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Klauts

 
   
Famous Hero
lost in a mourning hall!
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posted August 18, 2002 09:56 PM |
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Class choosing!!
What do you thing is the best class?
Also post the skills you nedd and the ability!
I think the archmage is the best!(three primary magic skills of the same power/+20% efectiviness ofr all spells)
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Wub

   
   
Responsible
Famous Hero
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posted August 18, 2002 10:52 PM |
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some good advanced classes
I think it depends upon playing a single scenario or a campaign which advanced classes are good. In campaigns I would rather have a bonus for my hero than for my army while in single scenarios I would like my army to profit most from my advanced class. After all, in campaigns you are hardly dependent on creatures.
But assuming that you play single scenarios I think the warden (tactics+nature) gets a good bonus: +10% defense to friendly creatures. A field marshal (tactics+scouting) gives his creatures a 10% bonus to their attack skill, which is also nice. I also like the lord commander's ability (tactics+nobility) which gives friendly creatures +2 moral. And indeed, an archmage has a good specialty too.
Overall, however, I assume that it's better to take skills that you like than to focus on choosing the best advanced class bonus. I wouldn't, for example, make my main hero a lord commander since nobility works best on secondary heroes. But I think it is often wise to enter the advanced class as soon as possible to profit from the bonus.
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Klauts

 
   
Famous Hero
lost in a mourning hall!
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posted August 19, 2002 09:12 PM |
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Yeah I also wanted to say field marshal there!
Anyway, Demonologist(Death+Nature) is good too:+50% to sumon demon spells(like imp,cerberus,ice demon.....)
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YoungOldGuy

 

Hired Hero
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posted August 19, 2002 09:17 PM |
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Ya the Demonologist is the best IMO. Not only does it add 50% to the effectiveness of the spells, it will teach you those spells. (Well Demonology and Nature Magic will, but you need Demonology for Death Magic anyways). The only problem is its so hard to get Death and Nature Magic. I've never been offered Death Magic as Nature, and vice versa. You have to find a shrine or start with it (like in the Death Campaign).
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Blah.
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Klauts

 
   
Famous Hero
lost in a mourning hall!
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posted August 19, 2002 09:29 PM |
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I know it's hard to get but it's worth it especially if you have the Demonary artifact!I love death magic but nature isn't so good but the mix of this 2 ........
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dragonsister


Hero of Order
MapHaven administrator
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posted August 20, 2002 10:04 AM |
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It's nice that advanced classes have bonuses - but frankly the bonuses generally resemble one skill advance. I choose my advanced classes according to the two skill families I want my hero to develop, since combat is the only family that gets much advancement when it's not part of your advanced class - and since GM skills are so potent, I have even found it pays off to keep a magic hero in their starting class for quite a long time (Up to L17 sometimes) so that they *get* GM Magic (in whichever school) in a reasonable time. (If you're in an advanced class, you might not get offered the magic skills you want; a school's special skill is not required for GM in the primary skill. The 'spellpoints' and 'effectiveness' skills, by contrast, must reach GM before you can get GM in the 'wisdom' skill.)
DragonSister
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MapHaven
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Wub

   
   
Responsible
Famous Hero
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posted August 20, 2002 09:03 PM |
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Go for a basic class or an advanced class?
Quote:
and since GM skills are so potent, I have even found it pays off to keep a magic hero in their starting class for quite a long time (Up to L17 sometimes) so that they *get* GM Magic (in whichever school) in a reasonable time.
I don't disagree with this, although I said earlier in this thread that it is often wise to try and reach an advanced class as soon as possible. I think that IF you decide to take two primary skills it is best to enter an advanced class as soon as possible. Whether you want to specialize in one or two primary skills depends on things such as available tuition and how desirable the advanced class bonus is. There are undoubtedly more factors of course that influence your choice...
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undead_wolf_...

 
 
Adventuring Hero
Undead Wolf Wrangler
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posted August 29, 2002 02:34 AM |
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best hero class...
Necro (Death) - Demonologist, Lich, or Field Marshall
Asylum (Chaos)- Fire Diviner, Fireguard
Preserve (Nature) - Summoner, Warden, Ranger, or Beastmaster (only if primarily a might hero)
Haven (Life) - Paladin, Monk, Lord Commander, General, or Field Marshall (I think overall, the life magic based sub classes are more beneficial than many others...unfair)
Academy (Order) - Enchanter, Battle Mage, or Lord Commander.
Stronghold (Might) - General, Field Marshall, Lord Commander, and Assassin.
The worst sub-class options are: Warlord, Warlock, Seer, Illusionist, Guildmaster, Dark Lord, Bard.
Some notes:
-Beastmaster isn't a great Might choice for an Archer, it can be effective, but Ranger or General are better.
-General, Lord Commander, and Crusader are worthless for a Death Knight to upgrade to. NEVER DO IT.
-If you are already a Demonologist and you're tempted to take another magic skill and become an Archmage, think twice...even though you gain 20% effectiveness across the board, you are probably better off with the +50 summoning...
-Fire Diviner is a tremendous sub-class, a super fast and superpowerful chaos magic-user. Fireguard is great if you have all black dragons and armageddon.
-Heretic is excellent if you know you're going head to head with Life, but otherwise skip it.
-Ninja's are great, but almost impossible to get from a Death Knight. Thieves can get it easily, but not as useful.
-Dark Priest is nice, but also hard to get. Plus, as a magic-user, you get few opportunities to utilize your special vampiric attack ability.
-Warlock is weak... +10 SP and regenerate 1 a day...has anyone had a problem with running out of magic in a battle???
-Witch King...horrible. If you're a Lich, never take Nobility. If you've already got Chaos magic, take something other than Nobility.
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"where's a damn werewolf when you need one?"
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Juulcesaar

 
 
Adventuring Hero
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posted August 29, 2002 10:22 AM |
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The demonologist generates +50 XP extra, not +50%
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I do no longer exist...
Check 'reynaert' if you want to see me...
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Wub

   
   
Responsible
Famous Hero
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posted August 29, 2002 01:53 PM |
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Quote:
The demonologist generates +50 XP extra, not +50%
I had already tested this in the 'necro-order strategies' thread and it seems that a demonologist gets a 25% bonus to death summoning. A description error, I guess. I copy/pasted my findings:
Quote:
By the way, the description of the demonary and the demonologist class is total nonsense. I keep discovering new bugs every day I play heroes 4 . Here are the facts (version 1.3 is used):
-A level 11 hero with GM nature and GM death will summon 102 imps.
-A level 11 demonologist with GM nature and GM death will summon 128 imps. This is a bonus of 25%. Forget the in-game description of '+50(??) to summoning spells'.
-A level 11 hero with GM nature and GM death and a demonary will summon 154 imps. This is an increase of 50%, not 100% (the number is rounded off a bit weird, too).
-A level 11 demonologist with GM nature and GM death and a demonary will summon 179 imps, which is a 50% bonus plus a 25% bonus.
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kujo

 
  
Known Hero
who loves to script.
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posted August 31, 2002 10:37 PM |
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i like the ninja class. i think theres a bug which makes ranged attacks poison too but im not sure.
ninja=death+scouting (poisonous melee atk)
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guten tag
du bist schwul.
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