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Thread: Secondary Skills you avoid and prefer for your hero? | This thread is pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT» |
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lkru33
Promising
Famous Hero
3x NFL Pick'em Champ
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posted November 28, 2005 06:52 PM |
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Quote: Yeah, catapult is a great skill. It is so good that sometimes I even choose it over the navigation skill! Scholar is very good too. In fact, those two single skills are so good that in one of my recent games I got both of them to expert level on my main (Tazar).
LOL and didn't I concede that game?
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Russ
Promising
Supreme Hero
blah, blah, blah
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posted November 28, 2005 07:45 PM |
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Quote: LOL and didn't I concede that game?
No, that time Tazar got smth else that I didn't want
The game I am talking about was vs maretti.
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Jebus
Promising
Supreme Hero
TheJester akaJeebs akaJebfoo
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posted November 28, 2005 07:49 PM |
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Quote: No, that time Tazar got smth else that I didn't want
was it herpes? and are YOU tazar??
(wait, what thread is this??)
So anyone able to answer the above question pertainning to artis that don't need the skill to use?
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"You went over my helmet??"
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ametov
Adventuring Hero
Powerful Strategist
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posted November 30, 2005 12:06 PM |
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i prefer diplomacy and all kinds of magic skills. Also wisdom. Then again i do use magic a lot...
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fishjie
Adventuring Hero
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posted December 01, 2005 01:33 AM |
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sweet! a forum for discussion on heroes! freakin awesome!
okay I only play against the computer and never played against real humans on multiplayer so I dunno if you guys agree with these. But the skills I always go for are:
1. Wisdom (For meteor shower, armageddon, implosion, town portal, dimension door, counterstrike, and a few other great spells). Useless early on, but invaluable and critical by mid to late game
2. Earth magic (Town portal = COMPUTER OWNED)
3. Logistics
4. Offense
5. Armorer
6. Sorcery
7. Intelligence - I disagree with ppl saying mana is not an issue. Sometimes for a castle invasion, I need to tp to several towns, raise up an army, and still have enough mana left to do battle. Also, I use the broken trick where you get a really fast unit, attack an enemy hero, cast meteor shower, surrender, and repeat until their stacks are decimated. this eats up tons of mana
8. Archer - the pain that archers, titans, and other ranged units rain down hurts. Against the comp, losing your archers is never an issue, since they always target cannon fodder (level 1) mobs. If you cast mass slow, you gain extra protection. Then you can clone (OUCH), bless, precision, bloodlust and do all sorts of other nasty things to your archers to make them hurt even more
Skills I might get depending on circumstances:
1. Ballistics - if I dont have any good flying units, or need to protect my ranged units (by destroying the enemy towers within a few turns)
2. Fire magic - for attack with gold dragon + armageddon combo (where you surrender after casting armageddon, and repeat until out of mana or gold)
3. Air magic - dimension door and chain lightning
4. Diplomacy - for the lowered cost of surrendering (to make it cheaper to cast a spell, surrender, and redo)
5. mysticism - if my hero doesn't have town portal and i'm always away from towns or wells, otherwise I usually stay away from this one. my intelligence usually gives me more than enough mana to suffice
6. Water magic - never really used this one, although mass bless, prayer, forgetfulness (all ranged units forget to fire at expert) are good
7. Estates - if i get a coupla secondary assist heros, I like estates because 500 a DAY adds up over time. If you've got two guys with estates that's like an extra gold mine a day.
Skills I found completely garbage, and I dont hire ANY heros with these skills:
1. Scholar - If I want to learn magic, I can TP to the towns directly
2. Eagle Eye - see above. Its just not worth it, since this skill is just a one trick pony, once you've learned the spells, you never need it again and its just taking up space
3. Learning - this might be useful at early levels, however, on large maps gaining xp is not an issue, and this will take up a critical skill slot later on that is essentially crap
4. Ballistics - wow ballistas are garbage
5. First aid - ditto. I can cast resurection instead
hmm i think that's about all of em. i might have forgot a few.
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CLICK FOR LOL
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JJ_The_Ripper
Adventuring Hero
addicted HOMM player
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posted December 01, 2005 04:25 PM |
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Scouting
Does anyone take scounting (on purpose) oven any other skill to the main hero?
To me, this is the most useless skiil ever.
JJ_The_Ripper
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maretti
Responsible
Supreme Hero
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posted December 01, 2005 05:08 PM |
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Scouting isnt a bad skill for the main hero. There are skills that are useless, scouting isnt. Often your scouts cant follow the main hero because of pf and log and in these cases you can save many days because you see where to go instead of going in the wrong direction.
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Crag rules, Orrin and Ivor suck
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted December 05, 2005 06:57 AM |
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Quote: sweet! a forum for discussion on heroes! freakin awesome!
okay I only play against the computer and never played against real humans on multiplayer so I dunno if you guys agree with these...
Hello and welcome to our Board
Quote: 7. Intelligence - I disagree with ppl saying mana is not an issue. Sometimes for a castle invasion, I need to tp to several towns, raise up an army, and still have enough mana left to do battle. Also, I use the broken trick where you get a really fast unit, attack an enemy hero, cast meteor shower, surrender, and repeat until their stacks are decimated. this eats up tons of mana
Only in games vs the computer. In games vs a human player, u wonīt have time nor money to build up more than 1 (sometimes 2) towns. Games will be over between week 3 and week 6 in 90% of all cases.
Quote: Skills I might get depending on circumstances:
3. Air magic - dimension door and chain lightning
Ever thought about expert haste?
Quote: 6. Water magic - never really used this one, although mass bless, prayer, forgetfulness (all ranged units forget to fire at expert) are good
Mass cure, expert clone (Archangels!)
Quote: Skills I found completely garbage, and I dont hire ANY heros with these skills:
1. Scholar - If I want to learn magic, I can TP to the towns directly.
Good to know having townportal (and earth magic) in the spellbook from day 1. Expert scholar and advanced wisdom is a great combo for a good scout.
Quote: 4. Ballistics - wow ballistas are garbage
I guess u are talking about "artillery" here. How about u start a random map (against the computer), chose Stronghold as starting town and Gurnisson as starting hero and play on 200%. You will be very surprised what fights u can do on day 1. When he gets expert artillery (2 shots, prol. double damage) and a decent attack skill in first week, you have an awesome warrior here. He even doesnīt need a spellbook first week. Try it..
Quote: 5. First aid - ditto. I can cast resurection instead
Get expert first aid, a tent and 1 hydra. Your turns will last forever..
You really should try to get some onlinegames going vs human players. Your whole gameplay will change. I bet....
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Better judged by 12 than carried by 6.
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GabyStan
Known Hero
Seeking Wisdom
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posted December 06, 2005 11:23 AM |
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Quote: Mass cure, expert clone (Archangels!)
Btw, can cloned Archangels resurrect?
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Your worst enemy is... yourself.
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Dark_Y0uth
Hired Hero
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posted December 06, 2005 01:53 PM |
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Btw, can cloned Archangels resurrect?
Sure, Gaby. In that is theirs charm.
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Russ
Promising
Supreme Hero
blah, blah, blah
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posted December 06, 2005 02:57 PM |
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Btw, can cloned Archangels resurrect? The best part about it is that if you pull it at the end of the round (unless, your opponent blinds your AAs - then you are f**ed), cloned AAs can:
a) resurrect
b) start first next turn and soak a retaliation for free while dealing some massive damage!
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Russ
Promising
Supreme Hero
blah, blah, blah
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posted December 06, 2005 03:16 PM |
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Quote: Get expert first aid, a tent and 1 hydra. Your turns will last forever..
Only until you heal 1 point of damage 2 turns in a row. As ridiculous as this may sound, a hero with 1-st aid special and expert 1-st aid will do this quite often.
It IS a garbage skill.
1) If you use tent+level 7, every AI unit will try to kill the whimpy tent if it can. So, your choices for the 1-st aid tent tactic will be very very limited.
2) It loses the little usefulness it has after week 1.
3) Some towns DON'T HAVE THE TENT!!! And the others can only get it after building the blacksmith, which you don't want to build on week 1. Combine #3 with #1 and #2 and you get the idea.
4) If it had a minimum amount of hit points it could heal, it would actually be quite nice on a secondary hero for fighting slow but relatively powerful stacks. Say, 50 minimum healing on expert, which would be 100 minimum on expert with level 20. BUT I've tried playing a 1-st aid specialist quite often as the 2-nd hero and very very very often it would go like "1 hit point healed on hydra", then "3 hit points healed on hydra" and finally smth like "... deal 60 damage on hydras, 1 hydra perishes".
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GabyStan
Known Hero
Seeking Wisdom
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posted December 06, 2005 10:53 PM |
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Russ, if you blind AAs the cloned stack will turn blind, too? And what if you clone already blinded/slowed (and so on) AAs (or whatever troop)?
I also went for First Aid in my campaigns, but was very frustrated when having only a few hit points healed. From then on I never took First Aid specialist/Skill. As Russ said, too bad there's no minimum limit of healed HPs (or maybe a fixed number when having the skill).
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Your worst enemy is... yourself.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted December 07, 2005 10:06 AM |
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1. No doubt i never take First Aid on my main as 2ndary skill. But i have made very good experiences when playing fortress, getting Verdish as scout hero and making fights with her (she has a tent already, like most specialty heroes do) and 1 hydra. And to be honest, i donīt remember having a scenario u described about healing 1 or 2 point(s) only in 2 rows. And yes, the comp "knows" about your 2ndary skill and tries to destroy the tent. Thatīs why u should try to fight vs. strong but SLOW units (throng zombies, dwarves etc...).
2. Every cloned creatures has NO active spells on it.
--> One more hint for those who didnīt know yet:
If u kill the original stack, the clone will disappear!
So if u see u r able to kill the original stack in one hit (or in 1 round), donīt attack the clone (if they both had their move, or both waited), but the original stack!
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Better judged by 12 than carried by 6.
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Dark_Y0uth
Hired Hero
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posted December 07, 2005 11:18 AM |
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Quote:
--> One more hint for those who didnīt know yet:
If u kill the original stack, the clone will disappear!
So if u see u r able to kill the original stack in one hit (or in 1 round), donīt attack the clone (if they both had their move, or both waited), but the original stack!
Hard to do, Dirk. Usually, it`s a cloning of powerful stack.
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GabyStan
Known Hero
Seeking Wisdom
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posted December 07, 2005 01:09 PM |
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Of course it's hard, but sometimes possible, and still better to kill half of the original stack than waste the damage on the clone (or so I think). On the other hand, you'll hit the clone with the single creature remaining instead of hoping that 1 point of damage will be the one contribuiting to the kill of the whole stack on that turn.
Thanks for the answer (the tip I was aware of), Angelito!
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Your worst enemy is... yourself.
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Russ
Promising
Supreme Hero
blah, blah, blah
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posted December 08, 2005 06:53 PM |
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Edited By: Russ on 8 Dec 2005
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Oh, just a note - you don't need water magic to clone low level critters (level 1-5). I know that this is obvious, but I often forget about this fact. So, don't get too disappointed when you get the water book from the tope or water spells from pandora - this spell can do wonders on some low level stacks like demons or grand elves. I remember doing an impossible week 1 fight once with no losses just because I found a clone scroll and cloned my 100+ gremlins.
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Evil_Warrior
Famous Hero
Duke of Demon
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posted January 18, 2006 03:53 PM |
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Skill preferred:
Wisdom
Earth magic
Air magic
Water magic
Fire magic
Skill avoided :
Mysticism
Artillery
First aid
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champion
Tavern Dweller
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posted November 07, 2008 11:53 AM |
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Skills preferred:
Wisdom
Earth Magic
Offense
Armourer
Luck
Leadership
Tactics
Logistics
Pathfinding
Archery
Intelligence
Air Magic
Resistance
Necromancy
Diplomacy
Skills avoided:
First Aid
Artillery
Ballistics
Estates
Learning
Scouting
Eagle Eye
Mysticism
Scholar
Sorcery
Fire Magic
Water Magic
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Hell_Wizard
Famous Hero
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posted November 07, 2008 12:18 PM |
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I'll just say that this is an old thread. Nothing more.
And to be on topic, I avoid scouting, mysticism, diplomacy and tactics
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