Unread postby Alfalken » 09 Dec 2015, 04:12
I usually give the main hero some kind of Exploration skills since I'll be doing a lot of moving around with him/her, and there are many maps where you have to go solo/cannot recruit extra heroes so these extra movement boosts helps in getting where I want to be faster. Pathfinding and Snatch is pretty neat to have.
I thought Warfare would be great to have, but turns out that you didn't do siege battles as much as you'd be in the campaigns. It has its perks (like being able to cast spells during your siege engines turn) but overall not very useful IMO.
For the rest, I usually go with Leadership/Destiny/Offense/Defense/Warcries for Might-type heroes, and appropriate school of magics for the Magic-type Heroes, focusing on those they can Grandmaster (or at least Master) and going for at least 2 schools so that I can get access to Level 4 spells. I usually stay away from Diplomacy and Economy.
For Governor Skills, I'm pretty torn, since they kind of depend on the campaign and maps... sometimes you only have 1 town for the entire map (or even none at all), but there are maps with up to 5 towns and more. I usually avoid them, but there are some maps where they're pretty useful to have.