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Thread: MIGHT OR MAGIC HEROES | This thread is pages long: 1 2 3 4 5 6 7 · «PREV / NEXT» |
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Funck
Tavern Dweller
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posted June 11, 2003 09:35 AM |
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Difficulty
When reading all of these posts I keep thinking "what difficulty are these people playing?"
It goes without saying that a hero with meteor shower or chain lightning or even the lowly magic missile will have a lot easier grabbing mines and the like in the first week or two. But sure, if you play on normal or something where you start with loads of cash, and all the ressources you need to build every day for the first week without leaving your town, then a single spell means much less.
If Crag can have a few behemoths on day 8 I can easely understand why you are not impressed with my lightning bolt dealing 75 points of damage.
Personally I allways play impossible and usually goes for a magic hero (alternatively a money hero). Your magic missile alone can be what keeps you in the game for those slow first couple of days.
One strong argument in favor of might heroes is that they are far, far less chance dependant. Your uber magic hero is less of a wonder if he does not get the really good spells. Crag sure likes mass haste, but he will deal out damage nearly as well without it. Trust me, a magic hero will find it hard to make his skills count in the end game if he does not have implosion.
Damage dealing spells are really the only thing that sets the magic hero apart. Crags bless, haste, slow, shield, stoneskin, blind or what have you is just as powerful when cast by a with power 5 as by Solmyr with power 30.
Another chance factor is artifacts and resistance. If Crag has an artifact that stops spellcasting he wins the game. End of story. I have just played a game where I lost (much to my surprise) the final epic battle. My opponent had naturally ajusted to my choice of hero and had resistance max with an artifact thrown into the mix. My implosion dealt 3600 points of damage and I felt confident that his two packs of Titans would be out of the game from round two. Lady luck spat in my face and his titans resisted my first two implosions. From then on it was pretty much over as I was reduced to using magic to boost my troops and thus had lost the real edge of the magic hero.
Man, that left a mark.
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Pollo2002
Famous Hero
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posted June 11, 2003 11:33 AM |
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i didn't decided yet
Expert or imposible those are my two option, i really would like imposible but i have to say some races have a better position than other by far, Dungeon , have a very hard time getting their resources, if it wasn't for that, i would really like imposible, i think you should start with 2500 Gold and 1 of each resource and 5 Wood, 5 ore. Or, i don't know, something to solve that Evil eye problem
And other than dungeon, not Special resources dependant, As stronghold , cave a litlee advantage, but, i think i will start to try imposible, Expert is my choice for now, but i think it already gives you a lot of gold..
Other problem of imposibble is that the units with you hero stats matters a lot, to much, And heroes like shakti, and ghaltran, Are a lot more powerfull than they are with expert (and in expert they already are Very very good heroes). Like is said, 10.000 starting gold is a too much, Where is my 2500 Gold, 2 of each resources, 5 wood , 5 ore option is?
And yes about artifact, The red orb is out of question a too much hate thing....and as hate it is, as much i hate it.
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Pollo2002
Famous Hero
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posted July 13, 2003 07:18 AM |
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This is for..
I reposting there since people arguments, say magic heroes suck...really again i did explain the reason on the Orb of peace thread, but just there, i did in the past some explanations of why toh players thinks magic heroes sucks.
I want to add too, the fact of logistic, again, After diplo logistic is the more powerfull skill, and magic heroes have more problem getting logistic, than might heroes getting earth magic
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rychenroller
Promising
Supreme Hero
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posted July 13, 2003 02:14 PM |
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In my opnion, the ALMOST unbeatable army (forget kyrre/ramp, forget any magic hero with red orb banned, forget anything) Is Hack/Castle. Smart players play air magic and tactics with Hack, and do anything to get there hands on a speed artie (ie cape of velocity is nice) If Hack castle is playing against Barbarian/stronghold or Beastmaster/fortress and as long as they are a decent player, its a breeze. Tactics/mass haste and a few extra conserves plus your hard hitting champs (all at mega speed) and you dont lose. I prefer this army to anything in the game.
(note this opinion is angled to random maps, and no way relating to yawnfest fixed maps, which arent worth playing anyhow)
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Myctteakyshd
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Sir_Stiven
Honorable
Legendary Hero
banned
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posted July 13, 2003 04:02 PM |
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RychentruthRoller has a point.
My personal favourite is to eat up the ret. with me royal griffs and then use crusaders to deal the royal spanking.
Personally i also prefer collecting wyerns to get rid of castle shooter stacks since i concider 2 of em a complete waste for a fast attack.
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Hexa
Responsible
Legendary Hero
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posted July 13, 2003 08:15 PM |
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Well a no red orb/recanters rule like someone said in one of these threads could make the (random) games more intersting.
I would like to see hack versus a summoning magic hero or something like that!@
I might try that rule once....
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If you want to realize your dreams >>> you have to wake up!@
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Pollo2002
Famous Hero
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posted July 14, 2003 04:38 AM |
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I have to agree with rych this time
yes crag hack, with haste/tactic, and with the castle army is almost unbeteable, but.....i think kyrre can get more skills and exp before hack, what put hack one speed behind, but i think even kyrre will have great problems with that combination..... And if you take into account conservatories, well, kyrre is dead, those buildings are too much. Now if you don't count them, really hack/tactic/haste is very powerfull and no too hard to get once you get hack, but i think on most maps kyrre can match that.
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notmytohhandle
Known Hero
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posted July 14, 2003 07:35 AM |
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Quote: yes crag hack, with haste/tactic, and with the castle army is almost unbeteable, but.....i think kyrre can get more skills and exp before hack, what put hack one speed behind, but i think even kyrre will have great problems with that combination..... And if you take into account conservatories, well, kyrre is dead, those buildings are too much. Now if you don't count them, really hack/tactic/haste is very powerfull and no too hard to get once you get hack, but i think on most maps kyrre can match that.
no doubt its nice but castle can be very slow to get going both heroes and build. now take shakti with a trog dwelling how can u possibly beat that ??? okay so i am tossing as per usually but shakti is just to fast if there is no gigant blocks in his way YR GOnNA DIE!!!
/Archie
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Kuma
Promising
Supreme Hero
u can type so much text in her
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posted July 14, 2003 09:06 AM |
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Jeez, Archie talking about Shak for a change... hehehe
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People used to call me crazy, but now that I'm rich I am excentric.
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haile73
Promising
Famous Hero
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posted July 14, 2003 09:53 AM |
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Quote: (note this opinion is angled to random maps, and no way relating to yawnfest fixed maps, which arent worth playing anyhow)
wow this is like fighting a hydra
you can say what you want, those games I remember most (because of being closest) have all been on fixed maps. Randoms are kewl, cause fighting the map is harder. Endfights are often disappointing. Guess I like both
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rychenroller
Promising
Supreme Hero
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posted July 14, 2003 10:42 AM |
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Actually, I have the opposite prob Haile. I enjoyed playing fixed maps once, faves were sd3, gw, hg2/3 bob1/2 (your personal fave ) and yes they are all maps with relics, but I found 75% of games were ridiculously one sided. It always seemed to come down to 3 points...Who had the offense/armour hero, who had recanters, and who had earth tome. Even log spec is nowhere near as strong on fixed because of the propensity for chaining (laugh when I see no log spec rule on a fixed map)
While I saturate myself with many randoms, I would say that while you get some one sided games (you always do) they happened less frequently than on fixed maps (which ive played many of)
Of course the other variable is player skill. If I play archie, course its gonna be one sided...unless he doesnt get his beloved dungeon
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Myctteakyshd
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haile73
Promising
Famous Hero
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posted July 14, 2003 10:56 AM |
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bob2 has earth tome banned ;-P
I agree with almost anything you say. Of course the majority of games on fixed maps is very one-sided too (sometimes due to player skill, sometimes due to luck). At least those end after about 4 hours, while a random XL takes a bit longer.
However, if I remember those REALLY close games, with several "end"fights, where it comes down to the speed of the last stack, I didn't have those on a random map yet. Had a cool fight with putafeia one week ago on bob2 though ;P. Maybe I'll just have to play more hehe.
As for posting something on topic, I remember that mad(martigan) surrendered in the Giant War Mapmaster Semifinal day 2, because his first 9 heroes were all magic ones. I guess that says it all
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Pollo2002
Famous Hero
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posted July 15, 2003 05:38 AM |
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Fixed closed maps
If i play Open or town maps, i understand the reason of playing fixed, since templates for those kinds of maps is no posible well done (roads ruin the template)
But on those maps ,you can't have an straigth strategy more far than week 1, why? well beacuse there is more more intereaction between players, so , the same strategy always will be predicible, and will end in a counter strategy.
But when playing closed, i can no imagine any other than a random. On closed you don't have interaction until the end of the game for a final battle. So you can have a completly straight strategy every game, with no real counters. That not only sounds boring, it sounds with lack of strategy, and lot of good memory and experience on the map.
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Vadskye91
Promising
Supreme Hero
Back again
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posted October 12, 2003 03:16 PM |
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Later on in the game, the mage will be better than the fighter because the defense doesn't matter when casting spells. Berserk and Implosion are to powerful for Might heroes to combat. (unless you use Black Dragons). I go magic all the way (unless I play Rampart, then I choose Wood Elf specialist).
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Knowledge is power...
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Tc_Fear
Famous Hero
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posted March 11, 2006 04:40 PM |
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something usefull for newcomers
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Stranger
Adventuring Hero
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posted March 12, 2006 08:36 AM |
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Might or Magic ???
I would say magic because i always take it . Sometimes i take might . Life goes on ..... MAYBE !!!
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william
Responsible
Undefeatable Hero
LummoxLewis
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posted March 17, 2006 01:38 AM |
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Magic heroes are what I most always start off with.
They are a really good hero to have.
They are also good at casting spells which is crucial in battle.
Magic heroes all the way.
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pol
Known Hero
.^.
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posted January 07, 2007 09:19 PM |
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Well, I don't care if it is magic or might hero, however I rely on the speed.
On the second thought Armorer+Scouting+Logistic is my favourite setup all the way.
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liophy
Famous Hero
Bulgarian
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posted January 08, 2007 10:19 AM |
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Quote: I remember that mad(martigan) surrendered in the Giant War Mapmaster Semifinal day 2, because his first 9 heroes were all magic ones. I guess that says it all
Hehe, very explicit explanation, it really says it all. I would surrender also in such case. Magic heroes sucks! Unles its Gundula offcourse
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JungleMan
Hired Hero
Funkenstein
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posted January 09, 2007 05:14 PM |
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magic hero with stronghold or fortress? I prefer might heroes, but wisdom is a must-have. Only using magic hero, Brissa, when playing Good to Go with conflux. I've finished the map in 8 days with her on impossible, dimension door + armageddon, dimension door + armageddon,dimension door + armageddon, ...
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