Skills you want, vs Skills you don't
- Wolfshanze
- Marksman
- Posts: 407
- Joined: 06 Jan 2006
- Location: Florida, USA
Skills you want, vs Skills you don't
Just curious, with only six slots for skills (one or two of which is almost always already taken) which skills do you want, vs which skills you don't want? I'm curious to know, are there any skills you flat-out HATE? Ones you wish you never get offered? Are there skills that are MUST HAVE'S no matter who you play? I know some are more specific to hero-types then others, but overall, what's your favorite and least favorite skills? The complete list is below:
Attack
Defense
Leadership
Luck
Logistics
War Machines
Enlightenment
Sorcery
Dark Magic
Destructive Magic
Summoning Magic
Light Magic
Attack
Defense
Leadership
Luck
Logistics
War Machines
Enlightenment
Sorcery
Dark Magic
Destructive Magic
Summoning Magic
Light Magic
I will actually take all of the skills except for Enlightenment. I just don't see that one being beneficial unless you are planning on going for the Ultimate Ability. Unfortunately, you need it with 4 of the 6 factions (Inferno & Sylvan excluded) if you want to get that.
Considering how hard it is to reach that though, I choose not to take it when offered. All the others though I will gladly take depending on which faction I'm playing.
Considering how hard it is to reach that though, I choose not to take it when offered. All the others though I will gladly take depending on which faction I'm playing.
If I'm playing a caster then the 2 schools of magic that come with my spell tower and Sorcery are my must haves.
I will probably NEVER turn down either Luck or Leadership whenever I play.
Almost all of the other skills are nice too. Offense, Defense, Logistics, etc.
I have tended to avoid Enlightenment but I see situations where it could be useful [Large maps that are artifact poor would make it a MUST-HAVE]. I usually avoid war machines simply because they are too easy to destroy.
I will probably NEVER turn down either Luck or Leadership whenever I play.
Almost all of the other skills are nice too. Offense, Defense, Logistics, etc.
I have tended to avoid Enlightenment but I see situations where it could be useful [Large maps that are artifact poor would make it a MUST-HAVE]. I usually avoid war machines simply because they are too easy to destroy.
- Gaidal Cain
- Round Table Hero
- Posts: 6972
- Joined: 26 Nov 2005
- Location: Solna
If Enlightenment worked as the decription says, then maybe it would be worth it- but it only has one ability that's halfway decent (intelligence), nad that one isn't a prerequisite for anything, so not only is the main skill kind of sucky, the secondaries also is. How Nival thought that combining the three most loathed skills on a main hero into one group would be a good idea is beyond me. They should have moved Magic Insight over from sorcery and given it Arcane Intuition instead- that had been more fair.
The other seems more or less OK, even if it's going to be hard to go with a non-associated shool unless you capture another town.
The other seems more or less OK, even if it's going to be hard to go with a non-associated shool unless you capture another town.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett
Enlightenment is not working like intended? I think it is!
And I chose it when I don't have only one slot left and the urgent need for a different skill to fill that one...
I would not choose it over any other skill, but for example over war machines.
Also, in the Warlock chapter of the campaign I could make very good use of Intelligence. You know how quickly those nasty imps can suck away your 240 mana... good to have 50% more then![wink ;)](/forums/images/smilies/wink.gif)
And I chose it when I don't have only one slot left and the urgent need for a different skill to fill that one...
I would not choose it over any other skill, but for example over war machines.
Also, in the Warlock chapter of the campaign I could make very good use of Intelligence. You know how quickly those nasty imps can suck away your 240 mana... good to have 50% more then
![wink ;)](/forums/images/smilies/wink.gif)
- Infiltrator
- CH Staff
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- Gaidal Cain
- Round Table Hero
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- Metathron
- Round Table Hero
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I picked all and any of the skills I was already familiar with from previous Heroes games. I was a bit wary with the magic schools and enlightenment simply because I have not tried them out sufficiently yet.
I'm a bit skeptical about the war machines skill, since that was not a favourite in HoMM III either.
And from what has been said above, looks like enlightenment could do with a make over in one of the upcoming patches.
I'm a bit skeptical about the war machines skill, since that was not a favourite in HoMM III either.
And from what has been said above, looks like enlightenment could do with a make over in one of the upcoming patches.
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
- theGryphon
- Spectre
- Posts: 716
- Joined: 06 Jan 2006
one question,,,what is the "Ultimate Ability"???King Imp wrote:I will actually take all of the skills except for Enlightenment. I just don't see that one being beneficial unless you are planning on going for the Ultimate Ability. Unfortunately, you need it with 4 of the 6 factions (Inferno & Sylvan excluded) if you want to get that.
Considering how hard it is to reach that though, I choose not to take it when offered. All the others though I will gladly take depending on which faction I'm playing.
is that a bug?Gaidal Cain wrote:
It says the bonus at expert is 30%, but it's 15%. It's too little.
.
- DaemianLucifer
- Round Table Hero
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- theGryphon
- Spectre
- Posts: 716
- Joined: 06 Jan 2006
Luck and Leadership are always good to have.
Preference of Magic schools depends on your development path and faction. I would go for at least one of them under any circumstance.
Sorcery is a must have if you're training a magician. Otherwise, no use.
Attack and Defence are very nice. Depending on your development path you can leave them out though. But mostly I end up getting one of them.
Logistics is very good on a large map (and of course if it's on your development path). It never hurts but others may be better on small maps.
War machines, well I don't know 'cause I never had one. Usually I stay away since they are easy to break
However, I believe if the map is small they can change the tides. They can be very useful at early game as well.
Enlightenment is the black sheep of all. Secondary skills are so crappy. I thought the main skill gave 10-20-30% but if that's not the case, it's so meaningless to go for it. In any case, it's almost useless on small maps. Maybe that's why they put it on the path to ultimate skills in 4 out of 6 factions. In order to balance things, you know, a trade-off like![dontknow ;|](/forums/images/smilies/dontknow.gif)
Preference of Magic schools depends on your development path and faction. I would go for at least one of them under any circumstance.
Sorcery is a must have if you're training a magician. Otherwise, no use.
Attack and Defence are very nice. Depending on your development path you can leave them out though. But mostly I end up getting one of them.
Logistics is very good on a large map (and of course if it's on your development path). It never hurts but others may be better on small maps.
War machines, well I don't know 'cause I never had one. Usually I stay away since they are easy to break
![smile :)](/forums/images/smilies/smile9.gif)
Enlightenment is the black sheep of all. Secondary skills are so crappy. I thought the main skill gave 10-20-30% but if that's not the case, it's so meaningless to go for it. In any case, it's almost useless on small maps. Maybe that's why they put it on the path to ultimate skills in 4 out of 6 factions. In order to balance things, you know, a trade-off like
![dontknow ;|](/forums/images/smilies/dontknow.gif)
I believe in science and that science can explain everything.
Because God has made it all work in such a beautiful way...
Because God has made it all work in such a beautiful way...
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
You never had a balista that can kill 5 devils in 2 shoots?You have no idea what youre missing.theGryphon wrote:War machines, well I don't know 'cause I never had one. Usually I stay away since they are easy to breakHowever, I believe if the map is small they can change the tides. They can be very useful at early game as well.
- Gaidal Cain
- Round Table Hero
- Posts: 6972
- Joined: 26 Nov 2005
- Location: Solna
The abilities will replace them for you if they do break, which I think is nice. However, the campaigns are badly designed with regards to them- you won't automatically get one even if you have the appropriate skill, which kind of sucks.theGryphon wrote: War machines, well I don't know 'cause I never had one. Usually I stay away since they are easy to breakHowever, I believe if the map is small they can change the tides. They can be very useful at early game as well.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett
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- Galactic Gargle Blaster
- Posts: 42
- Joined: 06 Jan 2006
Re: Skills you want, vs Skills you don't
well the various magics are more required than an option.. i mean if you're a knight then it would probably be dumb to never take light magic.Wolfshanze wrote:Just curious, with only six slots for skills (one or two of which is almost always already taken) which skills do you want, vs which skills you don't want? I'm curious to know, are there any skills you flat-out HATE? Ones you wish you never get offered? Are there skills that are MUST HAVE'S no matter who you play? I know some are more specific to hero-types then others, but overall, what's your favorite and least favorite skills? The complete list is below:
Attack
Defense
Leadership
Luck
Logistics
War Machines
Enlightenment
Sorcery
Dark Magic
Destructive Magic
Summoning Magic
Light Magic
but among the others.. I always always take luck when it's offered to my main. maybe not a scout hero, since he might not have many fights, but always a main. Even if you're not a fan of the luck subskills (or abilities.. whatever you wanna call em), using 3 of your levelups to go basic-->advanced-->expert luck real fast is the most effective 3 levelups possible. leadership is decent, but luck in h5 is clearly stronger; i dont think there can be an argument. if you had to list all the non-magic non-racial skills, i would probably list them in this order:
Luck
Logistics (logistics is always one of the best skills to have, in any HoMM game)
Attack (seems slightly stronger than defense)
Defense
Leadership
Sorcery (effectiveness depends on how good your hero is in combat, of course)
Enlightenment
War Machines
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
Re: Skills you want, vs Skills you don't
Not in HIV.In there it was scouting+pathfindingBlue_Camel wrote: Logistics (logistics is always one of the best skills to have, in any HoMM game)
![devious :devious:](/forums/images/smilies/devious.gif)
![devil :devil:](/forums/images/smilies/devil.gif)
Btw,can we have a smarta55 smiley?Something like devious,but more on the smarta55 side
![devious :devious:](/forums/images/smilies/devious.gif)
IMO its very useful, I have encountered different situations with a lack of spells and whne eagle eye would have been nice to get spells I can learn with one of my expert magic schools.theGryphon wrote:You remember how "Eagle Eye" sucked in HIII? I guess Nival didn't want to disturb the traditionHIII is good you know, whatever it says...
Jimmpi wrote:one question,,,what is the "Ultimate Ability"???King Imp wrote:I will actually take all of the skills except for Enlightenment. I just don't see that one being beneficial unless you are planning on going for the Ultimate Ability. Unfortunately, you need it with 4 of the 6 factions (Inferno & Sylvan excluded) if you want to get that.
Considering how hard it is to reach that though, I choose not to take it when offered. All the others though I will gladly take depending on which faction I'm playing.
Every faction's heroes have one specific "super" ability that they can gain, but only through a specific combination of skills.
Here, check out this Skill Wheel and click the centermost icon for each faction. It will explain what it is and how you need to get it.
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