xlnt
Known Hero
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posted September 08, 2015 05:21 PM |
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not sure if you guys are just talking pixels here..
anyway - 1st try i went for 40 poison dmg. per turn and 2 stacks of Assassins. It does work fine, the hero is kinda useless (no Offence and does have Defense...), but the start with 20+20+20(2ndHero, turn1, hopefully)+20(town, turn2) = 60/80 hard hitting T1 is nice.
was kinda hard to kill packs of tier2 units on day 3-4, mostly lacked Offence );
so than i tried the +4 might hero -> problem was inconsistency with the army, had 2 mediocre stacks instead of one power stack, but was able to clear packs of T2 units better
i tried to use the 1 Minotaur hero -> not worth imo
what seemed to work best was the Stalkers hero -> starts with Offence, grabs the 2 archery skills early, better vs walkers/fliers, has 2 stacks that deal the dmg., but they kinda work well together. Had no trouble keeping no (min.) loses and creeping T2s after gaining few levels.
lastly i tried to go for magic heroes - the biggest problem with which has ever been how miserable they are in the 1st week. We have some nice perks here to help with the mana, so it's possible to be a mage in HoMM7!, but not entirely, not from the get-go. You still need some spells, some meat shield and way too much levels, oh.. and some artifacts!... for the time being i prefer to rush the levels with no retaliation, backstabbing and shooting. That said - some area of effect spells can easily go for 1-2k dmg. in a MP game (week...3, lets say)
p.s. tier2 units are neither useful, nor needed... at all.. like totally! The best thing about the black golems (Strider/Soulless) is that they can be skipped!
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