Posts from Everything about heroes.
Which hero race will become the strongest and best after reaching its optimal development level?
The game Heroes 5 can be said to consist of contrasts:
1) Each hero has their time:smile31:! Take Oru, Marbas, or Wingraehl (I'm not a big fan of elves, but I must admit, he's a worthy hero at level 15+), Axel – all these heroes are extremely useful in long games, but unfortunately, they are not very effective at the beginning, or for example: Hafiz, Karl, Ingvar, Hegesh, Tilshek, Laslo, etc. – their abilities are useful at the beginning, but closer to the middle of the game, closer to the finale, they become useless :smile39:
2) There is a counter-hero for every hero: for example, Razazak against Irana or Sanitar, or Hafiz against any Machinist
3) All heroes can be divided into 3 branches – Mages (or Anti-Mages), Warriors, and Machinists. Usually, heroes that are often played develop 2 branches at once (for example, Dugald – a strong warrior, but he can take machines (and for humans, the chance of getting them is about 10%), and he can go into magic: Light or Dark. But Dugald cannot go into Chaos or Summoning (unless he wants to and clears the mines and finds artifacts for magic and knowledge) because he has low chances of getting stats for spellcasting/knowledge.
These are the main principles of the game. I'll say right away – I mainly play as Academics (almost all of them except Faiza, but if the opponent is an Orc and the map is large, then I take him), Dark Elves (Irana, Sanitar), Demons (Deleb), Necromancers (Kaspar, Vlad, Orson), and Humans (Vittorio and Dugald) – that's about it.
My favorite hero is Hafiz:smile49:. I've already written a lot about him, you can read it in the Academics section. The most important thing about him is his uniqueness, fast start, and development of all 3 branches.
Now I'll answer the questions:
1. How do you develop heroes of individual factions?
Answer: Look through the forums, everything is described there.
2. How many times have you developed a super ability?
Answer: I try not to take it, sometimes it can be useless (for example, for Necromancers, you need to take a bunch of unnecessary perks to get -6 to Combat Spirit! INTERESTING, but what if the opponent has leadership and artifacts? Look on the forum, there is a topic about useful and useless Super Abilities and their development.
3. What do you take in the chests: money or experience?
Answer: Experience, although it all depends on the heroes. If you are playing as Humans on a hero (well, maybe you're crazy :smile04:), then instead of 500 experience points, I would take money.
Lyric digression: This, frankly, reminds me of the game – "Field of Wonders". You can choose money or a prize, and what skill will appear is basically a matter of luck)
Answer: 30, but I don't like playing: "Let's accumulate growth for half a year, and fight in the finale."
5. What do you advise to develop for each hero?
Answer: Each hero is different – just remember the rule of 3 branches.
6. Do you use secondary heroes, and if so, how many?
Answer: Definitely! How can you do without them? Play on ubi, you can't do without them at all! Approximately 2 heroes per city. Here is a clear example of my tactic – take Hafiz as the starting hero, go to the tavern – buy any academic (or even a non-academic), transfer all the troops, the ballista, and the cart to the second hero, and take Hafiz as a secondary hero to collect resources and as a chain for transferring troops.
Thank you for your attention. Good luck in battles
I only take secondary heroes to defend the castle or to bring in or take out some army.
http://www.heroeswm.ru/?rid=2078084
Every hero has their time.
All heroes can be divided into 3 branches – Mages (or Anti-Mages), Warriors, and Engineers. Usually, heroes that are often played develop 2 branches at once (for example, Dugal is a strong warrior, but he can take machines (and for humans, the chance of taking them is about 10%), and he can go into magic: Light or Dark. But Dugal will not be able to go into Chaos or Summoning (unless he wants to and clears the mines and finds artifacts for magic and knowledge) because he has low chances of getting stats for spellcasting/knowledge.
1. How do you develop heroes of different races?
Answer: Look through the forums, everything is described there.
2. How many times have you developed a super ability?
Answer: I try not to take it; sometimes it can be useless (for example, for Necromancers, you need to take a bunch of unnecessary perks to get -6 to Combat Spirit! INTERESTING, but what if the opponent has leadership and artifacts? Look on the forum; there is a topic about useful and useless super abilities and their development.
but I don't like the game: "Let's accumulate growth for half a year and fight in the final battle"
5. What do you advise to develop for each hero?
Answer: Each has their own – just remember the rule of 3 branches.
6. Do you use secondary heroes, and if so, how many?
Answer: Definitely! How can you do without them? Play on ubi; you can't do without them at all! Approximately 2 heroes per city. Here is a clear example of my tactics – take Hafiz as the starting hero, go to the tavern – buy any academic (or even not an academic), transfer all troops, a ballista, and a cart to the second hero, and use Hafiz as a secondary hero to collect resources and as a link for transferring troops.
Thank you for your attention. Good luck in battles.
I am always interested in chatting and learning other people's points of view :)! You too :)!
if you upgrade Sinistar to level 15, then enhanced magic will cost the same as regular magic.
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"
Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
How do you develop heroes of different races?
Demon: attack, combat frenzy, luck, darkness, abilities that enhance gating, logistics (and how can you do without it?)
Necromancer: darkness, necromancy, also can take chaos/summoning, education with the lord of the dead, spell power, abilities that save mana
Warlock: CHAOS, spell power, arcane wave, luck, spell luck (optional), summoning is also good, on large maps, I sometimes take defense so that the troops last longer while the hero destroys enemies with spells, education
Elf: attack, ranged attack (Ossir), tactics, or combat frenzy, forest fury, retribution, light/chaos, mechanics (?), enchanted ballista, luck, soldier, elf luck, logistics
Mage: can be divided into combat mages and magic mages. For combat mages (Hafiz, Razaz), I take mechanics. You can also take leadership, logistics, machine devotion. For the other heroes, everything is standard: summoning, spell power, education. Also, an interesting option: ORA + leadership + empathy
Dwarves: defense, chaos, light (?), attack, luck
Barbarian: attack, leadership, luck, mechanics
In general, I take logistics for almost all heroes.
How many times have you developed a super ability?
It's good that in the expansion, there are only 3 branches of necessary skills and more useful ones. But I'm annoyed by summoning for dwarves and catapult for mages and barbarians:mad:. But still, it is not necessary to level up to a super ability, there are much better development options:smile42:.
What do you take in chests: money or experience?
It depends on the chest.
Gold(1000/500, 1500/1000, 2000/1500)Experience
depending on the difficulty level.
Gold(hero, veteran, warrior, recruit)Experience
depending on the hero's level. If the level is higher than 15-20, then it is pointless to take experience.
depending on the financial situation.
What do you prefer to take in arenas?
Which hero have you developed the best, so that the game was very easy afterwards:smile19:?
What is your record for the maximum level:smile49:?
What do you advise to develop for each hero?
Do you use secondary heroes, and if so, how many?
Here are the heroes that are well suited for carriers and economists:
: Elina - a bunch of peasants, and they all pay twice as much:eek:
: Rutger - an excellent carrier
: Talanar - troop gathering, treasury, you can take forest leadership and get a bunch of dancers, a ballista for free, a high chance of logistics
: Kifrah - +3 assassins, +2 furies, +1 minotaur per week:eek: not bad
: Hafiz - a bunch of gremlins and a full set of mechanics
: Argat - logistics
: Keegan - leadership and a bunch of goblins
(depending on what's available, I might take darkness or leadership instead of luck).
I always take money from chests.
In arenas, I only take defense, and in magic towers, only knowledge.
My record is level 35 without any towns in single-player.
I collect artifacts to increase the initiative of my troops and decrease the initiative of the enemy. I always try to collect a set of artifacts consisting of a hat, necklace, and cloak (+ to morale and luck, and which, when combined, allows the hero to move more often when morale triggers).