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Heroes Community > Library of Enlightenment > Thread: Secondary Skills you avoid and prefer for your hero?
Thread: Secondary Skills you avoid and prefer for your hero? This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV
NecroSoldier
NecroSoldier

Tavern Dweller
posted December 28, 2010 08:31 AM

favorite is diplomacy, logistics, wisdom, ballistics

least favorite is navigation, luck,
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heroes_player
heroes_player


Known Hero
posted December 28, 2010 08:05 PM
Edited by heroes_player at 20:09, 28 Dec 2010.

well here is my list

The skills which I will always want to get are wisdom, logistic, tactics, earth and water magic (5).

Skills which I would choose (7):
Intelligence (especially inteligence specialists)
Offense
Leadership (units have another move, which is very nice)
Air magic
Resistance (especially when I have resist artifacts)
Necromancy (only for necro heroes BUT once Adrienne got this in her campaign, it was very usefull in the last map )
Ballistic (especially towns which have few flyers)

Sometimes (8):
Sorcery (I never choose this. But sorcery specialists are abnormality)
Artillery (same here)
Luck (more damage. But I prefer leadership)
Navigation (depends about map)
Pathfinding (same here)
Archery (really depends about your army)
Armorer
Diplomacy (only if I am trying to get a record )

I do never take eagle eye, mysticism, scholar, learning, fire magic, first aid (6). But two of these could make interesting battles.

Air magic will not be really important IF you have water magic and a prayer-spell. Because the prayer-spell gives also more attacks and defenses. The reason that why I sometimes choose air magic is that I have not got prayer or watermagic.
In my opinion ari magic has only 3 important spells like haste, view air and air shield and maybe counterstrike also.

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Guitarguy
Guitarguy


Responsible
Supreme Hero
Rockoon.
posted December 29, 2010 06:49 AM

@heroes_player

The effects of Leadership, Luck, and Intelligence can easily be covered by artifacts and whatnot, so I try to avoid those.  And while Leadership and Luck may be useful, you can't rely on them for a boost every time.  Once you omit them from your choices, you'll have room for more useful alternatives, such as Armorer and Pathfinding.

I prefer Air over Water magic in most cases.  Flying is an important endgame Air spell, especially when Town Portal and Dimension Door aren't available.  But like you, I'm not very fond of Fire magic.

-Guitarguy
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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted December 29, 2010 07:04 AM
Edited by SwampLord at 07:05, 29 Dec 2010.

I usually either get Air or Earth Magic for that all-essential Mass Haste or Mass Slow; as I usually play a might hero from a might-heavy faction (Tazar/Fortress) that about does me as far as magic goes.
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They can take my swamp, they can take my town, but they will never take my FREEDOM!

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heroes_player
heroes_player


Known Hero
posted December 30, 2010 03:05 PM

@guitarguy

well I do not always get all 3 moral or luck artifacts but it is a good thing to get these skills so you will not worry about moral and luck boosts. And also when you have these skills, you will have more item slots for other artifacts.
But when you get "pendant of courage" (+3 moral and luck) you have a good game position. Because with that pendant, you do not need any other skills and artifacts which boost your morals and lucks. So you will have much more slots for other things.
Morals and lucks are goot to get, because if your army (seven different units) have +3 of both, you will have a very big chance to get those effects to work in one round.
As I remember, +3 means 12,5% chance to work. So it would be 14 times 12,5%...

And about air magic, yeah I forgot DD and fly.. Very nice spells and I also forgot that air magic has the powerfullest lvl 2 direct dmg spell - lightning bolt . And we should not forget chain lightning... Solmyr is my hero
Very usefull spells if you have a lot of mana...

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 30, 2010 10:16 PM
Edited by tigris at 06:12, 31 Dec 2010.

this depends so much on what is available, but here are my 2 cents.

Ideally, i'd get a hero like hack but obviously that's not always possible but for the sake of argument i'll use that exemple.

he starts with adv offense.
level 2 i would hope for a choice between exp offense and a "not so useless" skill.obviously it would be ace to get something like logistics, but tactics/armorer is also very good to get.depending on the map/faction i'm playing I would consider taking something like pathfinding/archery/artillery here also.
level 3:If i have exp offense already,I hope that one of the 2 new ones i get offered is a decent one.
level 4I'll get offered a magic school.barbarians can't get water magic and according to Dimis's& AlexSPL's leveling tree research have a great chance of getting earth magic.worse case scenario i'd get fire.have to take it regardless.
Now I have 3 skills out of 8, I'd try to level these until some of the other desired skills show up.at this point i'd like logistics and armorer.After that it doesn't really matter..
So now my hero will have
offense
tactics
earth magic
logistics
armorer
If possible, I would like to get air for mass haste too, if there is still time.I think the majority of the multiplayer games i played, the main hero is somewhere between level 12 and level 18, rarely over...so if i manage to get 5-6 of these skills to expert i would be happy.on a bigger map like extreme or blockbuster, i'd probably like pathfinding at some point before hitting the desert...if i would get a choice for last skill, i'll take something like artillery or luck, even scouting.
worse skills are eagle eye and learning hands down.mysticism is nice if you play some of the new versions like WT, useless in the normal game.navigation is 99% useless as in MP no one plays random maps with water.
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Jab
Jab


Hired Hero
posted January 07, 2011 01:50 AM
Edited by Jab at 01:57, 07 Jan 2011.

For a long time I have a special folder on HoMaM III in my computer. And in it is also a list of preferred skills and heroes on big maps with lots of towns (Im constantly updating it).

Inferno - Marius (Crag Hack, Gunnar)
Offense, Logistic, Wisdom, Earth, Armorer, Tactics, Ballistics, Air

Stronghold - Crag Hack (Dessa, Gunnar)
Offense, Logistic, Wisdom, Earth, Armorer, Tactics, Ballistics, Air

Dungeon - Gunnar (Shakti, Damacon, Crag Hack)
Offense, Logistic, Wisdom, Earth, Armorer, Tactics, Ballistics, Air (/Archery)

Fortress - Tazar (Alkin, Crag Hack, Gunnar)
Offense, Logistic, Wisdom, Earth, Armorer, Tactics, Ballistics, Air (/Water)

Castle - Sir Mullich (Sorsha, Crag Hack, Gunnar)
Offense, Logistic, Wisdom, Earth, Armorer, Tactics, Ballistics, Leadership (/Air)

Rampart - Kyrre (Mephala, Crag Hack, Gunnar)
Offense, Logistic, Wisdom, Earth, Armorer, Tactics, Ballistics, Archery (/Leadership, Air)

Necropolis - Galthran (Isra)
Offense, Logistic, Wisdom, Earth, Armorer, Tactics, Ballistics, Necromancy

Conflux - Monere (Kyrre, Tazar, Dessa)
Offense, Logistic, Wisdom, Earth, Armorer, Tactics, Archery, Water

Tower - Neela (Orrin)
Offense, Logistic, Wisdom, Earth, Armorer (/Tactics), Archery, Water, Scholar (/Leadership)

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Guitarguy
Guitarguy


Responsible
Supreme Hero
Rockoon.
posted January 29, 2011 11:56 AM

Recently, my main hero Crag Hack leveled up to 2 or 3 and got offered Scouting/Eagle Eye.  That stunk, but I decided to go with the latter just to make light of the situation.  Hey, it's not the end of the world.

-Guitarguy
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