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Heroes Community > Heroes 6 - The New Beginning > Thread: Finally got around to playing it: I have questions about the skill system
Thread: Finally got around to playing it: I have questions about the skill system
emilsn91
emilsn91


Supreme Hero
posted November 26, 2014 09:23 AM

Finally got around to playing it: I have questions about the skill system

So after 2 - 3 years I finally got around to playing HoMM6. But after what.. half a campaign I cannot figure out which skills to choose and why they are horrible or great?

Atm I am playing the barbarian campaign and I have a blood hero.. but was that a good choice and how the H*** do I redo my skills if I want to?

Could you just give me some tips and stuff?

thank you

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 26, 2014 02:40 PM

You will typically want abilities tied to your reputation as they get stronger for each reputation level(roughly 15%). It's all about the numbers, if you are satisfied with a bonus you just pick it. Just keep in mind that 1 luck is 1% chance for +50% dmg and 1 morale is 1% chance for half a turn(half movement/dmg) while the other primary stats give +2.5% in might/magic attack/defense. In short, they are much much better so I wouldn't pick luck or leadership unless my racial depended on it like haven or inferno. Also magic skills also boost creatures of that type so light magic will not only boost your light spells but also your glories. Finally, keep a healthy balance between passive and active abilities, you want the majority of them to be passive.

There is no option to reset your skills so you are stuck with whatever you picked. Unless you play the addon that introduces the memory mentor.

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emilsn91
emilsn91


Supreme Hero
posted November 26, 2014 04:02 PM

Okay .. So leadership and luck is not great.. I will try and avoid them..

What about all that blood and tears weirdness.. Does it matter in the end which way I go? And can I still use tears abilities if I am blood?

Artifact wise .. it all seems a little too complicated.. dynasty weapons what is that in one sentence and do they matter?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 26, 2014 04:23 PM

emilsn91 said:
Okay .. So leadership and luck is not great.. I will try and avoid them..

What about all that blood and tears weirdness.. Does it matter in the end which way I go? And can I still use tears abilities if I am blood?

Artifact wise .. it all seems a little too complicated.. dynasty weapons what is that in one sentence and do they matter?

Tears is typically defensive while blood typically offensive. The campaign won't particularly change(how you solve your quests won't affect the storyline) so just pick your skills according to how you want to play. You can and probably should have abilities from both reputations but if you're blood then blood abilities will be stronger.

Dynasty weapons are good to have if you can find any in the campaigns. But you can only use them if you play online.
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Hermes
Hermes


Famous Hero
posted November 26, 2014 04:24 PM

I think when you have enough reputation to promote, right after the promotion, you can click the button in the corner to reset all your skills.

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emilsn91
emilsn91


Supreme Hero
posted November 26, 2014 04:59 PM

Okay thank you Elvin. Good advice. I just believe that HoMM6 has a little confusing set up skill wise so I am a bit confused when playing

Thanks Hermes. I will look after that when I hit blood2.

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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted November 27, 2014 06:37 PM

By now you will have noticed that every time your hero levels up, you can spend one more skill point. You've probably also noticed that some abilities are only available at level 5 and up, and some even from level 15 and onwards. It's a good idea to make sure you get some of those high-rank abilities because they can make a difference.

If I have a might hero, I always give him/her the Heroism and Mass Heroism skills. This is particularly effective when you have a lot of creatures that deal Might Damage. Flawless Assault, Pressed Attack etc are definately good choices as well. Don't forget to give your hero the archery skills, Giant Slayer etc. Also skills like Counterstrike and Toughness might come in handy. Two level 15 skills you absolutely have to choose are Cleave and Heroic Charge. Cleave gives the first friendly unit that destroys an enemy stack an extra turn. This is a passive ability. Heroic Charge increases the selected unit's movement and damage per square during an attack. So, in the best case scenario, this can happen:

You bestow Heroic Charge on a creature. It has good morale when you make it attack, it destroys an enemy stack, it can perform another action through Cleave ánd another one because of good morale. Three actions for one creature.

Might heroes have limited access to magic skills and vice-versa, but that doesn't mean a might hero can't learn some spells. Barbarian heroes don't have access to the school of Prime, where you can find some extremely useful spells and boosts (extra mana, extra magic power, mana regeneration, Time Stasis etc). So keep that in mind when playing with a hero belonging to anoter faction.

If your hero is on the path of blood, you can't use the tear abilites associated with his/her faction. You can get tear points by using tear-related skills/spells. If you go from basic blood to advanced tears or vice-versa, you unlock achievements . There is a dynasty weapon in the SoD-expansion, the Edge of Balance, which enables you to use both blood and tear reputation abilites.

Dynasty weapons are not like ordinary artefacts. Said artefacts can be picked up on a map, used in the game, and that's it. Dynasty Weapons on the other hand are kept in your profile, and you can assign them to your hero in both a campaign and a normal skirmish map (if you go to My Dynasty in the main menu you can see the weapons you have). These weapons are divided in Magic and Might categories, and if you equip one to your hero it gains experience along with your hero. This allows you to level up your dynasty weapon. The higher its level, the more bonuses you get (passive or active abilities). If you start a non-campaign Custom map, make sure to select 'Dynasty bonuses' so that you can give your heroes whatever weapon you have available. 'Lock dynasty weapons' is not a good idea, especially when you want to use different weapons in different situations.

I hope this helps .
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emilsn91
emilsn91


Supreme Hero
posted November 28, 2014 10:12 AM

Thank you. Actually made a lot of sense..

And well I am using some of the skills you suggested.. and I can see a difference with my might hero ..Now I just need to really get the game under the skin..

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 28, 2014 10:29 AM

Make sure your next ability is pressed attack if you haven't already picked it. So wonderfully broken
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Map also hosted on Moddb

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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted November 28, 2014 11:02 AM

It is likely that you will often have to use the marketplace to get resources. A secondary hero should be granted the Merchant-abilities (or whatever they are called), so that he/she basically acts as an additional marketplace, reducing the costs to buy wood, ore, gold or gems.

The 'Snatch' ability might come in handy too. It's a passive, adventure-map skill, and allows your hero to pick up resources, artefacts etc and visit map locations without spending movement points. There is at least one artefact in the game that gives you the same ability, 'Snatching Gloves'.

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emilsn91
emilsn91


Supreme Hero
posted November 28, 2014 04:30 PM

Elvin said:
Make sure your next ability is pressed attack if you haven't already picked it. So wonderfully broken


Already picked it

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted November 28, 2014 10:19 PM

For the campaigns, you'll want to know that they're hard scripted events so playing too good hurts you.

Especially on that one barbarian map. Turtling is the way to easy victory, sadly.
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emilsn91
emilsn91


Supreme Hero
posted November 30, 2014 08:38 PM

Am I wrong if I think this is a really difficult game?

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted November 30, 2014 08:44 PM

Well, I never had that impression. You just go with turtling, and the moment when you have one more town than your enemy, the game is basically over because of the town conversion.
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"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 30, 2014 09:57 PM

If you mean the campaigns then yes, some of them are rather hard Otherwise it's not really a difficult game.
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Map also hosted on Moddb

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emilsn91
emilsn91


Supreme Hero
posted December 01, 2014 10:15 AM

It's just because I am doing the last map of the Orc campaign, and I just feel like the AI is butchering in each battle, and that I cannot find the time to go out and recover those bloody crystals..

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cleave
cleave


Promising
Famous Hero
Raging Blood
posted March 25, 2015 09:12 AM

I've just started playing the game last night and this thread is really informative. 5 is still my favourite game in the series (although I do have a certain fondness for 2) but in the current state 6 doesn't feel as bad as I first expected. I still have to come to grips with the way skills work but this thread gave me a few pointers.
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13 Heroes

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