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Heroes Community > Library of Enlightenment > Thread: PERFECT SECONDARY SKILLS
Thread: PERFECT SECONDARY SKILLS This thread is 2 pages long: 1 2 · NEXT»
sandronecro
sandronecro


Known Hero
posted November 27, 2007 11:22 PM

PERFECT SECONDARY SKILLS

WHAT DO YOU THINK THE PERFECT 8 SECONDARY SKILLS FOR A HERO SHOULD BE? POST YOUR REPLIES HERE!

(All Secondary Skills Levels Are Automatically At The Highest Level So You Don't Need To Post The Level But Only The Skill Itself)

For A Mage:
For A Warrior(Anti-Magic):
For A Scout:
For A Necromancer:
For Others (Diplomats, Financialist, etc.):

My Opinion:

For A Mage:
Wisdom; Air, Earth, Water Magics(fire magic is almost useless); Pathfinding; Ballistics; Leadership; Intelligence (but usually in the beginning heroes already have other skills, unless you're playing WOG and you'll be able to take it out)

For A Warrior(Anti-Magic):
Archery; Offense, Armourer; Resistance; Leadership; Tactics; Ballistics; Pathfinding

For A Scout:
Scouting; Archery; Pathfinding; Logistics; Seamanship(if there's water); Tactics; Resistance; Leadership; Estates

For A Necromancer:
Necromancy(of course, lol); Archery; Pathfinding; Water, Earth, Air Magics(fire magic is almost useless); Wisdom(oops almost forgot that); Ballistics

For Others:
Adding Estates; Diplomacy; Sorcery; and Intelligence for the hero

Avoid: Luck; Artillery(it's totally GARBAGE); First Aid(never heal 100 hp for me, never!); Learning; Scouting(try to avoid it); Eagle Eye(no way man); Scholar; Mysticism
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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted November 28, 2007 01:12 AM

The outing

..is this your official Outing as a Noobie??

Welcome to this board.
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sandronecro
sandronecro


Known Hero
posted November 28, 2007 10:11 PM

OFFICIAL OUTING AS A NOOBIE? I'VE BEEN PLAYING H3 FOR LIKE A COUPLE YEARS MAN.
Just checking u guys' secondary skill lists though...
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Fank0
Fank0


Known Hero
There are no limits
posted November 29, 2007 12:23 AM
Edited by Fank0 at 00:24, 29 Nov 2007.

Artirelly useless ?  Sure, we are talking about the same game ...

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Fank0
Fank0


Known Hero
There are no limits
posted November 29, 2007 12:34 AM

Best secondary skills universaly:

1. Offense  
2.Armorer
3. Tactics
4. Earth magic
5.Air magic

This is what can win games........

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liophy
liophy


Famous Hero
Bulgarian
posted November 29, 2007 10:24 AM

Quote:
OFFICIAL OUTING AS A NOOBIE? I'VE BEEN PLAYING H3 FOR LIKE A COUPLE YEARS MAN.
Just checking u guys' secondary skill lists though...


You've been playing for couple of years???

WOW, thats a lot. Probably you even beat computer on 200%? Thats shear class!

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liophy
liophy


Famous Hero
Bulgarian
posted November 29, 2007 10:26 AM

Fank0_ doesnt like logistic because he is lazy and dosnt want to travel much

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black_knight
black_knight


Known Hero
LT League
posted November 29, 2007 10:27 AM

Quote:
Fank0_ doesnt like logistic because he is lazy and dosnt want to travel much


Good, we will know

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Fank0
Fank0


Known Hero
There are no limits
posted November 29, 2007 12:07 PM

The point is not to travel fast but to travel in the right direction

So probably i would take scouting over logistics ......

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liophy
liophy


Famous Hero
Bulgarian
posted November 29, 2007 01:19 PM

Yes, Fiona is much better than Gunnar.

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Fank0
Fank0


Known Hero
There are no limits
posted November 29, 2007 03:08 PM

Yup , she looks better ....

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Binabik
Binabik


Responsible
Legendary Hero
posted November 29, 2007 07:57 PM

Quote:
You've been playing for couple of years???

WOW, thats a lot. Probably you even beat computer on 200%? Thats shear class!
Be nice!

I think this games takes at least 12 years to learn and it's only been out 8 years.

It would be fun to use some kind of time travel device and go back and play myself 5 years ago. As long as I don't start trash talking or sending afk messages to myself. And I don't even want to think about using town bug against myself.....

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wog_edn
wog_edn

Promising

The Nothingness
posted November 29, 2007 08:01 PM

Quote:
For A Mage:
Wisdom; Air, Earth, Water Magics(fire magic is almost useless); Pathfinding; Ballistics; Leadership; Intelligence (but usually in the beginning heroes already have other skills, unless you're playing WOG and you'll be able to take it out)

There you prove that you're a noob. If you have Black Dragons or Gold Dragons, Armageddon is one of the best magics you can use. And Berserk is always GOOD! If you have Expert Fire Magic and uses it you can make a whole army kill itself... (referring to something I've seen Homer do)
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted November 29, 2007 10:56 PM

Sandronecro...you really don't know what you are still missing in that great game

3 questions for you:

1. Why isn't logistics a good skill for mages?
2. Why isn't scholar a good skill for scouts?
3. Why are balistics and archery good skills for every class?
____________
Better judged by 12 than carried by 6.

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ong_y_j
ong_y_j

Tavern Dweller
posted December 05, 2007 06:43 PM

My list of "Perfect 8"

Pardon my desire to answer this question, despite being a noob myself.
My opinion about perfect 8 is that it should be useful in ALL circumstances. Stating this hypothesis, all magic skills loses to the Orb of Inhibition. (Not forgetting, the possibility that major parts of the map may be on cursed ground, making it difficult to cast massive adventure spells like Town Portal and my #1 favourite, Dimension Door) With that as the case, all magic(and magic related) skills are out of discussions.

I'd choose some skills that may be 'absolutely good' (giving some advantage in all circumstances)

1. Estates
Gives you more money no matter the circumstances

2. Learning (Apologies to differ in opinion, Sandronecro)
This is absolutely relevant in making the "perfect hero". There's no other way in getting "maximum experience possible" for the hero/heroine. At the very least, it makes the hero stats(experience) look better =)

3,4,5 Armo(u)rer, Offence, Tactics
With absolute advantage on the battlefield. I don't choose archery because it only benefits heroes with archer units. I also think it's too hypothetical that all units in your stacks are shooters, and even if they are, there's no archery bonus in close combat(when enemy engages your shooters), so the archery skills are useless in those circumstances.

6. Logistics
I assume that you can't possibly have an entire map of sea. Bonus (Land) movement points is a big advantage in all sorts of maps. We can't be sure if the map contains significant parts of water, so we can't really choose Navigation, can we? Similarly, we can't choose Pathfinding because we don't know how much rough terrain there are. Scouting is a tough call. It offers "absolute advantage" as I've suggested... but after the map is fully/almost fully explored the skill serves no more purpose. [Add it in as the 8 perfect skills if you consider so, I cant decide firmly on this.]

[To speak the truth, I've run out of skills to choose at this point of time, so...]
7. Diplomacy !?
I do expect strong criticisms on this. After all, I seem to ridiculed all magic skills with the orb of Inhibition (and possible large plots of cursed ground), but I'm violating this "hypothetical situation" with the very choice of Diplomacy, with Shackles of War in mind. First, I've really run out of ideas for the perfect 8! Second, Diplomacy works on wandering monsters as well (and I think it's safe to assume some existence of wondering monsters), and I think by default not all of them would be hostile, unless you set them to be... The skill then allows you to either get them for free, or get them at discounted price. [I don't expect everyone to agree on this, since I can't fully convince mself as well.]

8. Necromancy!
Like what I've said before choosing Diplomacy, I've ran out of skills to make the perfect 8! Perhaps Necromancers are the ultimate heroes/heroines in hypothetical situations (carrying orb of inhibition and spirit of oppresion)

In case anyone wonders why I don't choose War Machine skills (Ballistas, First Aid and Artillery), it's because they can be destroyed before they work(First Aid Tents and Artillery activates last, and can't be resurrected or whatsoever during the battle). Not sure if you consider that as a form of "absolute advantage" in all circimstances. I've forgotten about Ballistas, but I think that's only useful in Castle Siege scenarios?

To restate my 8 skills, they are
Estates, Learning, Armo(u)rer, Offence, Tactics, Logistics, and it's up to you to choose the last 2! My personal suggestions include Diplomacy and Necromancy(be a Necromancer and grab the few critical artifacts!), but Scouting, and Maybe the "War Machines Skills" can be considered.

Last but not least, notice that these skills are assumed to work in all situations, but ironically they don't work the best in "circumstanced situations". And may I offer the most sincere apologies to magic-heroes(in fact I myself love to use them in all "real battles").

Best wishes,
Y.J.

And I'll like to see what others have in mind for their 8 "ideal skills" ^Ô^

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted December 06, 2007 11:23 PM

...wow..the outing of the uber-noobie.
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Fank0
Fank0


Known Hero
There are no limits
posted December 07, 2007 11:48 AM

Estates - perfect for all your secondary heroes. Lost skill slot on main.

Learning - Lost skill slot on main.

Armorer, offense and tactics is fine.

Diplomacy and necromancy are usually banned.

Earth magic - perfect against both the map and the opponent. Best spell selection of all schools of magic.

Air magic - HASTE. Counter to slow, essential in main battle.

Water magic - If no earth/air cure/dispell may save the day. Bless, teleport, clone, prayer are all nice spells.

Fire magic - curse is an ok spell , armageddon + fire immune creatures is nice, armageddon + prot from fire works sometimes , berserk is a gamewinner , sacrifice is the uber ressurection spell.

Also Archery is a good skill to add for most towns.

Artilerry with a high att hero and Archery is nice also. Gurnisson  is one of the best starting heroes in the game.

Ballistics is close to useless. So are Mysticism , Eagle Eye(totally useless), Scouting ( for main, else a good skill ).



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dohh
dohh


Hired Hero
posted December 13, 2007 02:08 PM

Normally on rich maps, where I hope to build up magic guild.

1. logistics
2. wisdom
3. offence
4. tacticts
5. Fire magic
6. air magic of earth magic
7. water magic
8. armorer or leadership

on poor maps it would be something like that:

1. logistics
2. offence
3. tactics
4. archery
5. armorer
6. leadership
7. air magic
8. water magic

most useless: navigation on inland, learning and mysticism on all maps.

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Talen
Talen

Tavern Dweller
posted December 14, 2007 08:49 AM

Earth Magic (in conjunction with Wisdom) is the most important skill to have.  All of the most important spells fall under Earth Magic: Resurrection (or Animate Dead for Undead characters), Town Portal, and Implosion.  Slow, a first level spell, is ridiculously useful at Expert Earth level.  I've completed very few games without these spells.

I'd say the second-best skill is Diplomacy.  

Eagle Eye, Scholar, and Scouting are useless.  I avoid them at all costs.  Some people like Artillery, but I also think it's worth avoiding.
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sachelos
sachelos


Known Hero
posted December 14, 2007 09:08 AM

re

In order of preferences:
1. Earth Magic (mass slow, etcetc)
2. Logistics (if week 1, Pathfinding if week 2)
2. Tactics (who doesn't choose this skill if offered??!)
3. Offence (very important cuz you have the chance often to hit before AI does it)
4. Armorer (cuz it reffers to ALL damage against owner's troops)
5. Air Magic (mass haste, etcetc)
6. Wisdom
7. Fire Magic
8. Archery

I'm too tired to explain why i choose those skills, i really slept few hours theese days so i'll come back with another post ab it.

Regards,
sachelos

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