Skill setup for HoMM3 help needed :)

The old Heroes games developed by New World Computing. Please specify which game you are referring to in your post.

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Guard of BH
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Skill setup for HoMM3 help needed :)

Postby Guard of BH » May 5 2006, 0:25

I was reading that post about your favourite hero speciality and decided to post a more general topic about what skills magic or might or mixed type of heroes should have. I still cant deiced which skills to choose or whih are more useful cause of lack of experience so your reasoning with the set of skill is aprreciated. And also you can suggest speciality of heroes and which set of skill they pick up.

PS lets start from general set up then we might continue with town specifics.

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Metathron
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Postby Metathron » May 5 2006, 0:44

I will usually pick from the following skills: Logistics, pathfinding, leadership, luck, wisdom, earth magic, air magic, archery (if I'll have enough ranged troops in my army) armorer, offense.

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Paladin
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Postby Paladin » May 5 2006, 7:30

Little doubt that Offense, Armorer, Logistics, Earth Magic, Estates, Diplomacy, Wisdom and Tactics is the the best general setup. Other skills might come in handy, like Pathfinding on maps with lots of rough terrain, the other magic schools are good skills, too. And Necromancy is game-breaking.

The worst setup would be something along the lines of:
Luck, First Aid, Learning, Scouting, Eagle Eye, Mysticism, Navigation and Sorcery.
A cat is fine too...

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Gaidal Cain
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Postby Gaidal Cain » May 5 2006, 7:36

Well, in a rough order of importance: Wisdom, Earth Magic, Logistics, Air Magic (if Dimension door and/or fly is available), Tactics, Water Magic, Offense, Pathfinding (depends on map), Intelligence (depends on hero), Fire Magic (if I know I can get Armageddon together with units immune to it or Berserk).

These are the ones I'd normally pick at basic level if offered at level up. There are a few others that I might also pick depending on the amount of slots filled etc.
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kitcat0
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Postby kitcat0 » May 5 2006, 8:27

Paladin wrote:Little doubt that Offense, Armorer, Logistics, Earth Magic, Estates, Diplomacy, Wisdom and Tactics is the the best general setup. Other skills might come in handy, like Pathfinding on maps with lots of rough terrain, the other magic schools are good skills, too. And Necromancy is game-breaking.


Why would you waste a skill slot on your main hero on estates. I use secondaries for that.

My own choice, in order of importance: Earth magic, Wisdom, Intelligence, Air magic, Logistics, Offence, Water Magic, Fire Magic. I could skip one or 2 of last magic skills, depending on town and map - necromancy, diplomacy(overpowered), archery, tactics, maybe pathfinding.

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Paladin
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Postby Paladin » May 5 2006, 10:50

More heroes with Estates = more cash to buy creatures!
A cat is fine too...

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Banedon
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Postby Banedon » May 5 2006, 11:27

But you don't put it on the main hero. The main hero has many useful things to learn.

I'd consider the following skills absolutely necessary:

Wisdom
Logistics
Offsense
Armorer

Some magics too will be necessary, but depending on what spells I get in my Mage Guild things may change. No point, after all, learning Earth Magic if I don't get Slow, Town Portal, AntiMagic, etc. Therefore, at least 2 magics:

Earth Magic
Air Magic
Water Magic

The rest are rather situational. I'd get what I'm offered.

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difool
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Postby difool » May 5 2006, 14:01

Surprised so many people like (non-specialty) Offense and Armorer. I'd
think an Expert Stoneskin/Shield/Bless etc. with the appropriate spell
school would be just as good. Then again I've never had my head handed
to me in 1-1 MP (but that's more of a philosophical issue in my case).

Since I usually play Tower or Castle, Water is pretty mandatory, and
Tactics to protect my shooters (and Offense doesn't help with shooters).

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Metathron
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Postby Metathron » May 5 2006, 15:40

Ooh, I had forgotten about diplomacy, which enables you to amass inconceivable amounts of creatures. Oh the havoc you can wreak! :proud:

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DaemianLucifer
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Postby DaemianLucifer » May 5 2006, 21:54

Mandatory would be logistics,wisdom and earth magic.The rest goes on leadership,luck,tactics,air magic,water magic,pathfinding(depending on the map),necromancy(if necro,obviously),balistics(if its the starting special).

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Paulus1
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Postby Paulus1 » May 5 2006, 22:09

Essential:
Earth magic
Wisdom
Logistics

Top tier:
Intelligence
Air Magic
Archery if Tower, otherwise Offence

Filling up the last empty slots:
Diplomacy (could be higher, depends on map settings)
Water Magic
Fire Magic
Pathfinding (navigation if lot of water)
Defense
Tactics

Total waste of time:
Estates (on main hero... its great for secondary hero)
Mysticism
Eagle Eye
Leadership
Luck
Learning
First Aid
Scouting
Sorcery


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