difference between factions' heroes?
difference between factions' heroes?
Unless I haven't been upgrading my heroes wisely, it doesnt seem the different factions have any different skills. The only skills that differ are the factions ability, but the actual tree is the same for each faction. Is this correct? or do I have to level up the correct skills like in V in order to get faction specific abilities?
I miss the faction specific skills of H5 and hope that the future H6 skill paths will be less uniform than they currently are. We have been pushing in this direction for a while.
For now the only consolation is that not all skills/spells have the same usefulness for each faction and of course the fact that not all races have access to all schools of magic. 5/7 schools per faction was a very good decision as far as I am concerned, allows for a class differentiation without limiting you to just a handful of schools. I'd missed the H3 times where I could freely mix spells from different schools.
For now the only consolation is that not all skills/spells have the same usefulness for each faction and of course the fact that not all races have access to all schools of magic. 5/7 schools per faction was a very good decision as far as I am concerned, allows for a class differentiation without limiting you to just a handful of schools. I'd missed the H3 times where I could freely mix spells from different schools.
I, for one, am dying to find out what colour they paint Michael's toenails.
- Metathron
- Metathron
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- Peasant
- Posts: 79
- Joined: 25 Mar 2006
Might heroes can't get the lvl 15 spells, like Summon Elementals, time statis, retribution 3 etc...
Like wise, Magic hero can't get lvl 15 might skills like counterstrike 3.
As for different faction's it depends on the heroes, some of their specials are passive, some are active, though ony a few of the active onces really stand out, here's some.
Tide Master (Sanctuary Tear Magic hero) = Serenity which is basically an additional disable spell (Can't take action for 3-4 turns unless damaged) and her ultimate is tsunami which stuns all small units for 2 turns, very powerful there.
Paladin (Haven tear might): Paladin 's first level ability is martyr, which means he'll automatically cast a spell every turn to the stack that's been most damaged which will give it some additonal defense / HP. his ultimate is divine justice which hits a stack for 33% of all the damage it's dealt so far, which can obviously be a ton in big fights.
Like wise, Magic hero can't get lvl 15 might skills like counterstrike 3.
As for different faction's it depends on the heroes, some of their specials are passive, some are active, though ony a few of the active onces really stand out, here's some.
Tide Master (Sanctuary Tear Magic hero) = Serenity which is basically an additional disable spell (Can't take action for 3-4 turns unless damaged) and her ultimate is tsunami which stuns all small units for 2 turns, very powerful there.
Paladin (Haven tear might): Paladin 's first level ability is martyr, which means he'll automatically cast a spell every turn to the stack that's been most damaged which will give it some additonal defense / HP. his ultimate is divine justice which hits a stack for 33% of all the damage it's dealt so far, which can obviously be a ton in big fights.
The river of time wash away all heroes
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