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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»
fargus
fargus

Tavern Dweller
posted June 15, 2010 03:40 AM

Quote:
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.



I would rather the computer attack my skeleton than a troop like my black knights

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trav
trav

Tavern Dweller
posted June 17, 2010 04:53 PM

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


what kind of statemant is that its barely even thought about! Conflux dosnt gain any more benefits to its fire magic than any other town or heroes from what i can tell that is major anyway. I mean i havnt noticed the need to improve blind and armageddon isnt really needed is it REALLY i mean think about it and thats IF you get armageddon. so what u waste a skill slot for a hit and run ability that 1 pheonix can do anyway. srsly L2P. i can understand if it was guranteed or at the LEAST very likely due to the number of magic towns say tower or more conflux etc and had u some sense as to NOT take fire elementals and magic elementals etc cos they are only slowing your hit and run unit down then u wud ultimately see ...YOU ARE USING A SCOUT OR MARTYR hero FGS. so sure thats all well and good, do watever with those guys as u are most likely using ur main hero elsewhere but as im sure we are all awar this was for posts for main hero skills? yes ?no?  i PERSONALLY dont fancy the fire school of magic and improving it is useless to me as well i can only think of blind and that isnt really in need of improved imo anyway. Finally lets talk grail... IF u can get a grail and then IF u beat ur  opponont getting it it would hardly matter as u STILL wouldnt sacrifice 3-4 of your other stacks to armageddon on your main hero surely ? i dunno maybe u wud! im personally against it and as conflux prefer to bless and the conflux super units other than birds the sprites are SILLY OP and the storm mentals so major heavy losses there when they are likely to go b4 ALOT of units and the lv 3 4 5 units are pretty low on hp to there counter aparts and rather more of a beating stick imo so again ur hurting ur self a lil more but these are only my oppionins and  seem to work fairly well for me. FIRE MAGIC is very situational and unlike water earth and air magics have much fewer spells that are beneficial to me as a player in terms of stratergy but hey thats just me. Im willing to bet you dont play much against good human players on fair level footing so no TP or prisons etc. Ive just reread the top as well just another quick point, the few beneficial spells u get isnt going to help u early game either were ur opponont will most likely be dominating with his earth or wind magics so yer GL and i await your imbah reply. any of these will do/

ZOMG
Noob
mwuhahahha L2P
I PWN u
Ya mum
Ill find out were you live and stab you
No it all
bad speller
yawn
care police
Anything from this general school of thought

Sorry yer I should think first (OMAGAWD a proper reply)

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relax
relax


Hired Hero
posted June 25, 2010 01:54 PM

on what difficulty the ai attacks skeletons?
i always get my lords attacked
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giraffe727
giraffe727

Tavern Dweller
posted October 20, 2010 06:55 AM

Read through some of the thread, thought i would point out a few things.
Worst skils
Eagle Eye (conquer your opponents town and get all their spells)
First Aid (unless your army is all high level units this does nothing)
Learning (15% isnt enough to warrent the skill, if it was 30% maybe)
Mysticism (get intel if you need more mana)

Bad Skills (not as bad as the above but i would never chose them)
Scholar
Navigation (unless its a water map, like all water)
Estates
Leadership, Luck (both can be acounted for with items)
Artillery, (Though being able to choose where your castle turrets fire is pretty helpful)
Scouting
Sorcery (damage spells dont do enough damage even with this also increases spell length by 15% which again isnt that great)
Resistance (almost makes it to average, if you have the artifacts to go with it then its better otherwise meh)

Average Skills (these skills all become strong if you use them properly)

Archery (Good if your Tower or Rampart or Castle, however usually requires tactics or guarenteed first spell cast to stop the archers getting hit)
Amourer
Fire magic (tho if you get the right spells this can be devestating to have at max)
Pathfinding (if the map is all crumby terrain this skill is more important)
Intelligence (good mana bonus tho useless on a might hero)

Best Skills
Offence (if your a might hero +30% damage is quite alot if your att is already high)
Necro if your necro anyways (cant usually get it otherwise anyways)
Diplo (overpowered on most maps try getting this skill and then see how many troops join you after the "month of creature")
Wisdom (even if your heroes a might hero having him be able to cast good spells late game is important)
Air Magic/Water Magic (expert haste/dim door and expert clone/bless/prayer)
Logistics
And lastly the greatest skill of them all
Earth Magic
expert slow/town portal/stoneskin/shield (eqv amourer)/misfortune (take that luck ppl)/sorrow (take that leadership)/animate dead/ressurection/anti-magic (armegeddon free)/implosion

Also some1 said intell was better than offence coz it increased with your hero ie if you have 6 knowledge its worth another 6 and if you have 20 its worth another 20. offence/amourer is applied after your att/def and so increases in effectiveness as your att/def increases much like intel except that this is reflected immediately in damage to your opponent whereas a bonus 200 mana points is good but if you already have 200 is a bit useless rarely have i needed more than 200 for a battle and there always places to refresh mana.

also a few notes on ai behaviour
AI attacks the creature to which the highest damage reduction will occur from that attack. This means that archers are top of the list as they have low health low defence and suffer a 50% reduction to creatures adj and are no longer able to attack their weak units. next on the list is level one creatures as they will take the most damage and so lose the most damage after being hit. If walls are involved (not breached walls) non-flyers have a damage of zero and so flyers are targeted first.

sorry for the long post



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Alistair
Alistair

Tavern Dweller
posted October 26, 2010 09:19 PM


In these orders

Favorites : Logistic, offense, defense, magic schools depending on your town and spells, patfinding if there is a lot of rough terrain, archery if you have 2 or 3 (tower) archers in army

Worst - Scholar, eagle eye, learning, navigation on maps with little water

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Darmo
Darmo


Known Hero
True Gentleman
posted November 19, 2010 04:54 PM

Nothing worse than Learning

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DarkMemphis
DarkMemphis

Tavern Dweller
posted November 25, 2010 12:58 PM

I normally random my town and hero, but for most heroes these are the skills I normally get:
- Logistics (unless I got D-Door): obvsiouly to cover more ground, defend better, explore better, and so on.
- Air/Earth/Water Magic: mass Haste/Slow especially (depending on whether I'm mostly ranged or melee troops), as well as quite a few other situational spells (Shield/Stoneskin, Town Portal, D-Door, Prayer)
- Fire Magic (ONLY if I have some kind of fire/magic/high level spell immune troops, e.g. dragons, phoenixs, etc.): if you have max rank Armageddon and decent spell power, often you can kill most of the opponents army with 1 spell without touching your own.
- Pathfinding (ONLY if it is a map with lots of bad terrain): increases speed immensely on terrain such as snow, otherwise pretty useless (especially if you can find a path).
- Ballistics: Nothing worse than getting to a town and having to wait for your crappy catapult to slowly bash their walls down with the strength of a 5 year old girl whilst their towers and ranged units beat you down (this isn't as useful if you have high level spells like teleport, earthquake, or foregetfullness, or lots of ranged/flying units)
- Tactics: great for re-arranging your troops to get ranged units as far away from fast units as possible, and getting your slow troops up in the thick of it, and also for spreading out from spells like fireball, or lich attacks.

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Menumorut
Menumorut

Tavern Dweller
Transylvanian Voivod
posted November 25, 2010 01:26 PM

When I play with might heroes i usually pick the following heroes: Sir Mullich(by far one of the best heroes), Gunnar, Crag Hack, Tazar or any offense or armorer or logistics specialist, heroes that specialize in creatures aren't that good in the outcome of the overall game, and i go like:
1. LOGISTICS! it's must
2.Offense
3.Armorer
4.wisdom (do i have to... on barbarians?...yes)
5.earth magic
6.tactics
...
7. and 8.I'm not always sure...depends on what i get first from: Pathfinding, Leadership, Archery, Diplomacy, Air Magic or Water Magic.

Never get sorcery, intelligence, scholar, mysticism or any mage skills on might heroes because you don't have that much mana to be effective with them.

If I play with a mage hero i choose from Loynis, Solmyr, Jeditte, Dessa or heroes with speciality intelligence or sorcery and the following skills:

1. Wisdom
2. Earth Magic (for mass slow, resurrection, TP, Implosion, Meteor shower)
3. Air Magic (only for Dimension Door to be honest, haste sucks compared to prayer)
4. Water Magic (Prayer, Bless, Cure, Clone, Dispel are very good at expert level)
5. Fire Magic (Berserk and Armageddon)
6. Intelligence
7. Sorcery
8. LOGISTICS

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heroes_player
heroes_player


Known Hero
posted December 22, 2010 11:16 AM

I think that navigation skill is very underrated skill. It is the best skill for watermaps like "Ocean" or "Back for revenge".

Exper navigation gives you 150% more sea movement which means a hero with this skill moves in one day and a hero without this skill takes 2,5 days to move same distance. Remember that logistic skill gives only 30% at expert, this gives 120% more...

Navigation specialist heroes are great! Level 20 Voy will get 300% bonus so it means that he moves on/in the sea 4x faster than a hero without this skill!

So why do people avoid this great skill? I will post my own list later...

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heroes_player
heroes_player


Known Hero
posted December 22, 2010 11:32 AM

BTW, does "sorcery" skill have an effect on non-direct-damage-spells like ressurrection, sacrifice or landmines ?

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Jab
Jab


Hired Hero
posted December 25, 2010 01:32 AM

Preferred skills:

1)Offense
2)Logistic
3)Tactics
4)Wisdom
5)Earth Magic
6)Air Magic
7)Armorer

8)Necromancy/Water Magic/Archery

Cheat:
Diplomacy

For secondary hero only:
Estates, Scholar

Sometimes useful skills:
Resistance, Leadership, Luck, Artillery, Ballistics, Pathfinding, Fire Magic

Less useful:
Navigation, Intelligence, Mysticism, Sorcery

Worthless:
First Aid, Learning, Eagle Eye


I prefer might heroes - like Galthran, Isra, Tazar, Dessa (favourite towns are Necropolis, Fortress and Stronghold of course). Btw just out of curiosity... Why people prefer Crag Hack over Dessa or Terek? I mean at least expert Bless seems useful for Stronghold. And with Dessa you are really fast on big maps, while with Terek you have the opportunity to really prepare the battle.
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 25, 2010 07:23 AM

Quote:
Btw just out of curiosity... Why people prefer Crag Hack over Dessa or Terek? I mean at least expert Bless seems useful for Stronghold. And with Dessa you are really fast on big maps, while with Terek you have the opportunity to really prepare the battle.


short version is..hack just does much more damage.

long version is

say you have a level 20 hack and level 20 terek or dessa with the same skills 20attack power/20 defense.
all of them have exp offense so 30% increased damage.
let's say hack vs dessa...both have 10 AA
dessa's archangels will do 500 normal damage+150(30% extra damage from offense),to make it easier on the maths the attack/deffense difference is 0 so no extra/less damage from there.so dessa's AA will do 650 damage

now Crag Hack's AA will do 500 normal damage+150(%30 exp offense)+150(Offense spec 5*lvl20=100% from the 30%offense skill so another 30% extra bonus)=800 damage

of course there are still many people that think logistic specialists like dessa/gunnar/kyre are overpowered and often ban them from games.personally i'd take hack over a log spec an day.
Terek is not a bad hero, and can be helpful especially early in a game with tactics and haste, but personally i like barbarians much better than battle mages as they stack attack power when they level.


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Jab
Jab


Hired Hero
posted December 25, 2010 03:03 PM

I agree, that this seems great. But Dessa still can compensate part of the damage with expert (water magic) bless. Average damage of Stronghold creatures should be around 82%. That's still 18% more damage with the spell.
Of course Crag Hack will still do more damage because of higher attack skill. On the other hand even if both heroes would have expert logistic, Dessa still gets roughly one additional day every week. Im not saying that Crag is worthless. But especially at the beginning Dessa (or lets say Kyrre) would be much faster, which might be decisive.

To be more on topic... That's why I like water magic and logistic specialization.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 25, 2010 03:15 PM
Edited by Salamandre at 15:25, 25 Dec 2010.

Quote:
say you have a level 20 hack and level 20 terek or dessa with the same skills 20attack power/20 defense.


That's a disputable point, because you assume what you've seen in tournament games, which use special maps and special rules.

I assume I play an open map, as the regular ones and anything is allowed. Crag Hack will not likely be more than 5th level when he is going to fight for his life, and then Deesa got some advantage, because slight more experience. Assuming she is not played by a newbie

Now imagine some new tournament would ask for extra small maps where red and blue towns would be at 2 days distance. Tsss, Solmyr or Deemer weak heros?

That's how weird statistics are born. I know how strong is Hack, but overbuilding him should be very exceptional case, not the standard.
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 26, 2010 01:09 AM

@salamandre
to be fair..there are 2 popular mp tempates at the moment...balance and  jebus.on balance hack is superior because he just gets better skills and on jebus he is just faster on the break..thats why people like him...look at maretti vs pit for lm game 1 on youtube...i bet 1000  dollars maretti lost the game before the 9 ancients started hitting.
http://www.youtube.com/watch?v=3th35Gfjsu4
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 26, 2010 03:26 AM

Interesting battle. Pit's ultimate fault was to move his skeletons in the bottom corner while advancing with other units. He should have keep always skeletons in range. The stress maybe
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Binabik
Binabik


Responsible
Legendary Hero
posted December 26, 2010 07:36 AM

Quote:
Bad Skills (not as bad as the above but i would never chose them)
Scholar
Navigation (unless its a water map, like all water)
Estates
Leadership, Luck (both can be acounted for with items)
Artillery, (Though being able to choose where your castle turrets fire is pretty helpful)


Are you sure about artillery?

This is day 1 Gurnisson with 16 archers, 38 pikes and 22 goblins (and ballista/artillery).  He can do harder fights than this, but I just happened to do this one today and took a screenie.  This opened up a new zone on a poor map with a small starting zone.  Artillery might not be the best skill for later in the game but it's nice for a quick start with few losses.



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Jab
Jab


Hired Hero
posted December 26, 2010 02:33 PM

Binabik: Why do you have casulties? Your units are faster, you have archers. You dont even need ballista. Perhaps slow would be better, just to make it quicker (so you dont have to run with your units around the zombies that much).
Perhaps with heroes with the speciality in artillery the ballista is more useful. Im now trying to use it with Crag Hack (with both artillery and archery) and well... Expert catapult would be better (Free-for-All map). Ballista is slow and not really strong enough.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 26, 2010 03:25 PM

He is day one hence he has not ammo card. Archers have not enough shots for 89 zombies.
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Binabik
Binabik


Responsible
Legendary Hero
posted December 26, 2010 10:21 PM

Yes, it's like Salamandre said.  The archers ran out of shots 2-3 rounds before the fight was over.  I was also out of fodder.  Speed 5 goblins are not fast enough to keep 6 stacks of 14-15 undead away from me so I had to sacrifice them.  By the time I ran out of shots and fodder there was still a stack of 11 and 9 undead when they finally charged me.  The ballista got them down to 9 and 6 before I hit them with my pikes.

It's not a difficult fight to win. But on a poor map with castle and no reinforcements until at least day 3 when I get swordsmen Gurni was the perfect hero to show up in the tavern.  By day 2 he had a second town and offense, adv artillery, tactics, and earth, with a total loss of 11 goblins and 1 pike.  Any other hero would have taken more losses (at least with me playing they would, I'm not an expert in combat like some people who will do fights that I would not even consider doing)

Artillery is not a top skill, but it's certainly not a bad skill. That depends on the hero though. Like Gerwulf sucks because he doesn't have any attack. So it's a pretty worthless skill for him.

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