think you have bad manners at all!

It's also nice to get some support for the case of mysticism not being worthless.

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HodgePodge
HodgePodge


Adventuring Hero
Bard Extraordinairé
posted March 16, 2007 05:53 AM

The 8 Skills I'll Take (Heroes 3)

Wisdom
Archery
Offense
Air Magic
Water Magic
Earth Magic

These six skills are an absolute MUST!

That leaves two skill slots in which to choose from this list:

Logistics
Sorcery
Armorer
Magic Resistance
Diplomacy (only on a Map where all the neutral creatures' disposition isn't Hostile or Savage)
Navigation (only on a Map with lots & lots of Water)

All the other skills I can do without very nicely.
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