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Thread: MIGHT OR MAGIC HEROES | This thread is pages long: 1 2 3 4 5 6 7 · «PREV |
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Notorious_T
Tavern Dweller
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posted June 10, 2012 04:07 PM |
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I've thought about this for years so here are my two cents:
Might Heroes are a lot more consistent than Magic heroes. In order to be good a might hero needs to level up his attack/defense and get some good secondary skills. This "beef" strategy works entirely map independent. Any map where a might hero gets to fight he will do well.
Magic heroes is where things get more interesting. They are far more map dependent, given the cost of upgrading the Mage guild. Also the spells you get are somewhat random. Not to mention the fact that, in order to maximize their effectiveness, they have to get expert in whatever magic skill, on top of using up a skill slot to get wisdom.
Let me put it this way, might heroes reward you for playing aggressively,(I.E. grabbing troops and running out to bash some heads in) and magic heroes reward you for playing prudently (I.E. calculating the benefit of casting one spell versus another or the risk-reward of getting a particular resource.)
All in all, when I don't feel like thinking too much I go with might Heroes, but, when I feel like a little bit more of mental exercise, I'll pick magic.
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted June 10, 2012 04:25 PM |
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Problem is that Might heroes can actually use magic - where necessary - quite efficiently even without too much specialization and remain Might-orientated while Magic heroes are far more problematic, at the very least because they need massive casting capabilities to be really effective and that can't happen quickly + even in this case the Might hero has easy counters. The problem's with HoMM III's very imbalanced spell system where some of the most powerful spells are available at lvl 1 and lvl 2, both of which are available to the Might hero by default so he/she needs to specialise only in the respective school to boost the effectiveness of the said spells to about the same level of usefulness as the magic hero's. At the same time, the Might heroes are much better fighters, i.e. normally with skill specialisations boosting the performance of their armies considerably. The rest is not that difficult to figure out.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 11, 2012 12:33 AM |
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I still think magic heroes are great, it is only a matter of map settings. If a template is "closed" and you have time to level up to 15-20th level your main, then might is the obvious choice. If the map is open and early skirmish is necessary, magic heroes will be very useful and praised. Unfortunately such maps are no more appreciated.
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Galileo
Known Hero
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posted June 26, 2012 10:17 AM |
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My decision of might or magic hero depends upon town type I've chosen.
Castle- usually might
Rampart- magic
Tower- magic
Dungeon- magic (rarely might)
Necropolis- magic
Inferno- magic
Stronghold- might
Fortress- might
Conflux- magic (they can study all magic schools in magic university, and if I have grail stucture... )
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Bloody
Tavern Dweller
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posted June 26, 2012 09:54 PM |
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Edited by Bloody at 16:52, 27 Jun 2012.
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Which hero from necropolis would you recommend if I say would want to do a rush? I was thinking Thant for his animate dead spell? On a fixed map with no pandoras boxes and I want to attack on month 1 week 2 day 7.
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Buji
Known Hero
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posted June 27, 2012 01:02 PM |
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Quote: Which hero from necropolis would you recommend if I say would want to do a rush? I was thinking Thant for his animate dead spell?
I'm no expert in HIII but I would say Galthran because of his special and starting army + armorer is never bad
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted June 27, 2012 08:29 PM |
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Quote: Which hero from necropolis would you recommend if I say would want to do a rush? I was thinking Thant for his animate dead spell? On a fixed map with no pandoras boxes and I want to attack on month 1 week 2 day 7.
It depends if the map has a lots of fights to do or not. If so, take Galthran.
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Better judged by 12 than carried by 6.
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KingCrimson
Hired Hero
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posted July 12, 2012 03:51 AM |
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Here's my take on it:
Might skills work better with larger armies; magic skills work independently of your army size. So, logically, for your final battle you'd want a might hero (preferably Crag Hack).
But this doesn't mean magic heroes are useless. On the contrary, the strength of magic heroes lies in the amount of damage they can do with a small army. Let's take Rampart as an example:
Centaurs, Elves, Unicorns and Dragons are a more than capable strike force. Send those off with your main. But that leaves three more creatures. If there's a hotly contested town, leaving your Dwarves and Dendroids fortified there with a magic hero can work wonders. The combination of Expert Slow, arrow towers, tough defenders, and powerful spells means that the enemy will have a tough time taking it unless they make a really concerted effort.
Once your magic hero has a few levels under his belt, or if defense isn't a priority for you, have him take the Silver Pegasi instead and zoom around the map using magic to blast away guards and lightly defended enemy towns, doing more hit and run style stuff.
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Yaaroslav
Tavern Dweller
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posted March 18, 2013 02:03 PM |
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b0rsuk
Promising
Famous Hero
DooM prophet
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posted March 18, 2013 06:37 PM |
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