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Posts from Secondary skills in Heroes 3.

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In reply to kcfgogbfalgfl
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Playing as:
- Castle;
- Rampart;
- Fortress;
- Dungeon...
- ... I don't play much with the other Castles.

I level up the following secondary skills, starting with the most important:
1. Earth Magic;
2. Tactics;
3. Logistics;
4. Air Magic;
5. Pathfinding;
6. Defense;
7. Attack.
... it's not crucial...

Best regards...

By the way, so many players are disappearing here, let's play online for rating: 482071082
С истиной где-то рядом...





Лето 2010.
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2 Dubrovin Pavel
I'm sorry, but your games suggest that, in addition to these seven skills, there is an eighth skill that you use and develop over time. This skill is wisdom.

Орден Фениксахаризматический :) лидер
In reply to Qwerty
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In my opinion, leadership and luck are USELESS!!!
Actually, strong players think the same way! :eek:
I'm not a strong player, so I disagree... But there is such an opinion :D
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Well, you can still invest in Leadership to mix up different units, but Luck is a really useless skill in the third game. Although, it's better to get both through artifacts, as there aren't enough skill slots anyway.
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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In my opinion, leadership and luck are USELESS!!!
essentially, this is true - during the initial stages, the chance of them appearing is +3, which is 12.5%, meaning 1 in 8, and the power is +100%. But the same attack has a +30% damage property and is constant: obviously, [attack] 1.3 * 8 turns (10.4) > [luck] 7 + (1 * 2). And the same applies to ranged attack and defense, which have a similar effect. I usually find that leadership and luck constantly appear on units that disrupt the enemy's attack:) but for attack stacks - not really...

За всем следят машины благодати и любви.
In reply to WhiteLizard
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A good online hero should develop, I think, into a "battle mage," based on a level 1 fighter with a predominance of fighter skills in approximately a 50% to 25% magic and 25% general skills ratio. Fighter skills include, of course, Offense, Armor, Tactics, and Archery (although it's not essential for all castles). Magic skills primarily consist of the super-combination of Earth and Wisdom, but if, for example, there's no emphasis on archery and slowing down targets, and instead, the goal is to engage in close combat as quickly as possible, then Air is an excellent alternative; in some cases, Water and even Fire can also work; if there's a focus on offensive spells, then Magic can also be taken. General skills primarily refer to Logistics – it's unmatched among these skills; depending on the circumstances, Leadership, Pathfinding (if you're exploring penalty respawn areas from the first week), Training (although it's not often taken), Resistance (if the opponent has a powerful mage leading their forces), and even Luck can be useful (if, for example, the alternative would be Navigation or Eagle Eye). For less experienced players, Property and Scouting can also be quite effective; Logistics, if possible (e.g., through a witch's hut), should be taken by everyone! This is just my humble opinion, and I'm still a beginner...
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
In reply to КостяN
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I'll share my IMHO:

Personally, I always choose skills based on a specific goal. For example, if I'm going to attack an opponent and have Berserk and Basic Fire in my arsenal, I'll focus on upgrading Fire, neglecting everything else.

In general:

1) Why would anyone refuse Logistics (almost never)?
2) Earth – for beginners, the Expert Earth skill significantly increases their attack power; for main heroes too, plus the hope for Teleport, Explosion, Resurrection, Animate Dead for Necromancers, Antimagic(!), and there are also some good spells.
3) Combat skills – attack, defense, no need to comment here; if the strategy relies on archers, then Archery too.
4) Wisdom – usually, but sometimes it's worth ignoring it.
5) Resistance – I almost never refuse it for the main hero.
6) Any other school of magic (depending on the situation); in general, I think Air is slightly more valuable for a fighter.
7) Pathfinding – depending on the situation.
8) Ballistics – only for a specific purpose (e.g., a rush on the 2nd level).
9) Artillery – if the attack is high, I often take it; on the 2nd or 3rd level, a ballista can quite replace a Titan:D

I think it's great to have one of the heroes with Scouting and Literacy.

Learning – I don't like it.
Navigation, Eagle Eye – useless. And Mysticism too (except for specialists).

Diplomacy – ban.

Leadership – a weak skill, except when you have to combine it with Necromancers.
Luck – a weak skill; it works when units have fixed damage or double attack (Necromancer Knights, Marksmen).

But if Luck is available to Storms or Dogs, then they deal half the maximum damage. So, I'd prefer any school of magic to them.

And Tactics is great, especially at the beginning of the game.

Intelligence – it can also be good, but usually I take it for something specific, for example, if I found a scroll of Explosion; or just counting on the fact that the amount of mana will decide the battle.

If a mage is being developed, then slightly different skills are suitable for him: Wisdom, schools of magic, Intelligence, Defense, sometimes Sorcery, and all other fighter skills. Ballistics is much more useful for a mage.
In reply to Qwerty
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Qwerty
2 Dubrovin Pavel
I'm sorry, but your games suggest that in addition to these seven skills, there is an eighth one that you use and develop over time. This skill is wisdom.


You are partly right, because sometimes you have to choose the lesser of two evils, but I still rely on the fact that in Dragon Utopias I will get one or another Magic Book, for which the "Wisdom" skill is basically irrelevant.
С истиной где-то рядом...





Лето 2010.
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It all depends on the situation. And I think each player chooses what to upgrade and what playstyle to adopt.
Sub specie aeternitatis.

Под знаком вечности.

In reply to Oelm
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Oelm
I'll share my opinion:

Luck is a weak skill; it works when units have fixed damage or double attack (Necropolis Knights, Marksmen).

But if luck triggers for Storms or Dogs, they deal half the maximum damage. So, I'd prefer any school of magic over them.


Incorrect definition of the Luck skill.
If Luck triggers, it adds the unit's damage again.
For example, an Angel attacks a Demon, dealing 115 damage. If Luck triggers, it will be 165.

So, Luck is very beneficial if the unit has low attack damage.
Your units deal little damage, but with Luck, their 100% pure damage is added, which can increase the damage by 2-4 times (since the damage is already greatly reduced due to the attack/defense difference).
РП (Реальное папство!)
*Автосейвы не беру и не даю.

Скачать WT (Чат, античит, одновременный ход) http://www.heroeswt.net/download.php

Награда Лучшему игроку сезона Осень 2009 за Оплот
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I try to give all commanders wisdom, logistics, earth magic, and ballistics. Luck is also useful (if there are no corresponding artifacts). The rest depends on the class. For warrior commanders, tactics, leadership, attack, and resistance are useful (especially for Inferno with its powerful but not very durable monsters, as well as for the Conflux); sometimes defense, ranged attack, water magic (for the Castle and Conflux), or air magic (for the Tower). For wizard commanders, magic, water magic, and air magic are useful; sometimes tactics. Fire magic is useful in the Dungeon and Inferno. A city defender commander benefits from knowing artillery. Mysticism is useless; vigilance, education, literacy, intelligence, property, and first aid (the tent is quickly destroyed) are of little use, as are scouting, navigation, and perhaps pathfinding.
Also, I don't quite understand diplomacy: at first, there won't be enough money to buy local monsters at an increased price, and then there won't be any serious local monsters whose recruitment would bring more benefit than harm (due to the drop in morale).
In reply to WhiteLizard
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passfight + log + navigation + scouting:cool:
offense, water, armor, tactics;)

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
In reply to LeBron
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LeBron
navigation+scouting:cool:
In SoD :D :D :D
In reply to Dirty_Player
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Well, what can I say... I've had cases where the water generated a whole respawn :D How to surprise your opponent by sailing up to them on a boat — they'll surrender right away))

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
In reply to LeBron
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LeBron
well, whatever... I've had cases where water generated an entire respawn :D how to surprise the opponent by sailing up to them on a little ship—they'll surrender immediately))
But in reality, if you collect the Admiral's Hat (which happens quite often in SoD), you can glitch yourself an infinite turn :)

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