Skip to content

Posts from Secondary skills in Heroes 3.

No ratings yet — be the first to rate!
User Avatar
19 years ago
Auto-translated
I try to ensure that the main hero has the following skills: logistics, earth magic, attack, defense, leadership, and/or luck (these two skills are almost equivalent), tactics – these are the 6 main skills, archery (if there are 2 stacks of archers in the army), if the map is large, wisdom + air magic, and preferably intelligence, pathfinding (if there are many sands, swamps, or snow on the map), navigation (if there is a lot of water), fire magic (if you manage to quickly create a berserker). Eagle Eye, First Aid, Artillery, Ballistics, Literacy, Training, Scouting, water magic, resistance, estates, mysticism – forget about these. The setup will be slightly different for In the Wake of Gods, but I haven't played it much.
In reply to Sage
User Avatar
19 years ago
Auto-translated
Sage;48312
I try to make sure that the main hero has: logistics, earth magic, attack, defense, leadership, and/or luck (these two skills are almost equivalent), tactics – these are the 6 main ones, archery (if there are 2 archer units in the army), if the map is large, wisdom + air magic, and preferably intelligence, pathfinding (if there are many sands, swamps, or snow on the map), navigation (if there is a lot of water), fire magic (if you manage to quickly create a berserker). Eagle Eye, First Aid, Artillery, Ballistics, Literacy, Training, Scouting, water magic, resistance, estates, mysticism – forget about it. For In the Wake of Gods, the setup will be slightly different, but I haven't played it much.
I disagree about water magic and resistance! Literacy is very useful for a secondary hero...
Ballistics is good for Barbarians.
And tactics – I rarely need this skill. That's it.
User Avatar
19 years ago
Auto-translated
Here, we are only talking about the main hero. Secondary heroes benefit from taking estates, literacy, and artillery. Water spells, when combined with earth and air magic, are usually left unused, so I don't take them. Resistance... there are more important skills, and there's no room for it. It makes sense to take it if there's a chance to acquire artifacts that grant magic resistance.
Tactics is certainly a skill with mixed results. Sometimes it helps a lot, and sometimes it's useless in every battle on the map.
What makes ballistics particularly good for Barbarians? To charge into a town with behemoths?
In reply to Sage
User Avatar
19 years ago
Auto-translated
Sage;48355
Here, we're only talking about the main hero. For secondary heroes, I take skills related to estates, literacy, and artillery. Water spells, when earth and air magic are available, are usually left unused, so I don't take them. As for resistance... there are more important skills, and there's no room for it. It makes sense to take it if there's a chance to acquire artifacts that grant magic resistance.
Tactics is certainly a debatable skill. Sometimes it helps a lot, and sometimes it's useless in every battle on the map.
What makes ballistics particularly good for Barbarians? To charge into a town with behemoths?
Yes, water is good for certain factions – for example, the Swamp or the Castle (expert in Prayer or Teleport).
As for resistance, I still disagree!
And ballistics – yes, undoubtedly... and not just for them =)
User Avatar
19 years ago
Auto-translated
I will definitely give the “M.воды” skill to only one hero – with the “Prayer” specialization, although I don’t actually play with him. As for resistance, whoever likes it takes it, and whoever doesn’t, doesn’t.
In reply to Sage
User Avatar
19 years ago
Auto-translated
And what about fire? Has everyone forgotten about it?:(
User Avatar
19 years ago
Auto-translated
In general, skills are limited only by your imagination... You can create whoever you want... A warrior-mage, a traveler, etc. Personally, I prefer mages... Like this:
1. Wisdom
2. Intellect
3. Mysticism
4. Magic
5. Air
6. Fire
7. Earth
8. Water There is no equal to such a build...
User Avatar
19 years ago
Auto-translated
It all depends on which Castle you are playing and the size of the map. I usually play on XL. Wisdom, Earth, Air, Logistics, and Intelligence are essential for everyone.
For the Necromancer, Necromancy is also important.
For the Castle, Water is important.
For the Efreet, Fire is important.
Then, if you're lucky, Diplomacy, and after that, whatever you get - Magic, Resistance, Attack/Defense, Ranged Attack...
User Avatar
19 years ago
Auto-translated
You need to be able to play on maps of all sizes, and usually, depending on the size of the map, different skills are chosen. For example, on a small map, it makes sense to take Ballistics and Artillery.
In reply to Geksorin
User Avatar
19 years ago
Auto-translated
in general, ballistics is a viable option for any map with more than 2-3 cities!
User Avatar
19 years ago
Auto-translated
Oh, come on, you can play as a mage and destroy walls with an earthquake spell.
In reply to shamann
User Avatar
19 years ago
Auto-translated
shamann;49034
Come on, you can play as a Wizard and use Earthquake to destroy walls.

Yes, but the magic turn will be spent on this Earthquake instead of casting spells on the enemy or using Blizzards on your own units!
In reply to Darth Saruman
User Avatar
19 years ago
Auto-translated
Darth Saruman;49149
yes, but the magic turn will be spent on this earthquake instead of casting debuffs on the enemy or using spells on your own units!

that's true... well, what can you say... take more flying units and archers)))
In reply to shamann
User Avatar
19 years ago
Auto-translated
shamann;49166
Yeah, that's true... well, what can I say... take more flying units and archers!

But in my opinion, it's easier to take ballista! :D
In reply to Darth Saruman
User Avatar
19 years ago
Auto-translated
Darth Saruman;49205
In my opinion, it's easier to take Ballistics!:D

Why? It's just an unnecessary slot filler... moving units are generally slower than flying units... so even if you break through the wall, you won't reach it in one turn...

Statistics

Welcome our newest member: recijeb