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midnight
Promising
Famous Hero
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posted June 23, 2003 07:57 AM |
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log
earth
offense
armourer
wisdom
pathfinding
rest not so important so prolly:
water/air depending on town
intel/tactics depending on what i get offered first
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WEB
Tavern Dweller
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posted June 25, 2003 06:34 AM |
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IN RESPONSE TO ACULIAS
Well... did not expect someone to challenge my full magic hero. Basically what I am trying to say is that I prefer to play an all magic hero. Coming up against a good Fortress player or a player from any other castle, I am quite sure it would be a close fight and would not be too surprised if I lose ultimately. I agree that Magic heroes tend to be very weak in attack and defence but having things like resurrection and elementals does make battles just that little bit interesting.
Personally I am not a fan of Solymr!!!
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Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
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posted June 25, 2003 07:32 AM |
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nothing wrong with a magic user but it's an add on to benefit a warrior not just a plain ole magic user.
Res is good but not a life saver usually.
element summoning is a cheap tactic usually for alot but yea that can be tough to dismantle in certain occasions.
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Dreaming of a Better World
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notmytohhandle
Known Hero
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posted June 25, 2003 07:36 AM |
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Quote: yes....solymir as most magic heroes, are the kind of heroes who Ļwin fast, or don't win at allĻ ...but in sometimes you can win fast, on others, well, Choose neela or rissa , or better, hope you get hack on the tavern, Anyway, i'm a so bad Tower player...... [/quote
hack and tower in my oppinon sucks... huge attack is great on shooters if u strike first, tower is slow and is very likely to be blocked or cut down b4 they can shoot, spec offense dont work on ranged units, that leaves u gargs and nagas and maybe giants if a long battle. A knight is better for tower in my opinon (perhaps orrin ) but then again tower is meant to loose so it does not really matter.
/Archie
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Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
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posted June 25, 2003 11:26 PM |
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Thang with is Tower is you cant give it time to get powerful you need to work on taking care of it as soon as possible.
Giving enough time & Tower can actually be tough.
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Dreaming of a Better World
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dragonsfire
Tavern Dweller
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posted June 29, 2003 04:40 PM |
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1 offence
2 armour
3 logistics
4 wisdom
5 earth magic
6 m.resistance
7 luck
8 air magic
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Kuma
Promising
Supreme Hero
u can type so much text in her
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posted June 30, 2003 11:03 AM |
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It is beyond me why anyone would ever choose luck.
Intel maybe ok, fire for a change is nice. But Luck?
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People used to call me crazy, but now that I'm rich I am excentric.
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lord_crusader
Promising
Supreme Hero
UHU!! supreme!
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posted June 30, 2003 06:17 PM |
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earth magic
air magic
offense
logistics
diplomacy
wisdom
archery
pathfounding
why not armored????
because a hero with armored is very weak in a siege battle... with a armored specillity hero, and expert armored the towers can make you 50 damage, and the central tower can make you 100 damage... ugly thing
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Dig Out Your Soul
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted June 30, 2003 08:04 PM |
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It depends on the tower you start with ! (didnīt some1 else say that before? )
In my opinion these skills are a must with every town:
1. earth magic
2. air magic
3. logistic
4. tactics
5. wisdom
wisdom is IMO very important, even for a might hero, because there are some good spells, that you canīt use without it (e.g. forcefield, frenzy, ressurection, clone, chainlightning, meteorshower, animate dead etc...)
The three other skills are:
with TOWER
- fire magic (itīs a MAGIC town!)
- water magic (see above)
- archery (three shooters!)
with CASTLE
- archery (two good shooters)
- offense (crusaders and champions..!)
- leadership (half of the starting heroes got it)
with FORTRESS
- armorer (units have high defense skills)
- resistance (think itīs always a good choice for mighties)
- offense (moooooooh..)
with STRONGHOLD
- offense (ABīs win the battle alone..)
- archery (two shooters)
- resistance (mentioned above..)
with NECRO
- offense (dread knights are killinī machines..)
- resistance (+ their normal immunity against some spells..)
- armorer (canīt imagine what third is better for necro..)
with RAMPART
- resistance (+ aura of unicorns a mighty skill)
- armorer ( dendroids are hart to beat now..)
- offense (fast units, first strike very often..)
with CONFLUX
- firemagic (itīs a MAGIC town!)
- watermagic (see above)
- archery (two great shooters)
with INFERNO
- fire magic (itīs a fire town)
- offense (two very fast units archies and efreeties..)
- resistance (any other ideas..?)
with DUNGEON
- offense (three fast strong units, first strike often)
- archery (two good shooters)
- resistance (never a wrong choice...)
I donīt play often with INFERNO or DUNGEON, so itīs only a suggestion....
Thatīs all folks...
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Better judged by 12 than carried by 6.
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kuma
Promising
Supreme Hero
u can type so much text in her
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posted April 21, 2004 12:51 PM |
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Found it.
*Bump*
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People used to call me crazy, but now that I'm rich I am excentric.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted April 21, 2004 04:48 PM |
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Lmaooooo....
Not a whole year passed bye, and my choices would never be the same today......damned online games..
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DeathAndDecay
Tavern Dweller
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posted April 21, 2004 05:39 PM |
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Logistics
Earth Magic
Offense
Armorer
Archery
Wisdom
Diplomacy(if allowed)
Ballastics
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DarkCloud
Tavern Dweller
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posted May 09, 2004 04:24 AM |
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Personally, I would go with:
Air Magic (for chain lightning expert)
Wisdom
Leadership/Luck
Diplomacy (if its a RPG map)
Tactics
Ballistics (if I have a lot of seiges to win)
Water Magic
Archery (because I like to do long-range battles all the time... and love sharpshooters/magogs/elves)
or for a might hero:
Offense
Armor
(instead of Water Magic and maybe instead of Wisdom/Air Magic or Leadership)
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phoebeduviels
Known Hero
Que?
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posted May 10, 2004 07:33 AM |
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-Fire Magic
-Air Magic
-Earth Magic
-Water Magis
-Tactic
-Balistic
-Eagle Eye
-Necromancer
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CENSORED MATERIAL NOT APPROPRIATE FOR CHILDREN !
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Brian_the_Fist
Hired Hero
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posted May 10, 2004 03:03 PM |
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1. Logistics
2. Earth Magic
3. Intelligence
4. Wisdom
5. Leadership
6. Air Magic
7. Water Magic
8. Diplomacy/Fire MAgic
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Bring out number weight & measure in a year of dearth.
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Dingo
Responsible
Legendary Hero
God of Dark SPAM
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posted May 11, 2004 02:57 AM |
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Quote: -Eagle Eye
No, you wouldn't...
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.
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CragHAX
Tavern Dweller
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posted May 21, 2004 06:15 AM |
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8 skills in order of importance (1 is highest)
1. Tactics (move all my skellies to the other end faster)
2. Logistics (movement is almost everything)
3. Wisdom (Magic is like a free shot)
4. Offense (30% more damage is signifcant for 2000 skellies)
5. Earth Magick (Implosin etc..)
6. Pathfinding (Swamps yuck!)
7. Armorer (increase defense)
8. Water magic (good movement magics)
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Consis
Honorable
Legendary Hero
Of Ruby
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posted August 16, 2004 03:58 AM |
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Edited By: Consis on 15 Aug 2004
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Skills I Dream Of Getting
I'll start by saying that I prefer any Heroe/Heroine with specialty of Artillery/350 bonus gold. If I get a heroe with estates and 350 gold bonus then I'm so happy.
1. Logistics
2. Earth Magic
3. Armorer
4. Offense
5. Resistance
6. Sorcery
7. Estates
8. Artillery
I've never had all of those skills on the same heroe. Alas I shall always dream for such.....
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Roses Are RedAnd So Am I
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Muttley
Adventuring Hero
the eternal survivor
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posted October 12, 2004 10:33 AM |
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My favorite hero would be Thorgrim (he's a Magic Resistance specialist!) with the skills of
Wisdom, Resistance, Earth Magic, Water Magic,
Logistic, Luck, Armorer, Intelligence
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FireSpirit
Famous Hero
with warm hands
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posted October 12, 2004 05:55 PM |
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Quote:
with NECRO
- offense (dread knights are killinī machines..)
- resistance (+ their normal immunity against some spells..)
- armorer (canīt imagine what third is better for necro..)
quote]
...necromancy...
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