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Posts from Secondary skills in Heroes 3.

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Regarding the Companion, everything is more or less clear: Wisdom, Earth, Air – on L and XL maps, logistics are key (it works well on other maps too). As for the Human, no matter how much I play, I keep realizing that it all depends on the map and the specific opponent. Well, Wisdom, of course. And Earth, probably. Although sometimes, I had to take the Sphere of Inhibition to defeat an overpowered Solmyr with just skeletons. And magic didn't help at all. With the Human, mobility is what matters. That is, Town Portal and Logistics. It's good if there's a Dimension Door or flight on the map.
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I choose luck, logistics, leadership, earth magic, and air magic, and the rest as needed.
In reply to Forrest
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Forrest;129175
Defense reduces damage by 2.5% for each advantage in defense.
That is, the reduction will be defense minus the attack of the attacker * 2.5% (if the defense is greater than the attack).
If it is less, then by 5%.
And it does not affect the damage from magic.

The damage from the explosion is equal to SP*75+300 on expert.

That is, in the given example, Damage = 50*75+300=4050.
The health of the attacker is 10.
The number of attackers killed is equal to 4050/10=400.

You seem to have confused something, IMHO.

He clearly confused something. Defense does not play a role when attacking with magic. Defense does not protect against magical damage.

Added 2 minutes ago
Er@ser;130784
Without wisdom, you can't go anywhere, just like without earth and air, even the most terrible barbarians, otherwise:smile33:

You can still survive without wisdom. Because the best part at the early levels is slowing, speeding up, cursing, and weakening. However, in this case, without an expert in one of these magics, they are not very useful.

Added 30 seconds ago
I don't like playing with multiple heroes. On small maps, what's the point if it's much better to develop one and run around the map (the map is small). Well, on large maps, there is no dispute, there you won't have time to repel everyone with one, especially if you are playing against the computer, then you often have to run after him all over the map, which, by the way, I really don't like when playing with the computer.
Another thing is that secondary heroes are not as strong. It's good if you take several equal heroes, but what do you think - is it easier to destroy an army piece by piece or all at once? For comparison (although it may not be logical to compare with this, but the situation is the same) - is it better to take down a crowd of thugs: one by one or all 20 at once? The same is true there. Moreover, as I said, secondary heroes are weaker than the main one.

Added 2 minutes ago
With relatively small armies, it is easier for a mage. However, with large armies, magic is no longer so effective - mages become not very good.
In reply to Рыцарь света
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My favorite secondary skills: Wisdom, Pathfinding, Earth Magic, Diplomacy, Leadership, Intelligence (especially when playing as Dungeon), and Air Magic. I never take Eagle Eye or Literacy.
:smile51: Пока не почувствуешь,что такое ад,не поймёшь,что такое рай.:)

ВСАДНИК ВОЙНЫ.
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I usually level up in the following order when playing as Necropolis:
1) Necromancy
2) Wisdom
3) Earth Magic
4) Logistics
5) Attack
6) Air Magic
7) Intellect
8) Witchcraft or Defense

For Dungeon, it's the same, but Necromancy is replaced with Morale.
In reply to BlackDragon
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The most important skill is Logistics!!! Everything else is not as important and depends on tactics, but every decent hero must have this skill!
In reply to Dirty_Player
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It all depends on the chosen faction. I think that military skills are simply essential for Fortress and Stronghold. For the other towns, magic should be the priority. Although a balanced hero is good in every way.
Спортсменом можешь ты не быть, но пыль в глаза пустить обязан!
In reply to kien
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kien;166831
It all depends on the choice of faction.
+1
And it may also depend on the size of the map.
For example, on a simple S-sized map, you might not need Wisdom because in a fast-paced game, you might not have time to acquire high-level spells.
And if you're playing on an S-sized map with a Stronghold or Fortress, then Wisdom is generally not needed :-)
But if the map is large, then IMO, Wisdom is the most important secondary skill.

And in general (I think I've already written this), for L and XL maps, the clear priority is Wisdom, Earth, and Logistics; if you don't develop at least some of these, I feel like a failure :-) Air, Tactics, and Intelligence are secondary in priority.
The remaining skills depend on the faction.
If you have many ranged units, develop Archery.
Playing as a Castle, develop Water and Leadership.
Inferno - Fire.
Fortress - Defense + Ballistics.
Stronghold - Attack + Ballistics.

Literacy, Estates - only for secondary heroes.
Scouting, Eagle Eye, Mysticism, First Aid, Luck, Learning, Magic - forget about them.
Depending on the scenario, Pathfinding, Navigation, Resistance, and Diplomacy can be very useful.

Added after 16 minutes
[Added after 2 minutes
With relatively small armies, a mage has it easier. However, with large armies, magic is no longer as effective - mages don't fare so well.

Well, I wouldn't say that.
A powerful mage with a large mana reserve and knowledge of most spells will defeat a strong warrior with a good army if the warrior is completely clueless about magic.

If the warrior doesn't crush the mage in 1-2 turns, he has a good chance of getting a severe beating :-)
But if the warrior has experience in Tactics + experience in Air with Haste, then...
Magic won't save him then :)
In reply to pavleague
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pavleague;166897
+1

Scouting, Keen Eye, Mysticism, First Aid, Luck, Learning, Magic - to hell with them.


If people played mostly not 1v1, but at least 4 players (each for themselves), believe me, the much-criticized Keen Eye would be a pretty good skill.
And in general, the more I learn this game, the more I am amazed by its genius, and I understand that there are no unnecessary skills or bad balance - there is just my insufficient understanding of Heroes...
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Regarding luck, I disagree. It's a very useful ability at any stage of the game. And what about Keen Eye? You learn a couple of spells from your opponent, and that's it... the rest of the time, it's just dead weight. Well, and Learning might help you develop faster.
In reply to Er@ser
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Er@ser;176579
I disagree about luck. It's a very useful thing at any stage of the game. And what about Keen Eye? You learn a couple of spells from your opponent, and that's it... the rest of the time, it's just dead weight. Well, and learning can help you develop faster.

Much depends on the nature of the game and your teammates. I think when someone makes a categorical statement, it's probably because they haven't played under different conditions, haven't simply tried playing in a new way, etc.
Heroes is a very rich game, capable of offering different options for entertainment and competition. It would be great if organizers appeared who would use this richness, rather than stripping the game down (which often happens in tournaments - but this is just my opinion). TE is also not a very good example in this regard - people are creating a stripped-down version of the game, or rather, a stripped-down version of the process as a whole.
But this dilemma has been around for decades - martial arts also split into "real" and sports at one time, and the same goes for chess - either it is primarily developed as an art-science, or as a sport.
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Regarding TE, I agree, and that's why I mostly play 3.75. I state this so categorically because I've tried various builds and can say with a high degree of certainty that "THIS" is the way to go.
In reply to Er@ser
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Er@ser;176730
I agree about the Town Portal, and that's why I mostly play 3.75.
I state this so categorically because I've tried various builds and can say with a high degree of certainty that "it works."

I haven't tried it in 3.75 yet. I'm not claiming that Eagle Eye becomes super, secondary skills continue to be divided into secondary and even less important ones, but starting with 4 players (it gets even better) it starts to bring significant benefits. That is, if you think about it, it's equivalent to getting a certain number of Pandora's Boxes with spells during the game – not bad at all. Again, it depends on the conditions, of course. If the map is, say, L, then with several players, there won't be much free stuff for each, and getting these "Pandora's Boxes" is a good thing;)
I think the idea of reworking Eagle Eye so that you get spells during the battle is a good one.
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I certainly agree. I'm just trying to say something slightly different. I'm not saying that secondary skills are useless. I believe that in the early game, there's no point in taking them voluntarily and leveling them up, but later on, you can level them up to increase the game's interest.
In reply to pavleague
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pavleague;166897

Fortress - Defense + Ballistics
Stronghold - Attack + Ballistics.
By the way, both the Stronghold and the Fortress significantly reduce losses and increase effectiveness in terms of defense and attack, respectively. For example, Tazar with experience in attack or Kreg Heg with experience as a Weaponsmith look much better!! And even a mage won't have that many advantages over a Stronghold with a tactic that has the first turn and casts mass haste.
Спортсменом можешь ты не быть, но пыль в глаза пустить обязан!

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