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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted April 23, 2008 08:03 PM |
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Quote: This is what I usually pick:
Offense
Artillery
Archery
Armourer (or whatever it is called)
Wisdom
Sorcery
Tactics
Earth Magic.
I understand about Armorer, Offence, Wisdom, Earth magic and Artillery; but Archery and Tactics ??
Archery is really useless when playing Rampart, Dungeon or Fortress.
Tactics can be usefull, but there are better ones
SOrcery is fine, but it depends on the Hero
Btw It's Armorer William
I'd also like to add that Water magic is a must for Every Cleric and Wizard.
It all depends on the hero
Deemer/Darkstorm/Malekith (Earth + Sorcery+ Mystisism+ Intelligence= )
Intelligence is a must for Battle Mages and Warlocks (who proportionally get less Knowledge)
Artillery should be used with Garrison Heroes and Heroes of the Castle, Dungeon, Conflux, Stronghold factions.
Wisdom is one of the skills every hero should have.
every hero must have either Offence or Armorer. Trong spellcaster don't need any of these, they can compensate it with Sorcery
Water magic is IMHO the best school of magic (weakness, Bless, Prayer, Teleport, Clone, Cure) It's a pity that it lacks potent dammaging spells the others schools have
Air Magic is the best when fighting Undead with small armies (destroy undead, Chain lightning, Counterstrike, Magic Mirror, Haste)
Earth magic has the most potent damaging spells, but sux in almost every other spell (exceptions are Slow and Antimagic)
Fire magic is most lethal when applied with attack oriented cr, like Stronghold. (bloodlust, frenzy, Berserk ,Inferno, Dragon Slayer) When I play stronghold, I usually pick Fire. It demands a lot of spellpower to master it correctly.
Each hero should have at least one of the above four
Other skills aren't remarkalbe enough to list here. IMHO of course
____________
Coincidence? I think not!!!!
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted April 23, 2008 08:36 PM |
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Not sure if I should laugh or cry....
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Better judged by 12 than carried by 6.
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Gurnisson
Known Hero
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posted April 23, 2008 08:42 PM |
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Earth Magic - Slow, shield, stoneskin, resurrection, town portal...
Water Magic - Bless, cure, dispell, weakness, clone, forgetfullness...
Offense - Damage
Armorer - Defense
Logistics - A must
Diplomacy - Very nice in big maps, if it's leagal
+ Two out of those mentioned under(Three if diplomacy is not leagal, and if so, I won't choose leadership):
Wisdom/Pathfinding/Archery/Luck/(Leadership) - depends. Wisom is very nice but not a must in every game. In a map with much rough terrain I go for pathfinding, if I have good archers I'll go for archery. I love those 50% extra damage. Luck is also nice. Leadership if I get diplomacy and no artifacts which gives morale
This is what I prefer.
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mvassilev
Responsible
Undefeatable Hero
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posted April 23, 2008 10:41 PM |
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Wisdom
Air Magic
Logistics
Offense
Armorer
Fire Magic
Earth Magic
Necromancy (if Necro), Tactics (otherwise)
____________
Eccentric Opinion
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted April 24, 2008 11:08 AM |
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Earth
Logistics
Tactics
Offense
Air
Armorer
These 6 are "a must" for me. The last 2 skills depend on map / town I play.
Could be:
Archery (Tower)
Pathfinding (snow and swamp sux)
Artillery (esp. on poor maps and high difficutly and a barbarian main)
Wisdom (rarely, but if map is filled with good pan boxes, then maybe)
____________
Better judged by 12 than carried by 6.
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hobowu
Known Hero
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posted April 24, 2008 12:59 PM |
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Offence
Log
Tactics
Armourer
Earth
Air
yes. those 6 are definite.
Wisdom definite for me if on large map ( i need my town portal and resurrection )
The other slot really depends on the map. I would pick either Archery, Pathfinding, Intelligence, Artillery, or Ballistics.
Sorcery is overrated. 15% is nothing, and it's only for spell damage. I mean, if the 15% also applied to other spells then sorcery would be a viable skill to choose.
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted April 24, 2008 07:22 PM |
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Quote: Not sure if I should laugh or cry....
and WHAT do you mean by that ????
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Coincidence? I think not!!!!
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted April 24, 2008 07:25 PM |
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Quote:
Quote: Not sure if I should laugh or cry....
and WHAT do you mean by that ????
You don't want me to go into details, do you?
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Better judged by 12 than carried by 6.
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Gurnisson
Known Hero
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posted April 24, 2008 07:31 PM |
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Quote: Deemer/Darkstorm/Malekith (Earth + Sorcery+ Mystisism+ Intelligence= )
I hope you're joking
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JoonasTo
Responsible
Undefeatable Hero
What if Elvin was female?
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posted April 24, 2008 07:34 PM |
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Quote:
Quote: Not sure if I should laugh or cry....
and WHAT do you mean by that ????
Maybe this:
Quote: Tactics can be usefull, but there are better ones
Or this:
Quote: every hero must have either Offence or Armorer. Trong spellcaster don't need any of these, they can compensate it with Sorcery
Or maybe this:
Quote: Water magic is IMHO the best school of magic
How about Air or earth?
Or this:
Quote: Earth magic has the most potent damaging spells, but sux in almost every other spell
Town portal, shield, resurrection...
How about this:
Quote: Other skills aren't remarkalbe enough to list here.
Logistics...
Need more?
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted April 24, 2008 07:34 PM |
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Quote:
Quote: Deemer/Darkstorm/Malekith (Earth + Sorcery+ Mystisism+ Intelligence= )
I hope you're joking
I forgot their specialities...
I meant the mino with the Meteor shower ability...
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Coincidence? I think not!!!!
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Gurnisson
Known Hero
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posted April 24, 2008 07:57 PM |
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Quote:
Quote:
Quote: Deemer/Darkstorm/Malekith (Earth + Sorcery+ Mystisism+ Intelligence= )
I hope you're joking
I forgot their specialities...
I meant the mino with the Meteor shower ability...
Deemer is the one with the Meteor Shower ability. But Intelligence and Mystisicm? You must be joking. Intelligence may be nice if you don't have that much knowledge, but mystisicm? It's a waste!
Btw, sorery ain't very good. Think of this, a meteor shower does 1000 damage, is 150 damage extra worth a place with your secondary skills?
You could have used this on f.eks. water magic or something else. It was just an example.
But if you have speciality on sorcery, it's nice to use him as an armageddon-leader
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Xarfax111
Bad-mannered
Supreme Hero
The last hero standing
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posted April 26, 2008 10:37 PM |
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Quote: Archery is really useless when playing Rampart, Dungeon or Fortress.
Tactics can be usefull, but there are better ones
SOrcery is fine, but it depends on the Hero
Btw It's Armorer William
I'd also like to add that Water magic is a must for Every Cleric and Wizard.
It all depends on the hero
Deemer/Darkstorm/Malekith (Earth + Sorcery+ Mystisism+ Intelligence= )
Intelligence is a must for Battle Mages and Warlocks (who proportionally get less Knowledge)
Artillery should be used with Garrison Heroes and Heroes of the Castle, Dungeon, Conflux, Stronghold factions.
Wisdom is one of the skills every hero should have.
every hero must have either Offence or Armorer. Trong spellcaster don't need any of these, they can compensate it with Sorcery
Water magic is IMHO the best school of magic (weakness, Bless, Prayer, Teleport, Clone, Cure) It's a pity that it lacks potent dammaging spells the others schools have
Air Magic is the best when fighting Undead with small armies (destroy undead, Chain lightning, Counterstrike, Magic Mirror, Haste)
Earth magic has the most potent damaging spells, but sux in almost every other spell (exceptions are Slow and Antimagic)
Fire magic is most lethal when applied with attack oriented cr, like Stronghold. (bloodlust, frenzy, Berserk ,Inferno, Dragon Slayer) When I play stronghold, I usually pick Fire. It demands a lot of spellpower to master it correctly.
Each hero should have at least one of the above four
Other skills aren't remarkalbe enough to list here. IMHO of course
@angelito: Please have a good laugh, thats funny like hell!! Hilarous!! Is he speakin about the same game we are playing?
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Homer171
Promising
Supreme Hero
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posted April 27, 2008 02:55 AM |
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No rules skills:
Logistics - My first pick if not already a starting skill
Diplomacy - If you get tired of Kyrre you can always play whit Ryland Lame skill for easy victory
Offense+Armorer - Essential skills of course must have both of em'
Air Magic/Earth Magic - I go for both but i prefer Air but it differs a little witch town i play and is Haste or Slow in the guild
Tactics - I don't personally like this skill, prefer the wog version. It's a damn good skill tough
Wisdom - If DD/TP is not banned it's a must but not in early game
-----
Last or the "special" skills:
Death Knight: Necromancy - Skip one magic school perhaps, personally i like haste for my Skellies.
Knight: Leadership - Can also go for Water magic but schools aren't the first priority here. Archery is relatively good here as well
Alchemist: Archery - Tactics is not needed. Too bad you start whit Scholar/Mysticism
Beastmaster/Barbarian: Leadership/Pathfinding - Only one magic school needed
Demoniac: Fire Magic - Only if overly fire dominated and berserked guild
Ranger\Overlord\Planeswalker: Leadership/Pathfinding/Luck - Any of these are fine really. I don't take Archery here because all shooters are low tiers
____________
Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.
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Varus_AD9
Tavern Dweller
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posted April 29, 2008 02:04 AM |
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my opinion is
(for knights)
Armorer
offense
archery
leadership
luck
first aid
ballistics
artillery
or
(for mages)
Wisdom
the 4 magics
sorcery
intelligence
mysticism
or (for scouts like Kyrre)
logistics
pathfinding
scouting
armorer
offense
archery
wisdom
air magic
but considering the rules of the online leagues that last option is probably not useful.
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mvassilev
Responsible
Undefeatable Hero
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posted April 29, 2008 04:21 AM |
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Eagle Eye
Scouting
Mysticism
Navigation
are skills that every hero must have.
I mean, with Eagle Eye you don't even need a mage guild. Just go fight enemy heroes, and you'll learn their spells! Think of all the resources you'll save!
Scouting needs no explanation. It saves you from having to move around to see when exploring.
Mysticism is a must for barbarians. I mean, they have so little knowledge that they have to regenerate mana quickly.
And Navigation. Sure, a lot of maps don't have water, but are you really willing to take that risk?
____________
Eccentric Opinion
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JoonasTo
Responsible
Undefeatable Hero
What if Elvin was female?
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posted April 29, 2008 07:48 AM |
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Quote: Eagle Eye
Scouting
Mysticism
Navigation
are skills that every hero must have.
I mean, with Eagle Eye you don't even need a mage guild. Just go fight enemy heroes, and you'll learn their spells! Think of all the resources you'll save!
Scouting needs to explanation. It saves you from having to move around to see when exploring.
Mysticism is a must for barbarians. I mean, they have so little knowledge that they have to regenerate mana quickly.
And Navigation. Sure, a lot of maps don't have water, but are you really willing to take that risk?
Lol!
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
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liophy
Famous Hero
Bulgarian
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posted April 29, 2008 10:16 AM |
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Hahaha, very sofisticated sence of humor
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umms
Tavern Dweller
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posted April 29, 2008 12:07 PM |
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The skills I always pick are:
Logistics
Offense
Armorer
No reason needed?
Then depending on circumstances:
Wisdom
Earth - If playing regular H3, in T.E. the missing town portal really hurts
Fire - on T.E, frenzy, berserk, town portal, curse <3
Pathfinding - on rough terrain a must
Leadership/luck - not sure about this one
And diplomacy is diplomacy, it's so lame that i'm glad it's banned in most tournaments.
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Xarfax111
Bad-mannered
Supreme Hero
The last hero standing
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posted April 30, 2008 01:59 AM |
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Quote: Eagle Eye
Scouting
Mysticism
Navigation
are skills that every hero must have.
I mean, with Eagle Eye you don't even need a mage guild. Just go fight enemy heroes, and you'll learn their spells! Think of all the resources you'll save!
Scouting needs no explanation. It saves you from having to move around to see when exploring.
Mysticism is a must for barbarians. I mean, they have so little knowledge that they have to regenerate mana quickly.
And Navigation. Sure, a lot of maps don't have water, but are you really willing to take that risk?
Well, whats all that without the skill "Learning"? You wont get enough Experience to master them!
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