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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 / NEXT»
andiangelsla...
andiangelslayer


Disgraceful
Famous Hero
posted June 12, 2002 02:32 AM

you a tosser, i never talked about magics, i said Wisdom...every might hero has exp magic school(s) too, what does that have to do with it? of course if you expect you got exp earth and i got no magic school you win, but that is what makes you a tosser

its funny, everytime we talk about might vs magic some newbie comes up with "but the might hero has no magic...", what a toss lol
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mmontgomery
mmontgomery


Hired Hero
posted June 12, 2002 02:33 AM

Honestly, are you serious that you would take offense or armorer over wisdom?  That is a bizarre choice!  Does anyone else think that offense or armorer are superior to wisdom, or even in the same league?
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andiangelsla...
andiangelslayer


Disgraceful
Famous Hero
posted June 12, 2002 02:36 AM

well you missed my point it seems: wisdom isnt always a good choice (look at the other posting why), while offense and armorer is never wrong to take, just never...only exception is if you take too many skills and dont get the most important to expert (magic schools), but that is what you can say about every other skill.
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mmontgomery
mmontgomery


Hired Hero
posted June 12, 2002 02:50 AM

Let's talk about a realistic scenario.  We both have expert earth magic.  You selected expert offense/armorer and I selected expert wisdom/intelligence.  We both have 10 of each attribute after taking artifacts into account.  We both have two full weeks of production from a castle.

We both get to do expert slow, stone skin, and shield.

You get 30% more attack/defense.  I get to summon earth elementals, do meteor showers, resurrection, animate dead, implosions, ...  If necessary, due to the intelligence bonus, I can summon up to 10 stacks of 40 Earth Elementals each.

Furthermore, I get the additional flexibility and mobility of expert town portal and possibly standard dimension door or fly.

You think expert offense/armorer is better than this?
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mmontgomery
mmontgomery


Hired Hero
posted June 12, 2002 03:08 AM

Quote:
well you missed my point it seems: wisdom isnt always a good choice (look at the other posting why), while offense and armorer is never wrong to take, just never
Quote:

Any time you take one skill, you are giving up another.  It is wrong to take a so-so skill unless you have no better alternative.  This has to be an important factor in which hero you choose to build, so that you have a decent chance of the right skill set being offered.

The whole point of this thread is to prioritize the skill set, so that given a choice, one chooses the higher priority of the skills offered.  Sometimes both choices are lame.  Sometimes you have to pick so-so over lame.  But to me, wisdom has a far higher priority than offense, which is why wisdom is in my "must have" category, while offense is in the so-so category.

When the choice is offered for offense or wisdom, and you take offense, you have made a wrong choice for 99% of the games, in my opinion.

Sure, the advantage of wisdom can sometimes be negated; so can expert magic schools.  If someone has the orb of nullification, they both become 'wasted' for that battle.  But that does not mean that either were bad choices, it just means your opponent got very lucky.

Sure, a tome of magic can mitigate the need for wisdom, but they are not that often found.  The odds of find a helpful scroll are a lot less than finding good spells at your mage guilds and pyramids.

I doubt you actually make such a choice in your games, that you would actually choose offense over wisdom, unless for some reason in a particular game you think the odds are slim of ever being able to learn any level 4 or 5 spells.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted June 12, 2002 03:24 AM

Quote:
The thing about raising demons in the battles is that trying to get your 1 joined thru diplo stack killed and all your other stacks not damaged is only easy if you are fighting really slow stacks. If you fight ranged or fast stacks, the AI hardly ever attacks your joined stack. So then you lost either some demons or some pit lords, you can still kill of the joined stack you need by retaliation strikes, but in my experience it's hard to get that perfect # in every battle. I can usually get the perfect # ratio in about 2/3 of the battles. So, also as you mentioned you have to fight 2 battles to use those orcs effeciently. Necro needs no battles. Also as you can chain for your horned demons necro can chain for their skeletons and it costs alot less, of course skeletons aren't as strong as demons, but they are alot more numerous.

Now, in your example you used a level 2 creature- which is fine, but most of your joined will be L1, with alot of L2-L3 and few higher level scattered around as that is how they usually are on the map. The conversion benefited you for L2, but benefits Necro for L1's which are most numerous. Especially when Necro can get them to join and loses 0 HP with the converter. Plus if you get 7th levels they'll be bone dragons.


I guess we will never convince each other. I still don't agree, because I seem to be able to demonize my troops quite well, so I will stick to my strategy and you stay with your skeletons.

I have never liked skeletons, because the AI always seems to attack them first. So the number that I gain from necromacy is lost in most battles.
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sos
sos


Known Hero
posted July 05, 2002 08:41 PM

Have to go with Andi on this one. Offense/armorer will help you in every attack in every battle and are never useless. Many games are over before you get to build your guild and then wisdom is a wasted skill. The thing with wisdom is that you dont need it immediately, and you may never need it. That's what makes it a so-so skill.

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DarkManiac
DarkManiac


Known Hero
of Hell
posted July 06, 2002 12:35 AM

Prefer for a magic hero: wisdom, inteligence, earth magic, air magic, logistics, leadership, water magic. (Magic also depend on available castles)

Prefer for might hero: offense, armorer, leadership, luck, logistics, wisdom, air magic.

Avoid for might only: sorcery

Avoid for both: mysticism, first aid, scholar.
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A villain's gotta do what a villain's gotta do.

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Perji
Perji


Known Hero
Necromancer
posted July 07, 2002 04:06 PM

Intelligence and Mysticism are useless if you have at least one Dungeon on the map. Get that town and you'll only need Town portal which you have anyway. I got to 1500 spell points once with Mana Vortex
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Things go wrong because people build walls instead of bridges

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted December 27, 2004 04:31 PM
Edited By: angelito on 27 Dec 2004

Revived.

Intensive discussion in this thread. Anyone wants to add something?

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Better judged by 12 than carried by 6.

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guitarguy
guitarguy


Responsible
Supreme Hero
Rockoon.
posted December 28, 2004 01:54 AM

Diplomacy's definitely cool

In all my years of playing Heroes games, I have to admit that I had most of my rises when I got the Diplomacy skill. The effects of Diplomacy seem to occur more often in Heroes 3 than in 2, but that is definitely a plus. I mean, the computer or your opponent will definitely benefit from the skill as much as you would, so it pays to choose it to balance things out. It truely sucks when you see an opponent coming at you in Week 4 with an additional pack of crusaders or pit fiends. I'd place the importance of choosing Diplomacy right below logistics and right above Pathfinding, among other skills on your average map.

-guitarguy

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted December 28, 2004 03:21 PM

Any Might hero:

Archery
Armorer
Offense
Diplomacy
Ballistics
Leadership
Tactics
Artillery

These are second choices:

First Aid
Magic Resistance

I avoid:

Scholar
Learning
Eagle Eye


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Eccentric Opinion

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darthgeeku
darthgeeku

Tavern Dweller
posted November 25, 2005 07:22 PM

town : necropolis
srart hero : isra/lord haart
sec skills :
necromancy
archery (higher lich dmg)
offense (higher general melee dmg esp skellies and dread knights)
earth magic
intelligence (mass mana for reanimating/tp)
air magic
wisdom
tactics (protect liches/general attack sequence)

skills to avoid
mysticism
eagle eye
scouting
artillery
ballistics

I love expert offense with might necro hero and it really kicks in when my legion of skeletons or hoard of dread knights connect with a blow To offset not having armorer i view expert intelligence an ok option so hero has massive mana to reanimate dead after taking more dmg hehe.It also helps in town portaling, dimension door, etc

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GabyStan
GabyStan


Known Hero
Seeking Wisdom
posted November 26, 2005 06:43 PM

Quote:
- Resistance
(with Thorgim (I think its the resisitance guy) or when there are resistance artifacts on my side of the map)
I'm not sure if this Q has been posted already, but I'm curious if resistance artifacts work without the skill or are they like the archery boosters?
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Your worst enemy is... yourself.

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maretti
maretti


Responsible
Supreme Hero
posted November 26, 2005 07:25 PM

They work without the skill
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Crag rules, Orrin and Ivor suck

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GabyStan
GabyStan


Known Hero
Seeking Wisdom
posted November 26, 2005 08:13 PM

I've messed up things a bit (posted twice by mistake than deleted the right one), I was also going to ask if there are other type of artifacts that require the respective skill for them to work (Eagle Eye, Mysticism, Diplomacy - it makes sence Necromancy skill is a must)? I reckon Golden bow works without Archery, while Feather, Bowstring and Bow won't.
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Your worst enemy is... yourself.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted November 27, 2005 09:44 PM

I prefer the catupult secondary skill.
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How exactly is luck a skill?

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted November 28, 2005 12:03 AM

Quote:
I prefer the catupult secondary skill.


Yeah me too..with expert catapult u can shoot directly on your own head.
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gorguss
gorguss


Adventuring Hero
posted November 28, 2005 08:57 AM

One skill that I find especially useful is for instance Tactics. Does wonders when the enemy has a lot of shooters, both vs comp and human. Expert air or earth is pretty important.

Scholar is extremely practical on your "transport" hero. Only way you can transport spells. I like getting it to advanced just to get those important spells out to the main heroes doing the battles without loosing terrain to the opponent
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I'm not retreating, I'm just charging in another direction

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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted November 28, 2005 06:42 PM

Quote:
I prefer the catupult secondary skill.
Yeah, catapult is a great skill. It is so good that sometimes I even choose it over the navigation skill! Scholar is very good too. In fact, those two single skills are so good that in one of my recent games I got both of them to expert level on my main (Tazar).

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