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Heroes Community > Library of Enlightenment > Thread: Skills for Defensive vs. Offensive Heroes
Thread: Skills for Defensive vs. Offensive Heroes This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted May 25, 2016 09:08 PM

Question marks are dancing around my head.

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bloodsucker
bloodsucker


Legendary Hero
posted May 25, 2016 09:23 PM
Edited by bloodsucker at 21:23, 25 May 2016.

It's easy, for heroes in different roles would you make different choices? If so what are the skills you will choose? For me there is no question about Earth in any case but I also want Air or Water in all and maybe Fire in some cases. Since due to the exceptions you will always have the chance to learn Wisdom and at least two magic schools I say Earth must be always present (or the build was not ideal).

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Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted May 25, 2016 09:56 PM

bloodsucker said:
It's easy, for heroes in different roles would you make different choices?
The question is the opposite for me "what makes you think I would not?" xD
bloodsucker said:
If so what are the skills you will choose?
The ones I consider to be best for that certain scenario.
bloodsucker said:
For me there is no question about Earth in any case but I also want Air or Water in all and maybe Fire in some cases. Since due to the exceptions you will always have the chance to learn Wisdom and at least two magic schools I say Earth must be always present (or the build was not ideal).

I personally think 1 magic school is enough. I tend to focus more on getting offense, tactics, logistics first.

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bloodsucker
bloodsucker


Legendary Hero
posted May 25, 2016 10:25 PM
Edited by bloodsucker at 22:28, 25 May 2016.

I don't find neither Offense nor Logistics a priority for town deffenders. For me besides Artillery I want Estates (since he is doing nothing at least I profit from having him laying there) and Earth, so he can use TP to visit other cities powerups and perform one day tasks.
I may want to use him on what I call a 7+ chain, where several heroes with travelling spells are set in towns and everyday some of them colaborate to perform tasks, for instance visit several towns to buy the unupgraded units and upgrade all in the same town, then trade with the garisson hero and make this TP to the town nearest my main, to Fly and DD till he reaches him and then TP back to the town where the first hero was, so I can free another for another task. So, Air and Expert Wisdom are between my favorite skills for town deffenders too, because of their other tasks but with Expert Wisdom come the summon elementals spells wich are much better then Offense for a town deffender, since you probably don't have that much of an army to attack with and you need to build one while the towers are reducing his.  

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Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted May 25, 2016 10:35 PM
Edited by Ebonheart at 22:42, 25 May 2016.

bloodsucker said:
I don't find neither Offense nor Logistics a priority for town deffenders.
If you have been talking about town defense all this time then there's no wonder why I do not follow. I hardly ever find the need to defend a town in an online game let alone single player unless it is a campaign with a turtle scenario.
When it comes to town defending magic wise my answer does not change, you will go with what you prefer and based on the circumstances.
The big crux is that your town defender is likely to be weaker than your main, so in many cases you will try to use the main as the defender. Besides town defense depends so much on army size, creatures and spells available that it is just as difficult to say what is best there aswell.

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bloodsucker
bloodsucker


Legendary Hero
posted May 25, 2016 10:53 PM
Edited by bloodsucker at 13:58, 26 May 2016.

Ebonheart said:
town defense depends so much on army size, creatures and spells available that it is just as difficult to say what is best there aswell.

Yeah. That's the purpose of the thread, to diffenciate between the development of heroes to deffend towns and heroes to attack.
As I said before I don't find this "town deffenders" that important or this distintion particulary successfull but everything I've been saying is when comparing the main hero development with the development of some random dude you just want to be inside a town for some reason (you have the statue on him, for instance). That's why I used Gunnar (sorry, Thunar) for my example, cause he comes with two skills that are top for a town guard and is basicly useless as "offensive" hero.

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Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted May 25, 2016 11:01 PM

I shall contribute the most crucial choice when it comes to town defense: Destroy the catapult. ?? Profit in 95% of all battles.

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bloodsucker
bloodsucker


Legendary Hero
posted May 25, 2016 11:07 PM
Edited by bloodsucker at 23:22, 25 May 2016.

I'm sorry, I was thinking of Thunar (or Erdamon) and writing Gunnar, some of my posts become really confusing.

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zombiewhacker
zombiewhacker


Adventuring Hero
posted May 27, 2016 10:35 PM
Edited by zombiewhacker at 22:37, 27 May 2016.

I agree that defensive heroes probably aren't necessary most of the time, especially if you're talking about campaigns and online battles.  

But random maps are my bread-and-butter, and unfortunately most random maps I've played all share the same flaw: namely, way, way too many portals/teleporters, usually located close to home.

The result: enemies are constantly warping in and out of nowhere and ambushing my towns while my main hero is off exploring other parts of the map.  

(Don't even get me started on the perils of two-level random maps.)

For this reason, I've often found it useful to leave a defensive hero behind to guard the fort (so to speak)... especially on maps where Town Portal and Dimension Door haven't been discovered yet and getting my main hero back in time simply isn't feasible.  

Hence my OP about what skills a "stay-at-home" hero might need.  Just wanted to add that small clarification.

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bloodsucker
bloodsucker


Legendary Hero
posted May 28, 2016 01:19 AM
Edited by bloodsucker at 01:20, 28 May 2016.

In that case I have the same priorities I have for main with a difference, I often use certain magic heroes for this role cause they can fight without army (Luna, Ciele, Meteor Shower guys, etc...) or cause they came with a skill I need in army, like Diplomacy or Scholar and I already started developing them cause of it.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted May 28, 2016 12:05 PM

Earth is most decent in both travel and battle.

Earth have power in spells like slow, animate/ressurection, meteor shower, implosion, and in travel quite handy are View Earth and Town Portal.

Air mostly is used when DD is not banned, Lightings have decent power even without Expert Air, Haste is great in open battlefield and you have tactics and 1 fast unit to start combat(usually Angels, Devils, Phoenixes or Dragons). Hastle in Barbarian hands is deadly, when your Bear hit strongest enemy unit. Air is also good support for tower, because they lack of good speed and precision increase range damage of Titans. Fortress have speedy Dragon Flies,they have decent defense so Earth > Air for Fortress

Water is great support in battle: Bless, Cure, Dispel, Forgetfulness, Clone, Prayer. Maxing out damage or remove enemy curses, sure I take it.

Fire is situational school, power of Fire lies in Blind, Armageddon, Berserk, Frenzy. Berserk is gamebreaker as AI can't cast it. Fire is great if you have fast unit to attack first and orb of vulnerability to use berserk on all units like titans, or magic immune dragons.

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bloodsucker
bloodsucker


Legendary Hero
posted May 28, 2016 12:39 PM

zmudziak22 said:
Fire is situational school.
For me the great problem with Fire is that the "good" spells are all at level 4, so you just know if it's a good idea to go for Fire quite late in game, when you probably already have all or close to all secondary skill slots filled.

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Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted May 28, 2016 01:01 PM
Edited by Ebonheart at 13:02, 28 May 2016.

Agreed, the powerful spells are lv 4-5 but vs certain towns a mass curse can be deadly. Minimum damage x 0,80 - 1 is nothing to scoff at on a unit with high damage difference.

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bloodsucker
bloodsucker


Legendary Hero
posted May 28, 2016 01:22 PM

Yes, both Bloodlust and Curse are pretty good and Blind is crucial but you only decide if Fire is worthy or not in this particular occasion after you have some level 4 spells.

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Anil
Anil


Known Hero
posted June 16, 2016 06:11 PM

I read some multiplayer rules about of Heroes 3. Why Sir Mullich is banned? Is he better than armorer,offense,logistics speciality heroes?
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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted June 16, 2016 06:24 PM

+2 speed is the reason. It is very good specialty. You can read more about speed in H3 here.
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"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

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Anil
Anil


Known Hero
posted June 17, 2016 11:34 PM

I always wandered why offense-defense specialty heroes are free but Sir Mullich is banned? I think offense-defense specialty is better, these heroes are great but their towns aren't great. But sir Mullich is great. His town is great.
Great Hero + Great Town: Imbalance
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 22, 2016 03:57 PM
Edited by Salamandre at 16:01, 22 Jun 2016.

Tazar's 27 hydras vs 4000 wivern monarchs in Deadlift map, week 5. You won't do that with Crag or any other hero. And is not even difficult.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted June 22, 2016 05:02 PM

Actually, you can do that with any hero provided you have Blind

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 22, 2016 05:04 PM

Sure but most impressive with tazar
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Era II mods and utilities

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