Posts from Secondary skills in Heroes 3.
Before a battle, you need to calculate who will go first and use speed artifacts.
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.
The same goes for magic. Stock up on magic in wells or with an artifact.
But overall, Intelligence is in last place for me; I've repeatedly given it up when necessary.
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.
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! ;)
we are talking about skills... I meant "Magic Resistance"
Added 4 minutes later
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:
2. Armor
3. Resistance
4. Pathfinding
5. Diplomacy
6. Leadership
7. Training
8. Ballistics
Basically, a standard set of skills for a Warrior.
Basically, a standard warrior build.
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.
1. Attack
2. Armor
3. Resistance
4. Pathfinding
5. Diplomacy
6. Leadership
7. Training
8. Ballistics
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."
Although I'm not arguing that if some wyverns or Horrors "resist," it won't be a big deal...
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:
- it won't be enough...
That's why I don't consider these skills useless. If I had 5-6 more slots, I would definitely find a place for these abilities!
HA HA! And who wouldn't?:D
