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Heroes Community > Library of Enlightenment > Thread: perfect magic hero
Thread: perfect magic hero This thread is 2 pages long: 1 2 · NEXT»
Legolust
Legolust


Adventuring Hero
Aurora Australis
posted January 15, 2002 11:50 PM

perfect magic hero

earth magic
fire magic
air magic
water magic
sorcerry
intelligence
wisdom (duh)
?
what would you put in that last slot? and what would you make the spetiality?
(i would maybe make it sorcerry ... im not sure...)
____________
I don't believe in anything that bleeds and doesn't die...

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Wesley
Wesley


Disgraceful
Famous Hero
banned
posted January 15, 2002 11:57 PM

I would make it Air magic.

Because I love air magic!

Ow and PS your name is that the ELF from LOTH?
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rychenroller
rychenroller


Promising
Supreme Hero
posted January 16, 2002 12:04 AM

U got it all wrong my man....for a magic hero that can win, in order I think the skills should be...

1. Wisdom
2. Earth magic
3. Air magic
4. Logistics
5. Armourer
6. Water magic
7. Offense
8. Intelligence

Otherwise he will get the crap kicked outta him by a might hero, given equal gameplay skill.

Cheers
____________
Myctteakyshd

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sos
sos


Known Hero
posted January 16, 2002 12:11 AM
Edited By: sos on 15 Jan 2002

I would never put 4 magic schools om any hero unless I am offered very bad skills like learning, eagle eye, etc. 2 magic schools are enough for my magic hero (sometimes, but not often he may have 3 schools depending on the spells) and 1 school (expert) is often enough on might hero. Also I dont find sorcery very usefull - 15% is not enough to make any difference in most cases, especially in late game when damage spells are not that important.

My ideal magis hero will have

1. wisdom
2. intelligence
3. earth magic
4. another magic school
5. logistics

These are must have. The other 3 will come from another magic school, armorer, offence, tactics, resistance, maybe sorcery, pathfinding, sometimes balistics - depending on the situation.

Oh yea, and the specialty is intelligence of course

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Silveran
Silveran

Tavern Dweller
Tavernkeeper
posted January 16, 2002 01:38 AM

1. earth
2. air
3. water
4. fire
5. logistics
6. wisdom
7. navigation
8. sorcerry
9. Orb of vulnerablility

Earth is first for town portal and the abillity to resurrect and keep the resurrected.

Air for flight and mass percission

Water for clone any and mass bless.  oh ya and mass prayer and mass dispel and dimmesion door

Fire for blind (not much of an improvement but it helps) and beserk larger area.  (love berserk) (never had armegeden)

Logistics to help with flight and general moviblility of my army since it all goes into one person.

Wisdom for double the spell points

Navigation if on water to help get around faster

Sorcery for more damage even if it only adds a minimal amount

Orb of Vulnerablility!  To kill the damn dragons and all other pricks who are semi immune or are immune to magic.

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If the world is nothing
but the sum of our
perceptions then why
would we ever choose
to be angry?

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted January 16, 2002 06:28 AM

Here we go
wisdom
diplomacylogistics, depends on map
earth
air
offense
armourer
fire
water

I would not get intellegence because I usually have plenty of spell points.
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Dreaming of a Better World

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barbarian
barbarian


Famous Hero
posted January 16, 2002 07:39 AM

My super sorcerer hero will have.

1)Wisdom
2)Air
3)Earth
4)Water
5)Armourer
6)Offense
7)Intelligence
8)Scholer

____________
It's optional.

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Milena
Milena


Responsible
Supreme Hero
in supreme disgrace
posted January 16, 2002 08:44 AM

Armourer SUX bigtime!

Nice if it's a specialty but when not, it's meagre 15%!! Better get diplomacy and get those dragons to blow the enemy's army first

My skills:
1. Wisdom
2. Earth
3. Air
4. Intelligence
5. Logistics
6. Diplomacy/ Necromancy
7. Offense
8. Tower: Archery; Castle- Water; Rampart- Leadership; Necropolis- Fire; Dungeon- Fire; Inferno- Fire, Stronghold- Leadership/ Fire; Fortress- Leadership, Conflux- Water (for Bless!!)


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Milena

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Hexa
Hexa


Responsible
Legendary Hero
posted January 16, 2002 09:32 AM

Shouldn't this thread be in in the library with the other "perfect hero" threads?@


For the record .. I agree with Rychenroller on this one!
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If you want to realize your dreams >>> you have to wake up!@

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ArcherFrog
ArcherFrog

Tavern Dweller
posted January 16, 2002 09:34 AM

In most cases you'll want the same skills for a might hero as for a magic hero, the only exceptions being at the extremes. A hero with the orb of inhibition would be better off with a second tier might skill such as armorer than with a first tier magic skill such a school of magic. An armageddon hero on the other hand would have little use for skills such as archery, tactics, and water magic (or magic schools in general other -than for transportation spells- since the bonus provided by expertise in magic schools for direct damage spells is negligible) and would be better off with sorcery and intelligence.
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darkspirit
darkspirit


Famous Hero
aka Zutus
posted January 16, 2002 12:11 PM

Quote:
My super sorcerer hero will have.

1)Wisdom
2)Air
3)Earth
4)Water
5)Armourer
6)Offense
7)Intelligence
8)Scholer



what's so good about sholar? the main reason why I don't use alchemists is because they all come with sholar, the worst skill in the game. pls explain what's useful about it.
____________
Young moles appear to be in full dispersal which means there are more moles per acre than at any other time of the year

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Thunder
Thunder


Responsible
Famous Hero
posted January 16, 2002 01:14 PM

Only good reason to take Scholar is that you can hire some heroes like Solmyr, Alamar, Thant, Loynis and Jeddite and teach their spells to your main hero. But I wouldn`t fancy seeing the Scholar with my main hero. I would hire scholar hero for that purpose (Alamar is perfect choice for it). There is also the possibility that you can hire former enemy hero who posses good spells you don`t have. Especially in L or XL maps.

Fire Magic is weakest of all spell schools. Berserk is the best battle spell around but without it there is only Armageddon, Curse, Sacrifice and Bloodlust which you would want as expert level. Not taking retalition of blinded creature is not much of an advantage.

Armorer is a good skill and comparable to Offense. Damage reduction of 15% is a lot. Offense increases damage done only for melee attacks while Armorer reduces damage of all attacks. Both of them is mainly skills for might heroes but should i have to choose between them, I would take armorer as more longer your troops can survive under the pressure of might hero the more spells you can cast. For Battle Mage I take Offense which is among the best skills Stronghold can have.

This is my list for magic heroes. Skills are in priority order.

Battle Mage
1. Logistics
2. Air Magic (Haste)
3. Tactics
4. Earth Magic
5. Resistance
6. Wisdom
7. Offense
8. Ballistics

Warlock
1. Logistics
2. Wisdom
3. Earth Magic
4-5. Air Magic
4-5. Fire Magic

Wizard
1. Logistics
2. Wisdom
3-4. Earth Magic
3-4. Air Magic
5. Water Magic
6. Tactics
7. Archery

Cleric
1. Logistics
2. Wisdom
3-4. Earth Magic
3-4. Water Magic
5. Tactics
6. Air Magic

Witch
1. Logistics
2-3. Earth Magic
2-3. Water Magic
4. Wisdom

Beast Master is clearly better choice for hero than Witch due to the lack of 4th and 5th level guilds.

Necromancer
1. Logistic
2. Wisdom
3. Earth Magic
4. Air Magic

Heretic
1. Logistics
2. Wisdom
3. Earth Magic
4. Fire Magic

Druid
1. Logistics
2. Wisdom
3. Earth Magic

Rangers are much better heroes than Druids, so I seldom have to use Druid as a main.

Should you have a spell guild built already and you haven`t developed hero much take the spell school according to what spells you have in your guild.



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barbarian
barbarian


Famous Hero
posted January 16, 2002 01:36 PM




what's so good about sholar? the main reason why I don't use alchemists is because they all come with sholar, the worst skill in the game. pls explain what's useful about it.



Well if you have a strong sorcerer and he is very far from a town, than you will give him more troops with another hero from your town right, and if you built another level to your magic guild, the transferring hero will teach those stronger more effective spells to your main hero.  
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It's optional.

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thunderknight
thunderknight


Promising
Famous Hero
posted January 16, 2002 02:04 PM

Quote:
Shouldn't this thread be in in the library with the other "perfect hero" threads?@


Ya, no matter the question is
The best MAGIC hero ?
The best Might hero ?
The best Scout hero ?
The best resource hero ?

Will you not take logistic ????
Come on, will you not take wisdom if
offered, even you have Hack, Tazar or any great
mightie ???
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Choose what you love
and love what you choose.

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Sir_Stiven
Sir_Stiven


Honorable
Legendary Hero
banned
posted January 16, 2002 03:16 PM

I agree that scholar can be good, but i would never waste a 2.nd skill spot on my main hero for it. scholar is for scouts.

Concerning "best scouts" - i would pick a hero that gives extra res/cash if the chance is given, the "good" 4th lvl spell casters is also nice to have to scholar their spells to main hero.

/Stefan

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darkspirit
darkspirit


Famous Hero
aka Zutus
posted January 16, 2002 03:38 PM

then why don't you do like me, and visit every castle you own? really, no need for sholar, I've never used it.
____________
Young moles appear to be in full dispersal which means there are more moles per acre than at any other time of the year

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andiangelsla...
andiangelslayer


Disgraceful
Famous Hero
posted January 16, 2002 06:28 PM

actually it doesnt matter if you are a might or magic hero, you want the same skills with both
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Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted January 16, 2002 06:57 PM

define "perfect"

are we talking about a pure magic hero or about a magic hero that can be most helpfull in a game?
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You are suffering from delusions of adequacy.

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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted January 16, 2002 07:43 PM

Quote:
earth magic
fire magic
air magic
water magic
sorcerry
intelligence
wisdom (duh)
?
what would you put in that last slot?


I'd use necromancy. And it'd be great as a specialty. You know, 5% increase per level. That would be a killer special. Sooner or later you'd generate HUGE armies in a mater of turns.
____________
Yolk and God bless.
---
My buddy's doing a webcomic and would certainly appreciate it if you checked it out!

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haile73
haile73


Promising
Famous Hero
posted January 17, 2002 10:20 AM
Edited By: haile73 on 17 Jan 2002

Quote:
then why don't you do like me, and visit every castle you own? really, no need for sholar, I've never used it.

Well, I think time is the most important factor in online gaming - and visiting castles takes time, even with TP.
But I agree that Scholar is a skill for a scout, not for a main.

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