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Hell_Wizard
Famous Hero
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posted September 26, 2008 07:06 PM |
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@Brom:
Hey, we love almost the same skills!
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Salibu
Hired Hero
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posted September 26, 2008 11:50 PM |
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Edited by Salibu at 20:06, 29 Sep 2008.
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Necromancy
Sorcery
Wisdom
Archery / Pathfinding...depending on Hero and army
Air Magic
Earth Magic
Logistics
Intelligence
After thinking...I would take Intelligence over Fire Magic...and Logistics over Water
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mvassilev
Responsible
Undefeatable Hero
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posted September 27, 2008 05:38 AM |
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Guys, you do know that mixed heroes work much better than magic heroes, don't you?
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Eccentric Opinion
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NeneaNightmare
Tavern Dweller
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posted September 27, 2008 09:15 AM |
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Wisdom
Air Magic
Earth Magic
Logistics
Pathfinding
Offense
Intelligence
Archery (if I have 2 or more stacks of good archers, otherwise Fire Magic)
hehe
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brom
Tavern Dweller
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posted September 27, 2008 07:28 PM |
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@Hell_Wizard
Yeah
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The choice of skills really depend on which faction you are, and which hero you have.
I only find necromancy useful when playing as undead (probably like everyone else here).
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Barold
Tavern Dweller
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posted July 07, 2009 12:21 PM |
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Wisdom
Earth Magic
Offensive
Armourer
Logistics (Pathfinding if I can't get Log)
Leadership
Air Magic/Tactics (Expert Tactics+Expert Slow = Haste)
Resistance/Luck/Archery/Necromancy
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flortsu
Tavern Dweller
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posted July 07, 2009 03:44 PM |
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logistic
tactics
earth magic
offense
air magic
ballistic
armorer/archery
resistance/wisdom
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TmacV
Hired Hero
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posted July 08, 2009 01:15 AM |
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Against the AI
Wisdom
Logistics
Tactics
Earth
Air
Intelligence
Armorer
Offense
Others to sub in:
Water
Fire
Against human opp
Wisdom
Logistics
Tactics
Earth
Air
Water/Fire depending on my castle and opp. castle(clone/prayer/beserk)
Armorer
Offense
May sub in archery or 4th magic
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Rofldragon
Tavern Dweller
*takes a bite of a banana*
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posted July 11, 2009 11:22 PM |
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I usualy play with a magic heroi usualy get
Air magic
Earth magic
Wisdom(obviously)
Logistics
necromancy(if playing with necro)
sorcery
Balista
Offence(or what ever is that gold sword one)
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feyzo
Tavern Dweller
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posted August 04, 2009 01:44 AM |
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Edited by feyzo at 01:47, 04 Aug 2009.
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wisdom
earth magic
logistics
intelligence ( your spell points are virtually endless)
water magic ( cure, dispel, prayer, clone, teleport, forgetfulness)
tactics
offense
ballistics
are my favorites.
And my opininons for others:
armorer: i think %15 defensive bonus is useless. Defending is not a good strategy in this game anyway. But if you have an armorer specialist, then i think it quite worths it.
sorcery: i rarely cast offensive spells.
resistance: half of your army will take the damage from slow anyway. Curing them is simplier.
First aid: Not bad, if you have creatures with high hit points.
Leadership and luck : they are useful, i take them, if they come, but i prefer to collect artifacts, which makes your morale and luck higher.
air magic: haste is important. With the combination of intelligence, dimension door and fly magics are powerful. But i think town portal is sufficient.
fire magic: i don't think this school of magic is important. Most of the spells are damage spells, you can use them without learning this school of magic quite efficiently.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted August 04, 2009 08:24 AM |
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Quote: And my opininons for others:
armorer: i think %15 defensive bonus is useless. Defending is not a good strategy in this game anyway. But if you have an armorer specialist, then i think it quite worths it.
You underestimate this skill a lot...really a lot!
Quote: resistance: half of your army will take the damage from slow anyway. Curing them is simplier.
But casting cure costs a spell, while resistance is priceless..
Quote: air magic: haste is important. With the combination of intelligence, dimension door and fly magics are powerful. But i think town portal is sufficient.
You said yourself defense is no good strategy. So what can be a better weapon than offense in combination with mass haste?
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Better judged by 12 than carried by 6.
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xlnt
Known Hero
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posted August 04, 2009 08:50 AM |
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Edited by xlnt at 08:53, 04 Aug 2009.
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Quote:
fire magic: i don't think this school of magic is important. Most of the spells are damage spells, you can use them without learning this school of magic quite efficiently.
Fire magic could be a game winner with sacrifice or berserk, mass curse is a very nice spell to have too. Blind on exp. fire is just perfect for creeping.
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feyzo
Tavern Dweller
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posted August 04, 2009 11:26 AM |
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Quote:
Quote: air magic: haste is important. With the combination of intelligence, dimension door and fly magics are powerful. But i think town portal is sufficient.
You said yourself defense is no good strategy. So what can be a better weapon than offense in combination with mass haste?
I slow them down, and wait the turn, let them come closer. Or, because I like tactics, my troops are already in the half way. They engage the enemy mostly without needing haste.
If your army is strong enough to destroy the enemy in 1 turn, then haste is better. Else i think slow is stronger.
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pei
Famous Hero
Fresh Air.
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posted August 05, 2009 03:57 AM |
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Im going for:
Tactics
Resistance
Armorer
Offense
Logistics
Earth Magic
Wisdom
Air Magic
Really it depends on the map & the hero. Still, i usually play random hero random town as to improvise...else its always the same..
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ULTRAMARIOX
Hired Hero
Legendary Dragon Muncher
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posted August 08, 2009 07:53 PM |
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Wisdom
Fire Magic
Air Magic
Earth Magic
Offence
Logistics
Armorer
Magic Resistance
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I played 12 game of Russian
roullete and once with 3 bullets
like a nuke symbol =D but I saw
2 dudes die in them but I'm
still alive
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goodgame
Tavern Dweller
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posted August 13, 2009 03:47 PM |
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Wisdom
Earth Magic
Tactics
Air Magic
Fire Magic
Water Magic
Logistics
Intelligence
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Sokar408
Tavern Dweller
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posted August 16, 2009 12:36 PM |
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As long as I can have Necromancy I'm happy
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Casihasi
Known Hero
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posted August 16, 2009 04:52 PM |
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Oviously it varies a lot from game to game...
2 skills are always good and i take/took them in 99% of my games, Logs and Earth Magic.
Offense, Armorer and Tactics are almost always recommended.
Pathfinding, Archery and Air Magic are very good in many situations, but not always.
Fire & Water Magic & Intelligence are powerful if you have the right spells, but i skip them in at least half of my games because the good stuff like berserk, sacrifice or prayer isnīt always around and it can be a gamble to take those skills early.
Thatīs it i guess Skills like Ballistics or Mysticism are usually a pisser when offered =P
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apu
Tavern Dweller
guardian of tower
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posted August 18, 2009 09:35 PM |
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logistics,earth magic,air magic,armorer,diplomacy,offence,wisdom
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cureshot
Tavern Dweller
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posted November 04, 2009 01:40 PM |
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Quote: Here we go....
Leadership - at least I can use other troops without penalty
Offense - 30% extra damage, lol! Need I say more?
Armourer - anything to protect my poor troops
Archery - an offence skill for my shooters never goes astray
Logistics - Nuff said!
Wisdom - any hero is useless if he can't cast magic arrow!
Earth Magic - slow, ressurrection and implosion...
Luck - double damage from level 7's!
PS: Lith, I still reckon you're a beginner. No idiot chooses three magic schools let alone FOUR.
*smile*
Have you ever heard something like "Berserk"?
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