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Posts from Secondary skills in Heroes 3.

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In reply to Ley
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Ley;106715
By the way, regarding "mysticism" - I think it's a pretty good skill! It has saved me more than once :)
Well, I agree, there were a couple of times when I didn't have enough mana for a teleport and that was the reason for the loss... But this is a very rare case....
Ley;106715
I used "eagle eye" in Heroes 2, by the way, not so long ago ;)
and the topic is called: [DISCUSSION] - Secondary skills in Heroes 3 :):):)
sorry, but I don't have Heroes 2... I just never take it, and there are a couple of maps where you have to defend a Castle from 7 opponents.... but that doesn't happen very often either. I prefer scouting...
Ley;106715

And if we talk about "logistics and pathfinding" - yes, they are good, but I think they should be combined somehow :D, i.e., take both for the hero ;), although of course it also depends on a specific situation...
Well, you're not wrong :D:D:D:D:D, of course it's good!
В. Уэйтс©
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.

временно ушел с форума, переодически заглядываю. кому нужен пишите в скайп ewgeniy1985. в аське 384385000 очень редко.
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Hey, I've been playing Heroes 6 for years, but I've never noticed any effect from the "Pathfinding" skill, and I'm wondering if it's just me:smile18:. Maybe I'm just hitting the wrong buttons?:smile04:
In reply to Second Stalin
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Second Stalin;112583
Could you please tell me, I've been playing Heroes 6 for years, but I've never noticed the effect of the "Pathfinding" skill, and I'm wondering if that's the reason:smile18:. Maybe I'm just hitting the wrong targets?:smile04:

It seems like this skill allows the hero to move further.
aka Sir Holmes aka David Jones.
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have you tried right-clicking on the skill?;) Pathfinding is a very useful skill: the hero navigates swamps, snow, or barbarian rocks more or less well; try playing on a map consisting of only snow or swamps without this skill... and it combines very well with logistics... IMHO...
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In reply to Drnik
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Well, firstly, I spent a long time trying to figure out what "rough terrain" is!!! :confused: I never noticed the effect and always just took Logistics. And I always considered pathfinding to be one of those useless skills, like Eagle Eye, Mysticism, Literacy, and the like.
In reply to Second Stalin
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Second Stalin;112617
Well, firstly, I spent a long time trying to figure out what rough terrain is!!!:confused: I never noticed the effect and always just took Logistics. And I always considered pathfinding to be one of those useless skills, like Eagle Eye, Mysticism, Literacy, and the like.

Why so harsh?:) Every skill can be useful at a certain moment; many players even enjoy such exotic choices.:)
aka Sir Holmes aka David Jones.
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Second Stalin;112617
Well, first of all, I spent a long time trying to figure out what "difficult terrain" means!!! :confused: I never noticed the effect and always just took Logistics. And I always considered pathfinding to be one of those useless skills, like Eagle Eye, Mysticism, Literacy, and the like.

I don't know, are you still thinking that difficult terrain is terrain without roads? It noticeably reduces movement through swamps, snow, and rocks, and pathfinding fixes that.
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Hmm... on the topic: Here's my standard build for a mage hero:

1. Air Magic (flight, haste)
2. Earth Magic (portal, restoration, explosion)
3. Intelligence (it's strange that no one seems to have mentioned it - it's an amazing skill)
4. Wisdom (all spells)
5. Sorcery (explosion is significantly enhanced)
6. Logistics (essential for everyone)
Further development depends on the map/castle.
7. Diplomacy/Leadership
8. Spell Power/Archery

I think it's a very good build; at least, it's never let me down.

Fire Magic, Water Magic - forget about them; they don't have enough good spells to justify investing in them. I don't take Navigation even if there's a lot of sea. If the map is large, then of course Diplomacy, if not, it's better to take Archery or Leadership; you can also take Luck, but that's a matter of personal preference. And I think that's all.

This build is more suitable for pure mages)):) That is, for heroes like Solmyr and Loian. Heroes from the Dungeon faction can replace some of these skills, for example, by taking Defense or Attack, and for the Citadel (if someone wants to turn a barbarian into a mage), Tactics/Ballistics would be more suitable.

Artillery - :smile18:
:smile41: Пх’нглуи мглв’нафх Ктулху Р’льех вгах’нагл фхтагн :smile41:
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Hmm... assuming we're not playing with just one hero (which, by the way, isn't always the case), the skill scheme is quite straightforward – there are skills for the main hero and skills for the secondary ones... And there's no other way.

Diplomacy, literacy, and artillery – these are tasks for secondary heroes. The main hero doesn't need them, but having someone with these skills nearby wouldn't hurt...

We build the secondary skill scheme based on this. You can't create a scheme for just one hero. It's easier for several... :)
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

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In my opinion, if a character is a mage, they should be a fully-fledged one, with four spells, intelligence, wisdom, magic, and logistics (the most magical skill =)).
fReeZtyleR, what don't you like about Warlocks? They have much stronger offensive magic than, say, Sorceresses...
Слово "РАСА" пишется с одной буквой С.
В слове ВОИН нет буквы Й.
Пять восклицательных знаков в конце каждого предложения - признак подростковых комплексов.
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2 Feanor - Four magic skills mean there won't be Diplomacy/Leadership, or Sorcery/Archery - and that's not very good. Besides, fire and water aren't that essential.
:smile41: Пх’нглуи мглв’нафх Ктулху Р’льех вгах’нагл фхтагн :smile41:
In reply to fReeZtyleR
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fReeZtyleR;112708
2 Feanor - Four magic skills mean there won't be Diplomacy/Leadership
or Spellcasting/Archery - and that's not very good.

Besides, fire and water aren't that essential.

Well, I wouldn't say so... I sometimes, even recently, choose water over air. Healing always helps to get rid of curses, and Prayer on Expert difficulty speeds things up nicely and strengthens the army, and in the end, you don't really care about mana anymore... and speed and attack are great:smile19:
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In reply to fReeZtyleR
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fReeZtyleR;112685

I think it's a very good build; at least, it has never let me down.

Did you defeat a computer with this "standard" or a "real player," or does "never let me down" mean something else.
If it was a real player, then you were very lucky.
DmitriyAS

Кто сильнее или шаблон для сравнения городов по силе.
Различие офф-лайна в Heroes II и Heroes III.
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2 fReeZtyleR: Well, from your list, I would only put Logistics and Wisdom in the first slot. :) (and even then, Wisdom isn't always needed ;)) You need to use almost the entire list of secondary skills with several heroes to increase the chance of winning against the opponent, but personally, this approach doesn't suit me, no thanks... :)
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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do you play with just one hero? I personally don't understand how you can divide skills among heroes... one will have wisdom and intellect, earth, water, air, or good warrior skills, and another will run behind with scouting, literacy, artillery, first aid, etc. It's a pity to give such an army away... he won't influence it and won't even enhance it with magic... IMHO
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