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Thread: LordLazy's guide to magic heroes | This thread is pages long: 1 2 3 4 · «PREV |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 14, 2011 12:05 PM |
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Quote:
And if the outcome is decided on day 1 Solmyr is the best!!!
That's why scouts with a few dwarfs were a common thing, to get rid of newbies who thought they can win with Solmyr
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Era II mods and utilities
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Unknown_Guy
Tavern Dweller
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posted January 14, 2011 02:36 PM |
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Back to primaries again - map size again.
When someone says magic hero - than it's assumed like 1-1-10-10, but might is not assumed 10-10-1-1.
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darmo
Known Hero
True Gentleman
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posted January 14, 2011 09:53 PM |
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Might Hero Rule online game cause of many stupid Rule!!
No DD, no TP, no Necro.
Lets make a new simple rule!
Might Hero can only learn Might 2nd Skill and only develop A&D
Magic Hero can only learn Magic 2nd Skill and only develop K&P
Might Hero will only move his 1st turn Lolz
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tigris
Supreme Hero
Supreme Noobolator
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posted January 14, 2011 10:00 PM |
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Quote: Might Hero Rule online game cause of many stupid Rule!!
No DD, no TP, no Necro.
Lets make a new simple rule!
Might Hero can only learn Might 2nd Skill and only develop A&D
Magic Hero can only learn Magic 2nd Skill and only develop K&P
Might Hero will only move his 1st turn Lolz
Right so you have crag hack with 99/99/1/1 vs malekith with 1/1/99/99
crag casts mass haste and malekith's units never get to move....job done
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 14, 2011 10:14 PM |
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Quote:
Lets make a new simple rule!
Might Hero can only learn Might 2nd Skill and only develop A&D
Magic Hero can only learn Magic 2nd Skill and only develop K&P
Might Hero will only move his 1st turn Lolz
For a better and more various gameplay, maybe the might heros should not be able to learn expertises, so no mass spells. Magic heros should be able to cast every creature turn. I think this could balance high level mights vs magic. You can level Crag Hack to high stats, but the hard way.
A barbarian or a beastmaster casting mass spells is just unrealistic from a magic vs might game perspective. That's how all MM games series work, hence you need to balance your team, going with 4 knights only in MM6-MM9 is instant suicide.
But now it is too late, people like the style they play and will not change.
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Era II mods and utilities
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darmo
Known Hero
True Gentleman
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posted January 14, 2011 10:15 PM |
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Quote:
Quote: Might Hero Rule online game cause of many stupid Rule!!
No DD, no TP, no Necro.
Lets make a new simple rule!
Might Hero can only learn Might 2nd Skill and only develop A&D
Magic Hero can only learn Magic 2nd Skill and only develop K&P
Might Hero will only move his 1st turn Lolz
Right so you have crag hack with 99/99/1/1 vs malekith with 1/1/99/99
crag casts mass haste and malekith's units never get to move....job done
Mass Haste? is it possible without air magic?
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Unknown_Guy
Tavern Dweller
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posted January 14, 2011 10:18 PM |
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Quote:
Quote: Might Hero Rule online game cause of many stupid Rule!!
No DD, no TP, no Necro.
Lets make a new simple rule!
Might Hero can only learn Might 2nd Skill and only develop A&D
Magic Hero can only learn Magic 2nd Skill and only develop K&P
Might Hero will only move his 1st turn Lolz
Right so you have crag hack with 99/99/1/1 vs malekith with 1/1/99/99
crag casts mass haste and malekith's units never get to move....job done
True if we reduce it just to fight. But you'll have to sit in your town just not to loose it.
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Jab
Hired Hero
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posted January 15, 2011 12:53 AM |
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Quote: That's how all MM games series work, hence you need to balance your team, going with 4 knights only in MM6-MM9 is instant suicide.
On the other hand 4 experienced dark magic users with shrapmetals can clean dungeon full od dragons within minutes. So at least in MaM magic users are stronger (light magic has another great spell - Paralyze - its slower but the outcome is the same).
Thats the balance. In MaM they are stronger in HoMaM they are weaker.
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xunny
Tavern Dweller
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posted January 16, 2011 12:04 AM |
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A might hero without magic is as useless as a magic hero without might.
You need a balance, and for secondary skills, learning the four magics (or some of them) are always needed for every hero, aswell as wisdom.
A hero without dimension door/fly/town portal/water walk can never rule the world.
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heroes_player
Known Hero
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posted January 16, 2011 10:05 AM |
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Good Evening
This is a very interesting topic with interesting answers.
In offline-games, I nearly always spread my troops like this:
For magic heroes, I will give them shooters and a few of fast units. And for might heroes I give melee units and some shooters. So both classes are able to clear a map alone.
But it really depends what magic or might heroes I use. If their speciality are bad like Tiva or Straker, I will use them as scouts
But "nice" might and magic heroes like Christian or Gunnar, I will use them as neutral-unit-fighters
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Jab
Hired Hero
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posted January 16, 2011 01:10 PM |
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Quote: If their speciality are bad like Tiva or Straker, I will use them as scouts
Whats so bad about Straker?
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heroes_player
Known Hero
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posted January 16, 2011 02:02 PM |
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Quote:
Quote: If their speciality are bad like Tiva or Straker, I will use them as scouts
Whats so bad about Straker?
walking deads and zombies are maybe the most useless units in this game.. Only use for them are sacrifising them into skeleton transformer so they are like extra sceletons which cost some more golds
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Jab
Hired Hero
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posted January 16, 2011 04:30 PM |
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Quote: walking deads and zombies are maybe the most useless units in this game.. Only use for them are sacrifising them into skeleton transformer so they are like extra sceletons which cost some more golds
And Straker makes them faster (and stronger) and therefore not useless. Btw I dont really know, why I shoud sacrifice them. Its still better to use them in the garrison.
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heroes_player
Known Hero
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posted January 18, 2011 09:19 AM |
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Quote:
Quote: walking deads and zombies are maybe the most useless units in this game.. Only use for them are sacrifising them into skeleton transformer so they are like extra sceletons which cost some more golds
And Straker makes them faster (and stronger) and therefore not useless. Btw I dont really know, why I shoud sacrifice them. Its still better to use them in the garrison.
But they are still weak. And I never use Straker as main hero because zombies are useless. Would you really use Straker as main hero more than Galthran, Tamika or Vokial etc.. ?!
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Jab
Hired Hero
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posted January 18, 2011 07:00 PM |
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Edited by Jab at 19:04, 18 Jan 2011.
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There are more weak creatures in HoMaM. As long as they can serve as a fodder for enemy archers (etc.), they are ok. Biggest problem of zombies was the speed. He is fixing the speed (and attack and defense as well). And I would certainly take him rather than Vokial, who is useful only as a garrison hero.
Straker would be my 3rd or 4th best choice for Necropolis. Of course Galthran and Isra are ahead of him. But all others are worse (except perhaps Clavius, who is sometimes useful). Straker still means, that you can finally take zombies with you - that means (if Im not counting lots of skeletons) more or less 1/7 of your army.
Btw Tamika seems fine. And she is fine sometimes. But Dread Knights are not flying units and she is giving them attack and defense bonuses after 6th level. So more often its useful to taky a hero, who is giving the bonus to 1st and 2nd level creatures.
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Peterlerock
Adventuring Hero
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posted January 19, 2011 04:20 PM |
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Straker is nice because he starts with "Haste", sometimes an advantage in the early stages of the game. But I don't like his starting army. 2-3 stacks of 4-5 zombies is weaker than 30 skellies and 4-5 zombies... If I play another hero, I always hate it when he shows up in the tavern... ;-)
Vokial sucks. He has two skills that don't help much during battle (necromancy and artillery), and the last unit that needs the help of a creature specialist are the vampire lords, they are strong enough without him.
I like Tamika, but her special really isn't too useful. Same as Vampires, Knights need no support. They rule the battlefield.
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About Magic Heroes:
I love to play them sometimes, and they are fine. Usually with all the stats-buildings like arenas, with items like Gnoll Flail and Dragon Scale Armour, they are strong enough in Battles, it's not like their armies get beaten up easily.
And once you have some parts of Angelic Alliance, there really is no difference between a Magic and a Might hero. ;-)
The only problem are the secondary skills. Here you need to be a little lucky with the offered skills, with universities and witch huts.
If you have a mage hero with stats like 15/12/30/20 and might hero secondary skills (offense, armourer, logistics, tactics, earth, air, wisdom +x), he is more than an okay main hero. And you can get there, as well as you can have a might hero with 30/20/10/10.
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