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Heroes Community > Library of Enlightenment > Thread: Do you build your strengths or weakness?
Thread: Do you build your strengths or weakness?
Binabik
Binabik


Responsible
Legendary Hero
posted August 11, 2006 11:14 AM

Do you build your strengths or weakness?

I don't expect this to be a long thread, but I'm just curious.

Do you guys usually build up your strengths or build your weakness to balance the hero.

Lets say you are playing Hack with Stronghold. He has att=10-12, def=2-4, tactics, and air with haste. At a school of war what would you pick? Would it make a difference if you built clops? What if you had speed arts?

If def was 2 I would probably pick def. If def was 4 I would probably pick att. But it might depend on the map and enemies. And yes, clops would make it more likely I would pick att. So would speed arts.

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Do you use Hack with fortress or Tazar with stronghold?

To me it makes sense to use Hack with fortress. It doesn't make as much sense to use Tazar with stronghold, even though it balances the town. But Tazar might make sense if the enemy is a fast creature town.

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If you play a magic hero (not battle mage), do you build magic to make him a hell of a magic hero, or build fighting skills? If you are near an axis and a merc camp, but can only hit one before a big fight, which one would you pick.

I don't play magic heroes much, so I'm not sure what I'd do. I would never turn down the good fighting skills. I might take 3 schools of magic instead of 1-2 for a might hero. I would not take sorcery.

I would pick the merc camp. If I thought it was going to be a VERY defensive battle (and had spell points), I might pick the axis.

It's been so long since I seriously built a strong magic hero, it's hard for me to really think of doing anything except build him like a might hero. Maybe I should try it sometime, even taking sorcery!
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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted August 11, 2006 01:01 PM

I usually first develop the advantige of the hero the make his weeknesses more acceptable.
For Crag Hack - i choose att till is  goes to 12-14 then start to take diff.to make it 3-4 points under the attack

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maretti
maretti


Responsible
Supreme Hero
posted August 13, 2006 02:31 PM

I normally go for attack over defence. So if I have Crag you can say I build my strength and if I have Taz you can say I build my weakness. The reson is that the more att you get the more you will benefit from your offence skill and the less def you get the more you will benefit from your armor skill.

If I see a fight coming up soon against some fast units that will hit me first I might go for defence to lower the loses, the same if I can expect my opponent to hit me hard before I get the chance to move.

In your example I would pick attack, clops or speed arts wouldnt make a diffrence.

If you pick town and hero I would pick Crag with stronghold and nomatter who showed up in tavern I would keep Crag as main. I would pick Taz with fortress but if Crag showed up in tavern I would pick him (ofcourse early skills could change that) I simply like attack better than defence and Crags chance of getting air (masshaste is a must for fortess) is much better than Tazs. Besides that I find that barbarians get better 2nd skills than beasts. Taz with stronghold is a strong combination but stronghold also needs mass haste badly.

If I play random towns and heroes both Crag and Taz are very strong with any town.

If I play a magic hero (which I avoid like the pleauge) I make him look as much as a might hero as possible.
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Crag rules, Orrin and Ivor suck

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted August 13, 2006 09:24 PM
Edited by Xarfax111 at 21:28, 13 Aug 2006.

I only give Hack about 2-3 defense points in the early game as the birds which are essential not to loose be less vulnerable. After that Attack all the time, especially when he got Tactics, so shooters are in reach.

If you want to play a magic hero, especially Grid is a little secret advice here, the Blacksmith skill is essential, otherwise creatures die too soon in the endfight. Hand-to-hand attack only to creatures were you expect none to low retaliation. Magic has to do the job here, while Blacksmith keeps your troups alive.

Not to mention the game when i fought a spell scroll with armaggeddon on day 2. Was fun with to break through a horde of Ancients with only Malekith/2 efreetis/Firestone Breastplate/Fire Orb on day 6.
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Binabik
Binabik


Responsible
Legendary Hero
posted August 14, 2006 01:15 AM

In the early game I ALWAYS take att for any hero or town. I'll try to get att at least +5 over def. Later in game, I'll usually go +10 over def. With an offense specialist, or maybe some creature specialists I will go higher with att.

The way I look at it, if you are going to hit them, hit them hard. If you can't hit them hard, it probably means you are outmatched and have to do the best you can defending. But I don't plan ahead to defend. If I know what the enemy has, it's too late to plan except arts and maybe creatures.

If I'm playing tower and the enemy doesn't have any spell points...take off the hellfire sword and equip the titans' galdious.....mass slow -> mass bless.

Quote:
the more att you get the more you will benefit from your offence skill and the less def you get the more you will benefit from your armor skill
I do the same thing with arts. I look at the total skill point increase unless att or def is REALLY low.

Quote:
I only give Hack about 2-3 defense points in the early game as the birds which are essential not to loose be less vulnerable.
I would pick att early and try not to put the birds at risk. Gem in the tavern would be nice....I'd take the rocs to a fight I might not take them to without the tent.

I would never play Gird native. If the tavern heroes were bad, I could maybe see playing her with Rampart. Sorcery is only 1 slot. Her secondary skills would probably be better than a ranger. She would probably get log and earth earlier than a ranger to make her fast with rampart. And her att will be close to a ranger. Ranger's level-up usually ticks me off. Dessa, Gird, Gundula and Terek would all do pretty good with rampart.

For balancing att/def, might/magic, primary/secondary skills; battle mage with rampart makes a pretty good fit. There are better, but that combo works pretty well.
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darthgeeku
darthgeeku

Tavern Dweller
posted August 21, 2006 11:52 AM
Edited by darthgeeku at 11:55, 21 Aug 2006.

Hmm i only play offline so perhaps my tactics are limited I 'cheat' in the sense that when i play dungeon or necro i check tavern every week to find either alamar/jeddite (dungeon) or thant (necro) so that they could hopefully get scholar and teach my might heroes ressurection or animate dead These are the few uses i have for magic heroes : to be scholars and and teach my might heroes nice spells hehe. As for Hack vs Tazar i always thought a good defense = damage limitation while a good offense = win battles ^^ Hack would edge it a bit

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