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Posts from Secondary skills in Heroes 3.

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2Auriga
I agree with you on all points, except for the fact that it's not worth having 8 main heroes, at least in the beginning, and except for scouting. I wouldn't take that skill; it's better to find some kind of mirror and use it. And instead of scouting, pathfinding, for example, would be a great addition. Although, if you develop logistics, pathfinding, and scouting, you'll get something quite interesting:)
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
In reply to Auriga
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Auriga;123263
This is all nonsense — one hero. In the first week, I usually treat all purchased heroes as main ones — one breaks through here, a second there, and a third might even grab a chest off to the side, and it's all with a single army — no need to split anything. And all of this can be pulled off in one day. With your tactic, it would take three days. Of course, more real time is spent per turn, but the game moves more dynamically. After all, we're playing Heroes, not just sitting down for a quick half-hour run. And movements should be planned during the opponent's turn.

This is a very good tactic — a tactic of its time, so to speak. For instance, I play as Tower; on 1-2-1 I buy 5 Nagas, and why would I add them to the Cap army? Why use a sledgehammer for a nut — Caps clear from the left, Nagas from the right. But if someone "fat" is standing somewhere guarding something tasty — immediately, like a chain, Nagas and Caps together. The army merges in an instant. And you say that an enemy hero will just suddenly pop out — he won't. Improve your scouting.

:D A unique strategy to clear with one hero in one direction. Perhaps it's better for Necromancer — because while you're leveling up the second hero's necromancy exp, the first one will raise an extra twenty skeletons, without which the final battle simply cannot be won. :D Not to mention those who have no necromancy at all. :D

:D How many skeletons will a Necromancer raise from the Dragon Utopia? :D Loss? What loss? Sleight of hand and no cheating.

And on topic. :D Level up scouting, literacy, and wisdom — so enemies don't pop out of the dark (since the army is split — 8 main heroes :D), and to spot a level 6 external dwelling immediately — otherwise you'll be wandering all around the mountains to get to it. And a literate and wise man, well, or woman — will bring a town portal in time, so you can return home immediately from the end of the treasury. :)
F... it's so annoying when people don't read to the end.... WHERE IN EVEN ONE OF MY POSTS DID I WRITE THAT YOU SHOULD PLAY WITH ONLY ONE HERO??????????:mad: and I STRONGLY DOUBT that on 200% with strong monsters, meaning when hordes are guarding everywhere... in the first week you broke through here with one hero... and there with another.... God grant that you even have enough money for 3 heroes in the first week... "breaker"... there are maps where it's a STALEMATE at the start... a horde of upgraded archers stands on the path to the stones or wood... and you'll be dancing around them for a week.... play on 200% and set monster strength to max.... and then you won't write things like this to me
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Generally, only a mage can be better than a mage... As they say, if you're a warrior and you don't have a Ward of Negation or a Cloak of Negation, it's best to engage a good mage only with forces that outnumber him by at least three times.

So, the ideal build... 4 elements, intelligence, wisdom, spell power, and the last one of your choice... for example, I like diplomacy... it often happened that troops joined me, for example, 54 Titans when I myself had only about 30, and often even for free.

My favorite spells are:
water... blessing, clone, prayer, healing, forgetfulness, weakness.
fire... curse, berserk, inferno, execution, blindness, frenzy.
earth... portal city, slow, antimagic, restoration, explosion.
air... haste, destructive ray, chain lightning, counterspell, fly, dimension door.
The most effective combinations of curses:
slow and curse... (long-term against a warrior hero)
blindness and repeatedly used destructive ray (until the defense drops to zero) against very powerful monsters.
slow and forgetfulness... well, it's obvious.
Berserk... it's effective on its own, and incredibly effective against giant armies at the expert level. For example, such a tactic... cast antimagic on archangels... (you can do without it if you have Titans or Phoenixes)... and wait until you are surrounded... then cast berserk and run as far as possible... or first, disable the strongest ones for a while...
Prayer... the best spell among the blessing spells, and the most frequently used is haste...
Clone... a cheating spell if combined with archangels... I practically become invincible as long as I have mana (provided there are enough archangels... for example... against a hundred bears, 15-20 archangels are enough for me, after dividing them into two groups... Thanks to this spell, I completed one map where I couldn't defeat the computer opponent... after probably the hundredth attack, I fully mastered the tactics of working with clones and won decisively... and all the fuss was because of the Titans... berserk didn't work on them, in this tactic it is convenient to direct the main group of archangels at the Titans and resurrect the fallen with clones)
Frenzy... I use it carefully... in case the monster is very powerful and won't retaliate, and I need to kill it as quickly as possible.
Blessing... a great spell for monsters like Titans, where the damage range is large... 30-60... the difference is immediately noticeable.
Counterspell... it is convenient to use on those who are surrounded or are likely to be attacked constantly.
And finally, healing is the best way to remove all negative effects and heal your troops.
P.S. a mage must have "meat" in his squad that needs to be put in harm's way... otherwise, not much will come of it.
Vae victis. Si putas in proelio ictus a tergo solam esse vincendi rationem, eo utere.
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Dear Selena, you are wrong in many respects: a Barbarian mage with your build can easily defeat a pure mage without any particular problems.
In reply to samadura
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samadura;123583
Damn... it's annoying when people don't read to the end....WHERE in any of my posts did I write that you need to play with only one hero??????????:mad:
I read everything. And it seems I didn't quite finish writing, I should have written it like this: "It's all nonsense - one main hero." Otherwise, misunderstandings arise, even leading to arguments. :D I wasn't surprised that you have a bunch of so-called "beggars" - after all, you have a lot of experience playing. :D
samadura
I HIGHLY DOUBT that you can clear the map by 200% in the first week, especially when there are strong monsters around, i.e., when hordes are guarding everything...and then do it again with another hero....I doubt you'll even have enough money for 3 heroes in the first week...you're just bragging.
Oh, I don't play at 200% - I prefer 160%. There are many heroes, and the map expands faster, and the game becomes more interesting. And at 200%, I act the same as at 160%. After all, the wider and more intense the expansion, the easier it is to survive.
samadura
Sometimes there are maps where it's a STALEMATE at the beginning...a horde of upgraded archers stands in the way to the mines or wood...and you'll be dancing around it for a week....play at 200% and set the monster strength to max....and then you won't be writing such things to me
And sometimes there are maps where there are only hordes of monsters, and already in the second week you can rush to the opponent. Anything can happen. ;) And while someone is dancing around the archers, someone else will grab some resources somewhere else.
We've played at 200% and with max settings - and we'll continue to write to you. :cool: You don't even need to sign your name.
eXeCuToR
I agree with you on all points, except for the fact that you shouldn't have 8 main heroes, at least at the beginning, and except for scouting.
Well, I just exaggerated a little - I should have added a couple more smiley faces :D :D :D. And you don't like scouting for no reason - it's a great thing. ;) Sometimes Fiona sits in the tavern - she fought a little or ran to the knowledge stone and is already an expert scout - now she runs around and looks for where things are poorly guarded. The main heroes will come and collect them - nothing will be lost. :D

And back to the topic. :D Level up Mysticism - the well is a rare thing (like one per zone?), and it's expensive to run to the Castle to spend the night. And usually, in a battle with neutrals, something like acceleration is enough - the price is 5, we restore 4. Although there are frequent battles, but the savings are obvious - every penny counts. :D
Оставь надежду, всяк сюда смотрящий.
In reply to Er@ser
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Er@ser;123621
Dear Selena, you are wrong in many ways: a Barbarian mage with your build can easily defeat them without any particular problems, so a pure mage is not very effective.

I agree, magic doesn't solve everything... combat skills are also important, even for mages. Otherwise, you'll have an army with its inherent stats...
And it's not necessary to max out all magic skills; a couple of schools are enough (considering who you're playing as and who you're playing against), and I doubt you'll need all the spells in a battle...

Be strong. Believe
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Dear Selena, you are wrong in many respects: a Barbarian mage with your build can easily defeat them without any particular problems, so a pure mage is not a serious threat at all.
I disagree with this... I have encountered various Warriors... With a well-thought-out strategy, it is not difficult to cope with them...
Vae victis. Si putas in proelio ictus a tergo solam esse vincendi rationem, eo utere.
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Yeah, but only with a well-thought-out strategy can Barbarians also easily defeat Mages – it all depends on the situation and skill.
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
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I promote fire magic and mysticism.
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As for mysticism, I still think it's a useless skill – it restores too little mana. Of course, every little bit helps, but is it worth taking up valuable skill slots with it? I don't think so.
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
In reply to Auriga
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for Auriga
What can we even talk about when you almost always play at 160%... on maximum difficulty, the development tactics and everything else are different from playing on easier difficulties, and what you wrote above about a bunch of main heroes with powers running in different directions already in the first weeks is just NONSENSE!!! I repeat, play more often on maximum difficulty... and if you're already responding to someone's post, then compare it with the maximum possibilities... otherwise, there really are misunderstandings and disagreements in opinions!
In most tournaments, everyone plays "like adults":) that is, at the maximum possible level... so you need to get used to playing like that from the very beginning... and it will be easier on easier difficulties later.
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Here's what I'm going to level up for my hero:
1. Ballistics*
2. Artillery*
3. Wisdom*
4. Logistics
5. Diplomacy
6. Leadership
7. Attack
8. Armor
The skills marked with * are, in my opinion, the most important.
In reply to kcfgogbfalgfl
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monarh;123969
This is what I'm going to level up for my hero:
1. Ballistics* :)
2. Artillery* :)
3. Wisdom*
4. Logistics
5. Diplomacy
6. Leadership
7. Attack
8. Armor
The skills marked with * are, in my opinion, the most important.
What about magical skills? Maybe replace the first two with Earth and Air/Fire?
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Or, instead of diplomacy, you can also use force. In general, earth magic can successfully replace artillery, thanks to the earthquake spell.
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
In reply to kcfgogbfalgfl
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monarh;123969
This is what I'm going to level up for my hero:
1. Ballistics*
2. Artillery*
3. Wisdom*
4. Logistics
5. Diplomacy
6. Leadership
7. Attack
8. Defense
The skills marked with * are, in my opinion, the most important.

If you level up like this, the question is, why Wisdom? Sure, you'll learn all the magic, but without leveling up the schools, there's not much point... It's better to replace Ballistics and Leadership with Earth and Air magic, because in a simple three-hero setup, artillery is only good for defending castles...

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