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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Some thoughts on the Commander abilities
Thread: Some thoughts on the Commander abilities
WillyTheSquid
WillyTheSquid

Tavern Dweller
posted April 21, 2003 12:52 AM

Some thoughts on the Commander abilities

Paladin:
CURE is just plain weak, unless you happen to come across a level 5-6-7 creature week 1 and need to keep it alive from a large amount of map monsters.
Fortunately the Paladin gets great stats and skills quickly (though it tapers off after level 9 or so...)
8/10 early game
6/10 late game
8/10 late game if combined with Orrin (specialty Archery) and have Master damage, defense, attack, speed for ranged attack + double attack + double damage + -50% enemy defense...

Hierophant:
Shield is good, especially for weak Centaurs in week 1, and turns your Dendroids/Dwarves into true tanks later on. Also adds greatly to the survivability of (Silver) Pegasi.
Additional First Aid tents...I don't really use 'em all that much, because building a Blacksmith week 1 is usually a Bad Thing. Somewhat useful with Gem because she comes with a First Aid Tent, but only if you manage to come across a level 5-6-7 creature week 1. You can take out a lot more stuff if you can keep healing the unit.
6/10 early game
4/10 late game
8/10 if combined with Ryland (he starts with a Dendroid)
7/10 if combined with Gem (no need to buy a Blacksmith early on)

Temple Guardian:
Nice specialty, but not for a hero type that's already drowning in spell points, what with the knowledge disposition and all. Much more useful for a Tower might hero, too.
Precision is excellent, but should be cast at expert level later on; it's not worth wasting a few commander turns on it to make sure all your shooter stacks get boosted. Easier to just cast expert precision and get it done with in one turn.
Very good for early exploring & flagging with Master Gremlins + spellbook; precision, when cast at the right time, will make them a good deal more deadly, and heroes won't run out of spellpoints when scouting. Not useful later in the game.
8/10 early game
4/10 late game

Succubus:
Specialty is just plain weak, unfortunately - Inferno really needs a strong hand, but all you get is a minimal amount of joiners. Better than nothing, though, and later on you get more and more joiners as both the number of creatures in wandering stacks and the charm skill of your commander rise.
Fire Shield is a nice special, but not too good, unfortunately; you really need to up your magic power, while a combat monster is what you *really* need as Inferno.
3/10 early game
5/10 late game
7/10 when combined with Pyre (charm + artillery will reduce the amount of creatures in a wandering stack enough for you to overcome them with little trouble)

Soul Eater:
Good. Very good. Resurrect your skellies, and later on your vampire lords/liches, many times over. Good for harvesting, good for late game.
It has no other special abilities because it NEEDS none. It's good enough as it is.
9/10, all of the time
10/10 when combined with Isra/Vidomina/Galthran

Brute:
Bloodlust isn't too good for a spell specialty, but it's the gold generation that really shines here. Dungeon is expensive, and this combats it somewhat. It's not much at the start of the game, but it really does add up, especially when you start fighting stronger creatures.
6/10 early game
7/10 late game
5/10 when combined with Arlach - you're killing your cash at the start of every battle with that artillery skill, dude

Ogre Leader:
Stone Skin is *excellent* for the otherwise flimsy Stronghold troops.
The Ballista Master skill really rules. Barbarians already have a very good attack power to make their ballistas more effective. When combined with multiple ballistas and expert artillery, not much can stand in your way. Definitely VERY powerful - but Stronghold needs that.
8/10, all of the time
10/10 when combined with Gurnisson (great attack, specialty artillery, starts with Ballista)
9/10 when combined with Crag Hack and in possession of attack/damage skills
10/10 when combined with Terek (haste, so no need to choose speed skills...just walk over there and kill 'em all).

Shaman:
Haste is extremely good, because Fortress troops are so slow. This really helps out your Gnolls and Hydras early on. Furthermore, this beastie has the chance to really turn into an unkillable combat monster because of its good stats. Any stat-boosters your hero visits, any stat artifacts you equip directly affect your commander's stats by 150%!
I recommend attack, damage, hit points and defense to create an unstoppable Fortress "behemoth" (excuse the pun) that has extremely high stats, causes fear, has a double attack, deals maximum damage always, has endless retaliation, strikes all enemies around AND gives -50% defense to everything it hits.
Really helps out the Fortress here - you can beat an army using just your hero.
7/10 early game
9/10 late game
10/10 if combined with Tazar

Astral Spirit:
Far too powerful for my tastes. 20% of your creatures is a LOT...even 10% is often a great amount. Hit & run with these commanders is *devastating*. Engage, pacify some creatures, cast a damage spell, run away. Then repeat.
Always make it a point to visit learning stones and free Knowledge Trees with your scouts so that you can do as much damage to an enemy army as you can before combat; the number of creatures that are pacified depends on your commander's level.
Counterstrike is okay; combined with relatively powerful elementals for early creatures, this will ensure that they won't get gang-banged so to speak. It might be worth not upgrading your Psychic Elementals so that they can use the counterstrike ability.
12/10
10/10 without hit & run

That's my experience with the WoG commanders so far. Anyone care to add to this or perhaps correct me if I made a mistake?
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ByteBandit
ByteBandit


Promising
Famous Hero
Soul Merchant
posted April 21, 2003 01:37 AM

One of the WoG team members has addressed some of the spells cast by the commanders in his Enhanced Commander script. They now can cast 2 spells at once and you also get a "bonus" secondary commander skill.
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WillyTheSquid
WillyTheSquid

Tavern Dweller
posted April 21, 2003 02:20 AM

Would you mind posting a link? I can't seem to find it through the forum search on this or the Round Table, and Google and the WOG site aren't helping me out either.
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ByteBandit
ByteBandit


Promising
Famous Hero
Soul Merchant
posted April 21, 2003 02:31 AM

Quote:
One of the WoG team members has addressed some of the spells cast by the commanders in his Enhanced Commander script. They now can cast 2 spells at once and you also get a "bonus" secondary commander skill.


I could send you the script

metalguy44@hotmail.com


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Greek_god_su...
Greek_god_superman


Famous Hero
Bringer Of Light
posted December 07, 2003 10:45 PM

In my opinion there should be some changes in commander abilities and other stats:

*Paladin: cure is useless, should be replaced with bless!
And the bless in the enhanced commanders script should be replaced with destroy undead as "turn undead" in commanders description. I tried to do that but it makes the game sometimes crash..

*Hierophant: I donīt know what hierophant is, but it should cast precision and/or fortune instead of shield.
That would make elves deadly...

*Brute: Donīt know what brute is, too, but should cast counterstrike, making minotaurs even better.. Also, the ranged attack animation sucks! I donīt like those energyball things, brute could instead throw his axe.

*Succubus: instead of charming percentage of monsters before the battle, succubus could cast hypnotize to "weak-minded monsters" in the battle to simulate her temptations...

*Ogre leader: stoneskin is a bit weak, but how about prayer: spells name itself donīt match with barbarians, but
it would be "barbarian rage" or something in commanderīs description. Would also be fearsome, but not necessary

*Soul eater: I like it now, but some extra is never bad:
if somehow soul eater could curse enemy... (curse fits with shaman or succubus too...)

*Astral spirit: havenīt tested much this one, so nothing to change this time.

*Temple guardian: donīt know much of this yet, too. Would cast slayer, maybe.. donīt know why.

*Shaman: this one is good already. maybe you still find something to add to it

These are just my ideas and may be very unbalanced but please, comment and say your own ideas!

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted December 21, 2003 05:22 PM

Quote:
*Hierophant: I donīt know what hierophant is, but it should cast precision and/or fortune instead of shield.
That would make elves deadly...


Hierophant is in common known as the exponent of religion secrets. Also hierophant [gr.hierophantes<hieros - sacred, holy + phaino - I expose, reveal] is the head of eleusinies shamans, who reveal the secrets of the cult to all to the adepts.
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Greek_god_su...
Greek_god_superman


Famous Hero
Bringer Of Light
posted December 21, 2003 08:39 PM

Quote:
Hierophant is in common known as the exponent of religion secrets. Also hierophant [gr.hierophantes<hieros - sacred, holy + phaino - I expose, reveal] is the head of eleusinies shamans, who reveal the secrets of the cult to all to the adepts.


Okay, thanks!

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