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Thread: Hero Classes (sorry if there already is a thread) | This thread is pages long: 1 2 · NEXT» |
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Dajek
Known Hero
Psychedelic Knight
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posted April 26, 2002 11:28 AM |
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Hero Classes (sorry if there already is a thread)
Which one is the best, which one is worst? I think that the seer class is quite useless, but the most useless one is...?
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Jenova
Famous Hero
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posted April 26, 2002 02:05 PM |
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Beastmaster: +20% to summon wolf (yeah like who uses that?)
Beast Lord: +20% summon wolf and summon tiger (another useless unit)
I like the Pyromancer for Fireshield and Dark Priest for vampiric attack.
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Dajek
Known Hero
Psychedelic Knight
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posted April 27, 2002 06:33 PM |
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Yeah, Arch Mage is really useful comparewd with some Warlord for example...
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sir_christian
Tavern Dweller
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posted May 28, 2002 11:45 PM |
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best: assasin/illuzionist
worst: beastmaster
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HappyPike
Known Hero
Pikeman
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posted May 29, 2002 12:24 AM |
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Witch King appears to be the only class that requires 3 skills (Death, Chaos, and Nobility), so it has to be good.
Witch King's melee attacks have fear effect.
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Also a Civilization fanatic:
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Jenova
Famous Hero
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posted May 29, 2002 09:35 AM |
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Fear effect is annoying.. they move back so you have to chase them down. It makes it harder for slow units to get to them.
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Pleuris
Promising
Known Hero
Look ma! No hair!
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posted May 29, 2002 09:45 AM |
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Cool: Bard: Luck +1 (Nature & Scouting), Demonologist: Summon imp, Summon hell hound, etc. (Nature+Death)
Not cool: Beastmaster, as mentioned before
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Nernug
Adventuring Hero
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posted May 29, 2002 10:44 AM |
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I don't like that most advanced classes really just give a spell bonus to the hero. In order to make classes interesting, the bonus should be something that can't be found in the spell book. It could also be like boosts to the hero’s skills like some classes give.
I'm also against that many creature abilities can be found in the spell book. It is almost like they were suppose to make creatures more unique but instead made every creature the same by giving the player the option to turn creatures into each other. (For example casting the vampire touch spell on creatures and turn them into vampires)
Still a good game... =)
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Biff_Justice
Hired Hero
Watch out, evil!
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posted May 29, 2002 10:50 AM |
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Best: Archmage for the obvious choice. Demonologist, Witch King, and Shadow Mage are also quite good.
Worst: Beastmaster/Lord (I think we're getting a concensus here....)
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Triton
Adventuring Hero
Master of the Deep
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posted May 29, 2002 11:32 AM |
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I feel that perhaps each class can also advance their abilities as the skills progress.Say for a dark priest with GM life and death,the life conversion could be increased to 1 for 1 or even excess health be distributed among friendly targets.I don't see why a dark priest with basic life/death should have the same abilities as another with GM in the skills.
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Pleuris
Promising
Known Hero
Look ma! No hair!
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posted May 29, 2002 11:53 AM |
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Triton: From what I've seen thus far, the Hero Class Demonologist already works this way: When you have Nature and Death you can only cast summon Imp. When you have expert Death and Expert Nature you 'earn' the spell summon Hell Hound. Don't know what follows, because when I got to this stage I finished the map. I remember I could summon about 120 imps each time...
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Orchomene
Tavern Dweller
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posted June 03, 2002 02:48 PM |
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Quote: Triton: From what I've seen thus far, the Hero Class Demonologist already works this way: When you have Nature and Death you can only cast summon Imp. When you have expert Death and Expert Nature you 'earn' the spell summon Hell Hound. Don't know what follows, because when I got to this stage I finished the map. I remember I could summon about 120 imps each time...
That's more or less true : except that it's nature and demonology skills and u DON'T have to be demonologist, u can be assassin and get basic nature, it'll give u the summon imp spell...
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Signature reduces people to a simple view
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dale
Known Hero
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posted August 22, 2002 10:53 PM |
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Quote: When you have Nature and Death you can only cast summon Imp. When you have expert Death and Expert Nature you 'earn' the spell summon Hell Hound. Don't know what follows, because when I got to this stage I finished the map. I remember I could summon about 120 imps each time...
Grandmaster in both gives summon devils which sounds neat!
My question is what are some ways of getting both death and nature on the same character (hopefully one who started as death type). I know that the death skill is not too hard to pick up in the university that comes with order castle type -- but what are some of the ways one can pick up the nature skill if you don't start with it?
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Grey Beards of the world, Unite :-}}
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Wub
Responsible
Famous Hero
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posted August 22, 2002 11:52 PM |
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How to become a demonologist?
Quote:
My question is what are some ways of getting both death and nature on the same character (hopefully one who started as death type). I know that the death skill is not too hard to pick up in the university that comes with order castle type -- but what are some of the ways one can pick up the nature skill if you don't start with it?
The answer is: get yourself some tuition. You already guessed that one of course. Anyway, here's a list with location to gain death or nature magic:
-altar of death/nature magic. Teaches you one death/nature skill for free once.
-seminary. This may teach you a nature magic skill. Can be found in a Haven.
-university (you already mentioned that one). May teach a death skill, but not nature and can be found in an Academy.
-witch hut. Teaches every hero a certain primary magic skill for free.
-magic university. Teaches four secondary magic skills for 2000 each. It teaches or upgrades a primary skill if the hero cannot learn the secondary skill.
-school of magic. A hero may choose one of two offered primary magic skills for 2000 gold.
These are the easiest ways to become a demonologist. But to the best of my knowledge (I'm not quite sure) your hero can only learn death and nature magic solely by levelling if he has no other magic than chaos magic.
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Klauts
Famous Hero
lost in a mourning hall!
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posted August 23, 2002 09:19 PM |
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Demonologist only gives +50 to the summon demon spell(imp,cerberus..)
Basic Nature/Demonology:summon imp
Adv. Nature/Demonology:summon cerberus
Exp. Nature/Demonology:summon ice demon
Mast. Nature/Demonology:summon venoms
GM Nature/Demonology:summon devils
*The demonary artifact doubles the called creatures
**A here with GM to all Nature/Death magic(lv 32) + Demonary
can summon 18 devils or 500 imps
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Wub
Responsible
Famous Hero
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posted August 24, 2002 12:28 AM |
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Edited By: Wub on 23 Aug 2002
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Quote:
Demonologist only gives +50 to the summon demon spell(imp,cerberus..)
Basic Nature/Demonology:summon imp
Adv. Nature/Demonology:summon cerberus
Exp. Nature/Demonology:summon ice demon
Mast. Nature/Demonology:summon venoms
GM Nature/Demonology:summon devils
*The demonary artifact doubles the called creatures
**A here with GM to all Nature/Death magic(lv 32) + Demonary
can summon 18 devils or 500 imps
Actually, this is not completely how it works. I can't blame you though, Klauts. The thing is that NWC just managed to put the wrong description at the demonary artifact. Also this '+50 to the summon demon spell' is rather vague and untrue. +50 what?? +50 Xp, +50%, +50 hitpoints??
The truth is: demonary increases death summoning by 50%, demonologist class increases death summoning by 25%. If you don't believe it, try it yourself or read it somewhere in this thread:
http://www.heroescommunity.com/viewthread.php3?FID=4&TID=6096.
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Klauts
Famous Hero
lost in a mourning hall!
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posted August 24, 2002 04:38 PM |
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Well didn't knew that ,altought it seemed preety strange!
I found out myself about the demonary(I could summon 12 devs without demonary and with it 18 ...)
About the demonologist i just wrote what is wrote in the heroes 4 game!
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Wub
Responsible
Famous Hero
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posted August 24, 2002 05:20 PM |
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Quote: Well didn't knew that ,altought it seemed preety strange!
I found out myself about the demonary(I could summon 12 devs without demonary and with it 18 ...)
About the demonologist i just wrote what is wrote in the heroes 4 game!
Yeah I know, it is pretty lame that the in-game description just isn't right. NWC is to blame here, probably because some last minute gameplay changes that they forgot to alter in the description. I agree, such things can happen but sadly, this is not the only false description in the game.
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Klauts
Famous Hero
lost in a mourning hall!
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posted August 24, 2002 05:27 PM |
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Yeah I know descriptions are wrong.Do you know other mistakes?
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Wub
Responsible
Famous Hero
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posted August 24, 2002 08:14 PM |
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Edited By: Wub on 24 Aug 2002
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Inaccurate in-game descriptions
Quote:
Yeah I know descriptions are wrong.Do you know other mistakes?
All right, I listed some other things. Many of them are particularly small, so I am splitting hairs here. Anyway, here they come:
-Black dragons have a fire attack, although that may not be entirely clear judged by their specialties. What this means is that black dragons do half damage against phoenixes, fire elementals, etc. May be interesting to know that 2 phoenixes easily beat 1 black dragon.
-You already knew this, but you can't control berserkers. It's not that you just can't let them wait, like the description says.
-The necromancy amplifier doesn't seem to give a 10% bonus to your necromancy skill at all. For example, if your hero can raise 10 skellies, he can't raise 11 after having visited the amplifier. To be honest, I have tested this many times and I never was able to raise more creatures whatsoever.
-In the heroes 4 box, a chart has been added with all creature statistics. It's a great chart but some statistics differ from the game (waspworts have a movement of 2 for example, not 3).
-Orcs and centaurs don't seem to suffer from a range penalty with their last shot. Maybe this is true for other shooters as well. It is more of a bug, though.
-According to the description, magic dampeners 'work seperately of each other, not cumulatively'. Do you get it? Do I get it? I tested this and it seems that one dampener gives your hero 10% magic resistance. Two dampeners give 19% magic resistance, three give 27% resistance, 4 give 34% resistance 5 give 40% and so on. And what I also found out was: you don't need to visit a town with a magic dampener to receive the resistance bonus! May be useful...
Well, this is what I can come up with for now, let's get back on topic
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