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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»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 04, 2010 03:11 AM
Edited by Salamandre at 03:44, 04 Jun 2010.

On single map is ok, you will rule the AI. But if you have air expert, offense and tactics you will mostly never need animate dead, because you will hit first (with Galthran, speed=9), that they were trying to say (try it).

The bad side of skeletons is that they can jump on walls so some will die to towers, hence your frustration. In Multiplayer, it is "prohibited" to attack a player which is hiding behind walls, so the problem is gone. In single player ballistic is a must if playing with necro.

It wasn't me who suggested Galthran but the great modo. What you do with the walking deads? They slow you several tiles every turn and are useless. Also 200 skeletons week 3 is a big waste of time. They should be 200 by day 3-4 (tavern+transformer+amplifier+2 necros fighting around, forget town hall). Split your skeletons in 1 huge stack and 6 single baits for taking the retal or protecting (depends on what units you face). Going with one huge stack only is bad idea early. Take the chests as experience until you get expert necromancy on all necros, then start make money and skeletons.
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Era II mods and utilities

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ShakeZullah
ShakeZullah

Tavern Dweller
posted June 04, 2010 04:17 AM

Yea, I had them is 4 stacks of 50+ each. I usually keep around the walking dead at the start to draw some fire. It works great against monsters around the map. put the walking dead just within the range of the monsters with the skeletons right behind. The monsters attack the zombies I kill them with the skeles. That way I'm just sacrificing dead weights (pun intended), and they have more health so I loose less than I would if they attack the skeles.

The reason He was like that was first day, I bought the mage guild, next turn I got the mausoleum. and grabbed the liches. Then I started hero building with main hero and getting resources. I just walked around fighting monsters and hitting up attribute modifiers until I saw the castle.

Ballistics is alright at the start of the game, but in the late game, I never really need it.
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donald
donald

Tavern Dweller
posted June 04, 2010 06:57 AM
Edited by donald at 07:00, 04 Jun 2010.

Skills which I prefer :
Offense (+30% dmg... nice)
Leadership (this skill can be better than offense cuz creatures can deal twice dmg)
Luck (same as leadership, but with together, it would be a nightmare for enemies because of 4x dmg from one creature)
Earth magic (only for shields, stone skin, slow and town portal)
Air magic (only for haste, counterattack, fly and dimension door)
Wisdom (to get spells which are lvl 2 higher)
Logistics (more movement points, can be a life saver!!! )
Pathfinding (it is annoying to walk on the swamps, roughs... etc. with this skill, it does not matter ! )

Skills which I avoid :
scouting
mysticism
eagly eye
learning (those first 4 skills dont maybe need anything comment)
estates (can be useful for scouts, but useless for main though)
armorer (-15% dmg from enemies is not in my opinion high. for example: my archangels get 100dmg from enemies and with the expert armorer it is only 85dmg so it is not really a much !)  
tactics (ok this is a very good skill but it is pretty useless if ur enemy have also it...)

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uruk-hai
uruk-hai


Adventuring Hero
posted June 04, 2010 01:27 PM

Quote:
Now, what do you mean by fixed? do you mean I edited (fixed) the map to cheat for myself?


No, I meant pre made maps like the ones that comes with the game, I dont play those, I was talking about random maps.
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fishjie
fishjie


Adventuring Hero
posted June 04, 2010 07:38 PM

I play single player on impossible difficulty and think offense/defense are great, especially on the campaign maps at impossible difficulty.  i think i posted in this thread years ago cause i got notifications.   i'll post again  

so i always try to get:
logistics
offense
defense
archery
earth magic (slow, town portal, implosion, meteor shower)
air magic (haste, counterstrike, chain lightning, dimension door)
wisdom

because these skills are always strong, from start to endgame

havent really liked water magic, i like fire magic for expert berserk (so broken), but on a lot of campaigns, monsters are immune to berserk, which takes the fun out of it.

dont care for ballistics.    its good early on, but playing on impossible difficulty, games drag on, and it becomes completely worthless at endgame.  ditto first aid.    these skills give diminishing returns as time goes on.   I can see how scholar could be useful, but since I play single player, town portal and dimension door allow me to easily visit mage guilds.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted June 04, 2010 09:41 PM

Quote:
...but do I really have to defend wisdom. without wisdom, you can't learn any spells over level 2. So Town Portal is a no go...
Not true.
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Better judged by 12 than carried by 6.

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casihasi
casihasi


Known Hero
posted June 04, 2010 10:56 PM

Several reasons why i never take wisdom early...for using tomes you don't need it, so it'S a waste of a skill if you see the earth tome. And it doesn't help at all for the first week where i never get my hands on any of those spells anyway.

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ShakeZullah
ShakeZullah

Tavern Dweller
posted June 05, 2010 12:17 AM

Well, of course. If you can find some tomes, Wisdom is not really useful, but relying on that for magic is just hurting you most of the time. The chances of you finding a tome are decent at best, and it being the earth tome is 25% of that. I prefer not to rely on chance for the higher level spells. Wisdom just seems like a much safer investment.
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casihasi
casihasi


Known Hero
posted June 06, 2010 06:23 AM

Well actually the chances of finding a tome is pretty high on most randoms. And they are all good, water too for prayer/clone.
I just cannot recommend taking wisdom before you really need it, and before you see a good part of the map and the artis that are around.

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supergub
supergub


Hired Hero
Abridged series fan
posted June 06, 2010 08:05 AM

However, what if you get a fire tome? There aren't that many great fire spells, high level or not. Granted, there are some good spells, but then you can't get any other level 3+ spells. Even if you do get an earth, water, or air tome, you only get one school's spells.
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HOMM3 is my favorite game, Castle is my favorite town,
Rion is my favorite hero, Marksman is my favorite unit, Haste is my favorite spell.

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Binabik
Binabik


Responsible
Legendary Hero
posted June 06, 2010 10:16 AM

Quote:
Several reasons why i never take wisdom early


You guys seem to have missed the word "EARLY".

I don't take it either the first 2-3 times it's offered. The reasons are:

1) It's not needed early

2) The first time it's offered there is a very good chance that I won't even have a spell book yet

3) It will be offered several times so there is no risk in waiting

4) Early in the game I probably won't have enough spell points to use higher level spells (I'll be lucky to have enough points to cast level 1 spells)

5) I might not take it at all, depending on several things

6) I might get tomes

7) I might not build the guild to level 3 or higher, and if I do it won't be until I'm higher level, so I can take wisdom then if I want

8) The guild might have crap spells

9) I might not have a scholar and can't easily get my main to town to get spells himself

10) (probably the most important reason) taking wisdom EARLY can slow down getting more important skills to expert level  ---  For example if I have advanced earth and I get offered an upgrade to wisdom instead of upgrade to earth then taking wisdom was probably a BIG mistake

So have some patience with the wisdom thing


On some of the big fixed maps wisdom makes more sense, but not on the fast random maps. But even on the big player made maps, it's probably better to wait before you take wisdom.

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ohforfsake
ohforfsake


Promising
Legendary Hero
Initiate
posted June 06, 2010 11:07 AM

Well you know what they say, the older you get the wiser you are.

In general, it's better to wait until your hero is old (in levels) before getting wisdom, because then it'd actually be wisdom of the wise and not wisdom of the stupid.

Pun intended.
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Living time backwards

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xlnt
xlnt


Known Hero
posted June 07, 2010 01:19 PM

Why armorer is MUCH better than luck and morale

1. Morale strike versus an opponent with higher stats and armorer are ... nothing really
2. Luck doesn't multiply by 2 , but by 1.5%
3. Both skills are chance based - armorer is 100% in effect
4. Morale and luck can be raised without using the skills
5. There are artefacts that nulify the effects of both morale and luck
6. 15% less demage on all attacks are much more than 12.4% luck and morale - statisticly and in real game.

7. Tactics is the best skill

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RidderLugtepik
RidderLugtepik


Adventuring Hero
posted June 07, 2010 03:05 PM

I always avoid ballistics and artillery... they are AI secondary skills. Not for real players.
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the future is certain and the end is always near

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casihasi
casihasi


Known Hero
posted June 07, 2010 07:41 PM

For Artillery it depends on what you play...example poor map, 160% or more, and i will be happy to take a barbarian with artillery.

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wog_edn
wog_edn

Promising

The Nothingness
posted June 07, 2010 07:49 PM

The ones I always go for are simply offense, armorer, air and earth magic and logistics. No matter what town I play. And who would ever say no to diplomacy? Possibly archery, tactics, fire/water magic .. pathfinding if playing tower or fortress, otherwise I would move simply too slow (though a good tower hero would be able to dimension-door between wells ) ... sorcery .. agh, too much good!
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Binabik
Binabik


Responsible
Legendary Hero
posted June 07, 2010 10:21 PM

Quote:
2. Luck doesn't multiply by 2  , but by 1.5%


Wrong. It depends on attack-defense penalty or bonus. It can cause up to a MAXIMUM of double damage.

I've never figured out the exact details of how it works, but it appears that the minimum increase in damage is the base damage without any att-def bonus.

So bottom line is that if attack is equal or less than the defense, then the attacker will do double damage. If attack is greater than defense, then they will not do double damage, but they will do at least normal damage (including att-def bonus) + base damage.

Again, I don't know the exact details of how this works. But it's something like that.

What this all means is that some town/heroes/creatures will benefit more from luck than others. Low attack against high defense benefits more than high attack against low defense. Also, your high damage dealing stacks are usually your high level stacks so they won't get as much benefit. On the other hand a large skelly stack would get close double damage. Luck is better for a beastmaster than for a barbarian.

My guess is that the increase in damage for 3 points of luck gives an average of around 7-9% increase in the total damage for the army.

Quote:
I always avoid ballistics and artillery... they are AI secondary skills. Not for real players.

Gurnisson is one of my favorite heroes. Give me Gurnisson and a couple of serpent flies on day one and I can pwn a legion of walking dead.....just give me about a year to do it

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trav
trav

Tavern Dweller
posted June 08, 2010 12:56 AM

Some misconceptions arising here.

A lot of players don't seem to realise just how powerful bless is against or FOR some armies it can make or break, ofc hastes etc but earth should definitely be taken, in fact it should be prioritised u TAKE E W and A magic. and thsi is me taking out the dumbass spells of TP DD etc because having an increased chance to get them or having then randomly appear for you has pretty much won you the game. OFC if spells like thsi were AS INTENDED (which i dont think they are) increased in chance to some towns over others then sure but these towns would need major disadvantages to balance out the luck chance.

The staples of armourer and offence are given and logistics IF!!!! it can be learned fairly and at the same time. Having a massive movement increase is again pretty much handing you a free win, leaving 3 more staples / variables

Necro for well necro
Leadership for MOST towns and EVERY town if there are multiple none same towns unoccupied to start
Tactics depenedent on opponent and your town for stronghold a MUST agaisnt a stronghold and you being conflux you can handle easliy w/o and same if your tower.
Sorcery MUST for spellcasters ignore for might heroes
same for wisdom
Archery for me isnt as good as i play manly magic heroes and again the max potential takes a lot of time to get as you will most likely require NO losses AT ALL of your ranged units and a long XL map for recruiting many and possibly a similar town as in the final fight having 2 towns shooters say 3-4 of your 7 will imo wipe you in most scenarios against a human player.
Resistance for might heroes can be all you need for gaining the edge back especially for tower and rampart
and finally luck. I love luck at max and morale as it almost guarantees an extra attack or crit and for castle is a MUST imo.

This is based on a LOONG XL MAP with max skills with most factions  as generally there are staples for all situations but ofc you can replace an unnecessary sorcery on a small low resource map for say estates or path finding for your scouts (imo) on heavily slow terrain maps. its all about common sense and what is benefiting you the MOST for the LOWEST disadvantages (ie not gaining wisdom for estates) AND for what the situation calls for. As stated at the top the magic's should be first but not for a might hero about to rushed on week 2 day 2 by a human player because then your not actually gaining enough levels to get the most out of the magic you probably don't even have

I personally don't appreciate fire I'm sorry, its just I play conflux, dungeon, tower or castle the most. Conflux and castle being my fav and find that BL at max or other fire magic's at max don't offer as much as the other skills but its still great to see a blind in your mage guild at low levels

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casihasi
casihasi


Known Hero
posted June 08, 2010 01:25 AM

Playing conflux and not liking fire magic...yeaaaaah right.

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buffyscrubs
buffyscrubs

Tavern Dweller
posted June 14, 2010 05:29 AM
Edited by angelito at 13:11, 14 Jun 2010.

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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