Posts from Secondary skills in Heroes 3.
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I try to make sure that the main hero has: logistics, earth magic, attack, defense, leadership, and/or luck (these two skills are almost equivalent), tactics – these are the 6 main ones, archery (if there are 2 archer units in the army), if the map is large, wisdom + air magic, and preferably intelligence, pathfinding (if there are many sands, swamps, or snow on the map), navigation (if there is a lot of water), fire magic (if you manage to quickly create a berserker). Eagle Eye, First Aid, Artillery, Ballistics, Literacy, Training, Scouting, water magic, resistance, estates, mysticism – forget about it. For In the Wake of Gods, the setup will be slightly different, but I haven't played it much.
Ballistics is good for Barbarians.
And tactics – I rarely need this skill. That's it.
Лидер клана "Из многих единое"
Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
Tactics is certainly a skill with mixed results. Sometimes it helps a lot, and sometimes it's useless in every battle on the map.
What makes ballistics particularly good for Barbarians? To charge into a town with behemoths?
Here, we're only talking about the main hero. For secondary heroes, I take skills related to estates, literacy, and artillery. Water spells, when earth and air magic are available, are usually left unused, so I don't take them. As for resistance... there are more important skills, and there's no room for it. It makes sense to take it if there's a chance to acquire artifacts that grant magic resistance.
Tactics is certainly a debatable skill. Sometimes it helps a lot, and sometimes it's useless in every battle on the map.
What makes ballistics particularly good for Barbarians? To charge into a town with behemoths?
As for resistance, I still disagree!
And ballistics – yes, undoubtedly... and not just for them =)
Лидер клана "Из многих единое"
Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
Нет невежества - есть Знание
1. Wisdom
2. Intellect
3. Mysticism
4. Magic
5. Air
6. Fire
7. Earth
8. Water There is no equal to such a build...
For the Necromancer, Necromancy is also important.
For the Castle, Water is important.
For the Efreet, Fire is important.
Then, if you're lucky, Diplomacy, and after that, whatever you get - Magic, Resistance, Attack/Defense, Ranged Attack...
"Истинно могуч тот, кто побеждает самого себя"
Нет невежества - есть Знание
Come on, you can play as a Wizard and use Earthquake to destroy walls.
Yes, but the magic turn will be spent on this Earthquake instead of casting spells on the enemy or using Blizzards on your own units!
Нет невежества - есть Знание
yes, but the magic turn will be spent on this earthquake instead of casting debuffs on the enemy or using spells on your own units!
that's true... well, what can you say... take more flying units and archers)))
Yeah, that's true... well, what can I say... take more flying units and archers!
But in my opinion, it's easier to take ballista! :D
Нет невежества - есть Знание
In my opinion, it's easier to take Ballistics!:D
Why? It's just an unnecessary slot filler... moving units are generally slower than flying units... so even if you break through the wall, you won't reach it in one turn...