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I consider intelligence to be useless, just like ballistics. Before a battle, you need to calculate who will go first and use speed artifacts.
The same goes for magic. Stock up on magic at wells or with an artifact.
I prioritize heroes that provide resources and money above everything else (especially if a tower or castle gives the player +1 dragon stone per day), and then I send them somewhere, like to a Sanctuary, and they will be generating dragon stones throughout the game.
Летай иль ползай конец известен, все в землю лягут, всё прахом будет...
Before a battle, you need to calculate who will go first and use speed artifacts.
Where can I get them? :confused: I don't have either a ring or a cloak, and I'm playing against Castle. Is that it? Should I end the game? Everyone remembers taking Steadwick with a Dungeon hero, right? Letting that army from the garrison get close to you is suicide. Besides, if the Archangels go first, they can slow down, blind, or berserk several of my units... Or the enemy hero can simply speed up their army, and all my ranged units will be tied up on the count of "one." Of course, I'm not imposing my opinion on anyone. There are as many opinions as there are people. But I think I've at least explained the rationale for taking ballistics.Malysh;52222
The same goes for magic. Stock up on magic in wells or with an artifact.
Yeah. We stocked up in a well. We have some decent headgear +4 or 5 to Knowledge. But compare the mana reserves of 120 and 240. I might be saying something silly, but I very often, after (or rather, during) a battle against a huge enemy army, would blind the last of their units and resurrect my entire army. :rolleyes: It's scary to think how much mana that takes. But overall, Intelligence is in last place for me; I've repeatedly given it up when necessary.Malysh;52222
I prioritize heroes who provide resources and money. (especially if in a Tower or Castle, they give the player +1 gem per day) and then I move them somewhere else, like to Sanctuary, and they will mine gems for the entire game.
It's a pity that something like Sanctuary isn't always an option. :( And besides, my reserves are gathered from mills and external dwellings (especially if they are dwellings for high-level monsters). By the way, it's precisely in the Tower and Castle that there isn't a hero with +1 gem, just as there isn't one in the Dungeon with +1 sulfur or in Inferno with +1 mercury. ;) Luckily, there are plenty of other heroes in the tavern. Often, in the Tower, I would pick up a Saurug in the first week (if I'm not confusing the name... I mostly played the English version, and these goblin names are awesome). :rolleyes:
Warrior, mage — doesn't matter, IMHO any hero should know Logistics, Diplomacy, and if possible Leadership... all of this is useful for both classes... well, unless it comes at the expense of necessary mage skills...
But what about the fact that in Tournaments, Diplomacy is often BANNED??
Added after 10 minutes HEEEY... Am I the only one here who messes around with Anti-Magic? Logistics - that's a yes! Generally, I try to adapt to the opponent! But for some reason, everyone is very surprised when, say, BLINDNESS suddenly doesn't work on Gorgons, for example!;)
Eeee... Am I the only one playing around with Antimagic?
In general, I try to adapt to the opponent! But for some reason, everyone is very surprised when, for example, Blindness suddenly doesn't work on Gorgons! ;)
Antimagic is very good, but applying it to all units... :( you understand, it's unrealistic. For example, I place a Berserker on three or four of your squads surrounding archers... and by the time you heal them, they will have already beaten each other up quite a bit. They will also damage the archers they are guarding.
Personally, I don't like antimagic for one simple reason: I won't be able to resurrect my units. And I really don't like losing my army!
Well, and removing all positive spells from the target is also not very pleasant. Mass Haste is great! :p
And also about choosing skills.
I want to note that things like Attack, Defense, Magic Power, and Knowledge can be improved in various buildings; they grow as you level up, and a bunch of artifacts increase them, so taking skills like Offense, Armor, Sorcery, and Intelligence is useful, but not as crucial as various Magic skills. You can't level up Haste and Slow to a mass level in any other way - and that's very critical, often deciding the outcome of the battle.
Logistics - yes, I always try to take this skill too. But if I have to choose, I sacrifice it. First, I try not to take too slow units into my army (when I already have creatures of all 7 levels, of course). Secondly, there are boots and gloves, and for humans - also stables (and sometimes on the map). Thirdly, there's the Portal to the city, which everyone prays for. Because, unlike its counterpart in the 5th game, it allows you to jump around the entire map at will on the expert level.
I guess I didn't express myself clearly :o we are talking about skills... I meant "Magic Resistance"
Added 4 minutes later Слоныш;52276I want to note that things like attack, defense, spell power and knowledge can be upgraded in various buildings, they grow during leveling + a bunch of artifacts increase them, so taking skills like Offence, Armor, Sorcery and Intelligence is useful, but not as fundamental as the various Magics. I cannot agree; although there is much reason in your words, I think you are still aware that all parameters are calculated as percentages and their influence is also measured in percentages :confused:
Have you ever thought about how much of a life simulator Heroes is? Try adding water magic to your warrior. For a Swamp faction, it's not only relevant but also logical. You mainly play as the Swamp faction, right?;)
try adding water magic to your warrior. for the swamp, this is not only relevant but logical. after all, you're primarily playing for the swamp, right??;)
And what will come of that? if you take one school of magic, then you need to take Wisdom, Intelligence, and Sorcery, which means minus three skills. What should I remove? It's not relevant for a warrior to take magic, but it's quite realistic for a mage to learn a combat skill, since combat skills don't depend on each other! 2. Moreover, you level up the hero at the very beginning, but you only build the guild somewhere in the middle; what happens if you've already taken water magic (for example), but there are no spells in the guild!!!!
P.S. it all depends on my mood; I play almost every faction except Inferno, and my favorites are Fortress, Tower, Stronghold, Necropolis.
Basically, a standard set of skills for a Warrior.
I'll repeat myself, but diplomacy is often prohibited, although that's certainly everyone's dream!
Teleport is rare but effective! It's true that you can't rely on a single, linear tactic, as Slonysh pointed out! But! For example, I use a tactic with two well-developed heroes....
I guess I didn't express myself clearly:o We're talking about skills... I meant "Magic Resistance."
It's a good thing, but without at least one artifact that increases magic resistance, or a hero with a specialization in this skill, it doesn't manifest often enough... Although for Rampart, it's a great thing, but I don't really like skills that are realized with a certain probability: Leadership, Luck, Resistance... Agree, if Resistance didn't express itself as a percentage probability that a spell wouldn't work, but as a strictly constant reduction in the damage from a spell, it would be a formidable weapon against mages. But as it is... mass spells are, by the way, the best weapon against Resistance. I've never seen a mass slow/weaken/curse spell fail to work on all the hero's units with Resistance! Although I'm not arguing that if some wyverns or Horrors "resist," it won't be a big deal...REgulus;52296
I can't agree, although there's a lot of sense in your words, but I think you still know that all parameters are calculated as a percentage and their influence is also measured in percentages:confused:
So, I'm not saying that these skills are useless. If I had 5-6 more slots, I would definitely find a place for these abilities! :rolleyes: I'm just saying that you can inflict more damage or take less damage in a "natural" way, but the wondrous transformations of spells at expert levels are new, unique opportunities for combat tactics.
To be honest, I want everything to be like in Might and Magic! :rolleyes: :D
Крестоносец
19 years ago
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In my opinion, the best skills are:
- Logistics
- Wisdom
- Earth, Water, and Air magic
- Intelligence
- And of course, DIPLOMACY
- It depends on the game