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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Building Campaign Heroes
Thread: Building Campaign Heroes
Osmin
Osmin


Hired Hero
posted June 11, 2014 06:54 PM

Building Campaign Heroes

My old computer died a year ago or so, and I finally got hold of the game again. With this, I plan to complete the campaigns once more, and I ask you how you built your heroes skill-wise.

Which skills did you focus on, which secondary classes did you go for? How did this work in the game, and how high a level can I expect the different heroes to reach without unnecessary grinding?

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scythesong
scythesong


Adventuring Hero
posted June 11, 2014 10:50 PM
Edited by scythesong at 19:34, 12 Jun 2014.

As a general rule, campaign heroes should have the Combat skill. It's usually a good idea to max it ASAP. Whatever you decide to get next depends on your starting skills. Sometimes it's a good idea dedicate a few levels to whatever skills your hero started with, if only to get key spells/upgrades. For example, Advanced Nature Magic allows you to cast the Quicksand spell, which is incredibly useful for disabling non-flying/casting/ranged enemy troops. Certain schools like Order Magic (for the Emilia Nighthaven and Lysander campaign) are also worth maxing out ASAP, although note that all Magic skills have an associated "support" secondary skill. Nature, for example, has Summoning while Order has Charm. It's usually a good idea to skip these in the campaign until later on (even in Golodoth's campaign, since many of the armies you'll be fighting later are undead-type so you can't use Necromancy on them).
Try to get Grandmaster Melee/Resistance the first chance you get.

Most campaigns have a level cap so the problem is choosing the right skills for the level ups you do get (especially early on in the campaign). Campaigns are different in that any attribute/skill bonuses your main hero gets is carried over to the next map in the campaign, so campaign heroes can get very powerful if you visit as many attribute/skill up interactables as you can find.

You don't exactly go for secondary classes as much as end up with one as a result of your skill choices. Skill choice synergy > secondary class bonus. The benefits of the General or the Beastmaster classes may seem minuscule, even laughable, for example, but there's nothing funny about a near-unkillable hero with full Tactics bonus leading a large army of creatures, or tough summoner/buffer-type heroes who can pretty much clear neutrals without ever relying on town reinforcements after a few levels.
There are only a few secondary classes really worth aiming for, like Archmage.

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Jamal
Jamal

Tavern Dweller
posted July 21, 2014 01:41 PM
Edited by Jamal at 13:43, 21 Jul 2014.

....

scythesong -------------

If you play for - Gauldoth half-dead, it is not necessary to teach him martial skills, I m alone with him taught only death and magic of nature. And so he was almost invincible when he carried routinely around 200 vampires.
____________

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scythesong
scythesong


Adventuring Hero
posted August 04, 2014 07:00 AM
Edited by scythesong at 07:40, 04 Aug 2014.

Jamal said:
scythesong -------------

If you play for - Gauldoth half-dead, it is not necessary to teach him martial skills, I m alone with him taught only death and magic of nature. And so he was almost invincible when he carried routinely around 200 vampires.


What does Nature Magic have to do with 200 vampires? There's nothing special about Death/Nature when it comes to summoning vampires, you only get a bonus for summoning demons.

Anyway let's look at the facts here - you can't raise vampires from undead - Grandmaster Necromancy only works on living creatures. And like I said in my previous post, many of the creatures you'll be fighting after the first map are undead. It doesn't help that vampires cannot replenish their number from attacking undead. So are you saying that you'd rather get Nature/Death so you can hide in your castle and breed vampires for months before attacking? And how are you "alone" with him if you are carrying around 200 vampires?

Now compared to Death/Nature, getting Combat gives you a lot more advantages:
-Gauldoth can start clearing the map as early as day 1 if you take Combat.
-High level Combat is a lot more effective and easier to get than the low/mid level demon summoning spells, and maxing out Combat is a lot easier than getting the high level demon summoning spells.
-He can reach Grandmaster Combat/Melee by the second map and after that he can pretty much claim neutrals/enemy castles all by himself.
-After maxing Combat you can get Grandmaster Necromancy, if you still want it, at leisure.
-By the third map he won't need any help claiming important enemy castles, and he will generate massive armies way WAY faster.

To sum it all up, Combat may not be entirely necessary but it's a LOT better than both Nature AND Death for the Gauldoth campaign.

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Osmin
Osmin


Hired Hero
posted August 05, 2014 01:22 PM

Allow me to elaborate on the original question with an example:

Emilia already has some Order Magic (which is very useful), Combat is a must and Life Magic is easy to develop and complements Order Magic very well. These three skill trees could be considered Emilia's "main skills", but there are still two skill trees left for "side skills".

1. Do these two skill trees even matter?

2. Is is worth investing levels in these two skill trees to achieve some concrete aim?

3. Most importantly, which "side skills" are the most useful?

It is also an idea to think about how different campaign heroes complement each other skill-wise; giving Tactics to both Emilia and Solymr could be considered a waste, but giving Tactics to Solymr and Tharj would be logical. This does obviously not apply to the campaigns that have only one hero for most of the story.

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scythesong
scythesong


Adventuring Hero
posted August 07, 2014 03:55 AM
Edited by scythesong at 03:58, 07 Aug 2014.

Quote:
1. Do these two skill trees even matter?

They're definitely not necessary if you just want to beat the campaign (even at highest difficulty) but assuming you just have a bunch of extra levels/skill points then yes, they can matter.

Quote:
2. Is is worth investing levels in these two skill trees to achieve some concrete aim?

Not at the expense of gimping your main skills.
Just remember that your main skills should not always be the skills that your heroes start with/are predisposed towards. As far as Gauldoth is concerned, for example, I prefer to look at Death and Nature as side skills.

Quote:
3. Most importantly, which "side skills" are the most useful?

Depends on the campaign. Generally though you can't go wrong with Scouting, having your hero rush enemy towns usually significantly decreases the amount of weeks it takes you to win a map. In any case if your hero starts with skills that aren't going to be very useful during his/her campaign then you're already looking at a side skill right from the start. That kind of thing narrows things down a bit.
A good rule of thumb is to choose might-type side skills. The reasons should be obvious, magic skills tend tp really shine only when maxed out (hard to do with the level caps) and many campaigns only support two or so spell schools at a time(good luck finding good Order spells in Tawni Balfour's campaign, for example).

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