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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»
Gregonar
Gregonar


Hired Hero
posted November 07, 2008 02:05 PM

Quote:
I'll just say that this is an old thread. Nothing more.

And to be on topic, I avoid scouting, mysticism, diplomacy and tactics


Yes, we are all quite old. But really, you'd avoid tactics?

On at different note, I think artillery is underrated. Of course, it does become useless after week 3. Otherwise, it's sort of like have 1 titan in your army. Too bad you can't buy multiple ballistas...

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pause
pause


Known Hero
posted November 07, 2008 03:03 PM
Edited by pause at 15:04, 07 Nov 2008.

The Good:
- Earth Magic
   Playin Necro, Gotta have my Animate Dead @ Max effect, plus TP is nice; there's just nothing like swooping in and defending your castles with your largest army)

- Wisdom^^^

- Pathfinding & Ballistics
   This plus Nomad boots & Equest Gloves? oh.. somebody stop me!!! Once, the final enemy hero was running from me and went thru a path up the middle of a mountain range, I went around in the same amount of time.. lolol)

- Ballistics
   Because those pesky towers can really f* up your strategy early in the game, killing those precious & expensive troops, and it's always nice to be able to just stroll in and take a tour of the castles that you lay siege on.

- Diplomacy
   Helps to give your scout hero's that extra edge over the competition.  Also it's nice to have them be able to attack roaming stacks and collect the resources themselves. Troops for free? Why the heck not!

- Intelligence
   I blow through so much mana in a week with my TP/Animate Dead (re-animating every lost troop before end of battle **don't do this to ghosts in h2, you'll lose all the souls that you gained**), and I'm to impatient to make my heroes check out a room in a castle of the night, or take the detour to a magic well. (it's nice to see +++ on my both sides of my heroes' portraits )




The Bad:
- Eagle Eye
   I think this skills was put in the game as more of a "negative skill" making the game more difficult if you get stuck with it *heh heh*

- Luck&Leadership
   I think there's enough Arti modifiers that cover these, and doesn't it stop after the +3 bonus anyway? There's no +4 is there? Plus leadership is pointless for Necro (my usual)

-Tactics
   I usually take care of this by arranging my stacks before I leave my castle.  Tho I could see the benefit in having my 200 zombies start in the middle of the battlefield, but by the time their turn comes, the rest of my army has wiped out most of the opponent)
____________

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champion
champion

Tavern Dweller
posted November 07, 2008 04:25 PM

Quote:
I'll just say that this is an old thread. Nothing more.

And to be on topic, I avoid scouting, mysticism, diplomacy and tactics


May be an old, but good thread!

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Fank0
Fank0


Known Hero
There are no limits
posted November 08, 2008 07:59 AM

Tactics is a very important skill,too bad some people do not appreciate it. It is on the same level as offense, armorer and logistics.

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liophy
liophy


Famous Hero
Bulgarian
posted June 02, 2009 12:55 PM
Edited by liophy at 12:56, 02 Jun 2009.

My preferences (SOD), ranked by importance. The speed and the design of the map could make SMALL changes of the order.

I separeted them in groups:


Esential:

1. Tactics
2. Logistics
3. Earth magic
4. Air magic
5. Offence
6. Armorer
7. Pathfinding
8. Wisdom

Usefull:

9. Fire magic
10.Water Magic
11.Intelligence
12.Archery
13.Artillery
14.Leadership
15.Luck

Partially usefull:

16.Resistance
17.Scouting
18.First Aid
19.Misticism
20.Estates
21.Learning

Useless:

22.Ballistics
23.Sorcery
24.Scholar
25.Eagle Eye
26.Diplomacy (No diplomacy rule)
27.Necromancy (No necromancy rule)
28.Navigation (No water maps)

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted June 02, 2009 04:19 PM

Quote:

Useless:

22.Ballistics
23.Sorcery
24.Scholar



... mmh all 3 can be game deciders. So useless???

I strongly disagree.

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liophy
liophy


Famous Hero
Bulgarian
posted June 02, 2009 04:26 PM

Quote:
Quote:

Useless:

22.Ballistics
23.Sorcery
24.Scholar



... mmh all 3 can be game deciders. So useless???

I strongly disagree.



1. Ballistics. If your oponent hides in his town, than its a matter of patiance. If you explore all the map and take all bonuses it would be imposible not to win sooner or later.
EVEN if he blasts your catapult (wich offcourse is the deal with expert ballistics aswell).

2. Sorcery. OK, maybe its not 100% useless. Maybe i should separate it in another groop- "almost useless". In final battle you rarely rely on ofensive spells. And even if you do,than 15% wouldnt matter that much. So - in comparison with the other skills, thats the correct order of the Sorcerry.

3. Scholar. Yes, its completely useless. All the time i would like to have the scholar in a scout. Even if i dont have it, i will develope 2-3 scouts to level 2-3 and get it.

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted June 02, 2009 04:45 PM
Edited by Xarfax111 at 17:10, 02 Jun 2009.

Quote:
1. Ballistics. If your oponent hides in his town, than its a matter of patiance. If you explore all the map and take all bonuses it would be imposible not to win sooner or later.
EVEN if he blasts your catapult (wich offcourse is the deal with expert ballistics aswell).


Well thats not true. There is always a reason why someone hides in a town. Maybe he had not enough money for a necessary buy-out and can do it the next day, maybe he was trapped and couldnt get his troups back, maybe he was low on spell points or even zero spell points etc.. so the only reason why someone hides in a town is that the odds are on your side and it will change within the next days. Balistics will also let you cast first.

Not that you get me wrong. I dont want it on my main either, but some of the skills stated in the better group are worse then that.

Quote:
2. Sorcery. OK, maybe its not 100% useless. Maybe i should separate it in another groop- "almost useless". In final battle you rarely rely on ofensive spells. And even if you do,than 15% wouldnt matter that much. So - in comparison with the other skills, thats the correct order of the Sorcerry.


Nope i strongly disagree on that point. Everything that does give you more damage in the Endfight is actually usefull. Actually sorcery can be a game winner...especially if you do have a sorcery specialist. Once i found an Armaggedon spell scroll on jebus, plus a breastplate, plus grid (<--most understimated hero anyway), plus arts sacrifice altar plus inferno. I was in the middle on day 6 (horde of behemots). Try that with any other combination.

Quote:
3. Scholar. Yes, its completely useless. All the time i would like to have the scholar in a scout. Even if i dont have it, i will develope 2-3 scouts to level 2-3 and get it.


Oh i see, you didnt state that it only counts for your main. You made the skill tabel "in general". In General scholar is very useful. On a main its pretty useless.
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liophy
liophy


Famous Hero
Bulgarian
posted June 02, 2009 04:47 PM

Offcourse for main hero.

Otherwise Estates would have been a lot higher up the order.

But if we talk in general the topic becomes too complicated, and it will be harder to make the order.

Even now its hard, because of the variety of the maps. but still...

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maretti
maretti


Responsible
Supreme Hero
posted June 03, 2009 11:06 PM

"1. Ballistics. If your oponent hides in his town, than its a matter of patiance. If you explore all the map and take all bonuses it would be imposible not to win sooner or later.
EVEN if he blasts your catapult (wich offcourse is the deal with expert ballistics aswell)."

I have actually won a couple of games on jebus because of the ballistics skill. If your opponent is in a town in the desert when you attack him, you get first move in every single round and that can easily be deciding. Another thing you can do is block the gate and avoid using the catapult. In this case your opponent cant get out with his walkers and if you are superior with shooters and flyers you will win.

____________
Crag rules, Orrin and Ivor suck

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lumpor
lumpor


Adventuring Hero
posted June 18, 2009 11:00 PM

Quote:

-Tactics
   I usually take care of this by arranging my stacks before I leave my castle.  Tho I could see the benefit in having my 200 zombies start in the middle of the battlefield, but by the time their turn comes, the rest of my army has wiped out most of the opponent)


Tactics isn't used for that. Sure, for putting your troops closer so they can reach the enemy in the first turn and such, but what I think is important is to surround your archers with melee troops.

Without tactics: First you move your gold dragons a little bit. Then it's the enemy archangels turn. It flies over half the screen, attacking your frail grand elves, killing LOTS and blocking them until the angels die, which might take a while, and during the time you're busy with the angels the marksmen and zealots blast away at your troops.

With tactics: The elves are guarded, the only ones the angels can attack are melee creatures. The elves are mostly undistrubed, and get to shoot.



Anyway, noone likes artillery? I love it! Maybe not for effectiveness, but I love the ballista.

And I think water magic is awesome, unlike what some have said. Expert forgetfullness is broken imo. Unless the enemy cures it, you've quite much killed the enemy archers with just one spell (melee marksmen are quite useless). Especially good during a siege when ranged attacks are more important (no matter which side you are on). Also godly when creeping. Horde of lizardmen and no loss?

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TmacV
TmacV


Hired Hero
posted June 19, 2009 02:18 AM

Quote:
Quote:

-Tactics
   I usually take care of this by arranging my stacks before I leave my castle.  Tho I could see the benefit in having my 200 zombies start in the middle of the battlefield, but by the time their turn comes, the rest of my army has wiped out most of the opponent)


Tactics isn't used for that. Sure, for putting your troops closer so they can reach the enemy in the first turn and such, but what I think is important is to surround your archers with melee troops.

Without tactics: First you move your gold dragons a little bit. Then it's the enemy archangels turn. It flies over half the screen, attacking your frail grand elves, killing LOTS and blocking them until the angels die, which might take a while, and during the time you're busy with the angels the marksmen and zealots blast away at your troops.

With tactics: The elves are guarded, the only ones the angels can attack are melee creatures. The elves are mostly undistrubed, and get to shoot.



Anyway, noone likes artillery? I love it! Maybe not for effectiveness, but I love the ballista.

And I think water magic is awesome, unlike what some have said. Expert forgetfullness is broken imo. Unless the enemy cures it, you've quite much killed the enemy archers with just one spell (melee marksmen are quite useless). Especially good during a siege when ranged attacks are more important (no matter which side you are on). Also godly when creeping. Horde of lizardmen and no loss?


Good post but to have expert water while still creeping is on the wrong side of the odds imo.  I like expert water for clone and prayer.  Either with tactics and/or speed arties and prayer>haste.
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KaiserYoshi
KaiserYoshi


Hired Hero
It's clobberin' time!
posted June 19, 2009 10:13 AM

Essential for my main hero:
Earth Magic (TP, obviously, and expert Slow means free wyverns from hives!)
Water Magic (Prayer and Clone, heck even expert Bless is amazing)
Pathfinding and Logistics (because who would willingly spend a turn walking seven squares in a swamp?)
Armorer and Wisdom (obviously)
Archery and Offense (because Ivor already has those )

Maybe, if I just can't find one of those:
Resistance
Air magic
Ballistics
Estates

For scouts:
Scouting (shock and surprise!)
Estates
Scholar and Wisdom
Logistics and/or Pathfinding
Diplomacy

Will never even consider:
Mysticism
First Aid
Artillery
Fire Magic and Necromancy (Rangers can't even get these outside of a Witch Hut...)
Sorcery
Intelligence

Think I remembered them all...

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted June 19, 2009 11:16 AM

Quote:
Without tactics: First you move your gold dragons a little bit. Then it's the enemy archangels turn. It flies over half the screen, attacking your frail grand elves, killing LOTS and blocking them until the angels die
If your enemy is making such a move, he is either called "AI", or has no clue of H3 battle strategy..
____________
Better judged by 12 than carried by 6.

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lumpor
lumpor


Adventuring Hero
posted June 19, 2009 11:34 AM

Or maybe not since the enemy maybe uses the ressurecting phantom image strategy

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maretti
maretti


Responsible
Supreme Hero
posted June 19, 2009 12:10 PM

Quote:
Quote:
Without tactics: First you move your gold dragons a little bit. Then it's the enemy archangels turn. It flies over half the screen, attacking your frail grand elves, killing LOTS and blocking them until the angels die
If your enemy is making such a move, he is either called "AI", or has no clue of H3 battle strategy..



Well thats not exactly true. Lets say you are facing Ivor and he has a big stack of grand elfs and you only have earth magic. In this case it will often be a good idea to hit them right away with your AAs to cruple them. Otherwise if he manage to block them he will shoot you down eventually and you wont be able to get to them because of the heavy hps of his blockers.

Lets say you have exp haste and maybe a speed art and some strong archery. Again attack right away with AAs. Then its opponents turn, he might wait with gold dragons and pegasis to take retaliation on AAs with a weaker stack. Then you cast haste and move in with the rest of your army.
____________
Crag rules, Orrin and Ivor suck

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted June 19, 2009 12:42 PM
Edited by angelito at 12:44, 19 Jun 2009.

I would never sacrify my level 7 unit and let it gangbanged only to block his shooters. If I have AAs, I probably have Castle and therefore I have 2 shooters myself and will rather try to shoot those elves down with them, or cast mass haste and block them with royal griffs. Or maybe with champs...may depend on own hero and skills.

But sending my AAs on front line in first round...nah....hardly can think of a situation I have ever done that...except on custom maps vs comp.

And with "phantom image" you mean clone I suppose...then I bring my implo on your grands and the clones are gone too....then what?
____________
Better judged by 12 than carried by 6.

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liophy
liophy


Famous Hero
Bulgarian
posted June 19, 2009 01:45 PM

In general i support Angelito.

But sometimes you dont have expert air magic.

And if you are castle its pretty common to NOT have big pile of shooters. Your monks/zealots are build just after 2 week and your marksmen are pretty easy to be killed.

If your opponent have a dwelling for elves, he will easily outshoot you.

So in this case - by hitting with angels immediately you get an edge in shooting fight.

Otherway you will be slowed and shoot to death easily.

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xlnt
xlnt


Known Hero
posted June 19, 2009 02:07 PM

If no other way exists i'd block the elfs with AA. The enemy would have to block the marksmen too, so no big risk there. The dendros will bind the AA, but whatever comes to block the marksmen will have crusaders hitting it, so i'm in favor of the Castle in this fight.

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zsa
zsa


Famous Hero
posted June 20, 2009 03:04 PM

I wouldn't send my lvl 7 forward like that to take a pounding. If you do that, it's the biggest gift you can offer the opponent. It's going to be a gang bang. In most situations I wouldn't even care that much about your ranged units, I would just say thanks and proceed to sodomizing your archangels.

Why would I block the marksmen and zealots with anything more than a single stack of pegasi in this situation?

All my units except those silver fairies will attack at full power with no retaliation. You will have to get the rest of your troops across the battlefield .

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