Jede sekundäre Fertigkeit im Spiel wurde bis ins Detail analysiert und bewertet. Kommen Sie vorbei und entspannen Sie sich bei dieser ausführlichen Grübelei über eines der …
© Artikelquelle
E-Sport - Games - New Games - Best Games
Jede sekundäre Fertigkeit im Spiel wurde bis ins Detail analysiert und bewertet. Kommen Sie vorbei und entspannen Sie sich bei dieser ausführlichen Grübelei über eines der …
© Artikelquelle
Estates is my first pick for side heroes, but I usually skip it with my main hero.
berzerk … does it not need to be included just for that?
56:30 the FOURTH condition is that they cast a spell that is useful to you (and I think 5th you also need wisdom at the right level?). EE is such trash, I'd love to ask the developers if it was intentional or did they really believe people would pick it.
I assume you're trolling with eagle eye and armourer. Thats the only explanation.
Not sure how you rank Scouting, Estates, Navigation etc. as can sitll be very useful for your explorer/gatherer heroes.
Dude first aid is such trash
Skills you can gain with an item is useless. No need for leadership or luck.
Mysticism is very valuable in my opinion. Especially when you rely on fly or dimension door. So you don’t get bloody stuck
Since Might is such a stronger class to Magic in this game, I'd say Armouror is A tier.
I think the fact it's a flat reduction is really cool. One of the best specialty traits for a hero is the armour one.
Creature survivability is so powerful in this game that the armour really saves a ton of resources if used properly.
Logistics is king!
Personally think you could do an artifact ranking but there are artifacts that really break the game so not sure how easy it would be to do a ranking of them.
Logistics is really good but I think for movement you really should measure Air Magic and Earth Magic at the same level.
Being able to teleport around the map vs the ability to move 30% more is a debate one can have.
I personally feel like Logistics is better early game, Air Magic mid game, and Earth Magic is key to winning in the endgame.
Able to build up your army with your four castles in one turn is just so good.
Ballistic is B tier in my opinion. If you are going to do a lot of sieges on a map, it's very valuable, but if the map does not have a lot of towns or if your army composition does not really benefit from it that much – Like the example you gave – If one troop out of the line up benefits from it, it's most likely a waste of a slot. Is it nice to have? Yes, but in a game with lots of very strong skills competing with each other, nice does not cut it in a lot of situations.
Why would you waste a slot for Estates on any of your top heroes? Put this on a third tier hero, and you get the same result without weakening your main forces.
On the other hand, I have found Scholar surprisingly useful both early and late stages of the game. You don't have to take all your heroes to all towns just to learn crucial spells, it is enough to make them meet at any point of the map, so they can exchange spells.
I prioritise offense as s rank often cause you will lose melee attacks a lot in any case so having 1.15 multiplier is like having more creatures in your army during offense. Eagle eye i use almost never though. It's a very niche skill that you need only if there are not many spells available to your part of the map and you lost lottery in your main city or real bad luck with rare resource distributionin your staring sector(s). If you have 3+ cities you usually get majority of spells you might get through enemy anyway.
honest question to whoever made it into the comment section: is it just my YT feed, or is HOMM3 going through a renaissance?
I'd rank armorer higher than offense for the simple reason that it's not good for all heroes, only melee oriented ones. If your main source of damage is ranged damage(most notably Castle but also Rampart with their amazing Elves) than Offense does very little for you, still something but not nearly as much. Similarly if your main source of damage is magic than you're using your troops for speed and than as meat shields mostly, which again greatly reduces Offense's value. Archery is much better than Offense in the early-mid game for applicable factions, Offense better in mid-late game where archers start to fall off(die too often) and powerhouse melee units come online. Still obviously for might heroes mostly, I guess decent enough for casters as a low priority skill but like a C or D for casters.
I also think you needed to make a distinction between mainline skills and throwaway skills. By throwaway skills I mean skills taken on heroes you don't plan to keep in the long term, so you prioritize early game utility skills on them than once those cease to be useful you replace this hero with a better one. Pathfinding, Navigation, Scholar, etc, are all great as throwaway skills but absolutely terrible as mainline skills, as in you never want to be stuck with them on a hero you plan to keep all the way to the end. Also there very much is a reason to pick up more than 1 expert skill. Firstly there are skills like haste, slow, prayer, etc, that you just want to cast once, typically on the first turn of combat, and you really want the mass version of it but than you may want to continue casting spells from another school. Also there's the case of the adventuring spells, most notably town portal which becomes utterly insane with expert earth and is well worth taking for that alone even if you don't have access to many of the good high level earth spells.
Necromancy is S+++ (for necropolis, obviously) You said something like "You don't always build a strategy around it" I'm sorry but what? The only skills I even consider taking before bee lining this straight to expert is logistics, earth magic, and estates, (and perhaps wisdom) in that order, and, might i add, only because I don't want to miss out on those skills entirely. I would HIGHLY prefer seeing necromancy go up against trash tier skills I don't have to even have a second thought on missing out on for the first few level-ups so I can max it guilt free. The entire strategy of necropolis in every game is amass skels, or liches if you have that sweet ass artifact. It is literally the core strategy and everything else is secondary. You get expert necromancy asap, you get necromancy amplifier asap, you get diplomacy to get a fat stack of tier one garbage foolish enough to trust you and lead them back to base to kill them, and you guessed it, get more skels. You get thant to keep your numbers up and show up to bases with 1k, 2k, 3k of these bad boys. Expert sorrow the first turn then just cast reanimate dead on this cannon fodder like the non-stop party machine we all know it to be.
how people play this at a competitive level? the game is in steam, or something?
i think you should go back and try to evaluate diplomacy, its really a special skill. great list though, enjoyed listening!
Leadership is rated too high because increasing Morale is too easy and automatic. Troops of same alignment for +1, Common/cheap artifacts give +1, (Arch)Angels give +1, Minotaurs have +1, Taverns give +1 (can go to +2 if Castle), Temples give +1/3 for next combat- probably more I'm forgetting. Not only are Golems and undead unaffected, but so are Elementals, AKA 5/7'ths of Conflux units. (Expert) Leadership is often redundant and/or ineffective for your army, unless you're using heavily mixed units with undead.
Point is, Leadership probably won't give you its full benefit, especially at max rank.
(Expert) Luck applies to all units, and is generally harder to modify with other methods, and easier to maintain. Expert luck? Your luck is set to 12.5% with few or no redunancies or reductions outside fringe cases. Unlike Morale, Luck will benefit your own counterattacks.
Luck is also superior if your melee unit is attacking an enemy that can counterattack, letting them deal more damage before being counterattacked. Consider 100 vs 100 melee units dealing 10 damage with 100 hp. Consider the MATH:
Case 1, you have high morale, enemy has high luck. 100 troops attack 100 enemies for 1000 damage, killing 10. The enemy stack, reduced to 90, counterattacks and get "Lucky", dealing (90*10*2) damage, killing 18 of your troops. High morale allows your 82 troops to attack again for 820 damage, killing another 8. *You' killed 18 and lost 18.*
Case 2, you have luck, enemy has morale. 100 troops attack 100 enemies, getting lucky, dealing (1000*2) damage, killing 20. The enemy stack, reduced to 80, counterattacks, dealing 800 damage and killing 8. *You killed 20 and lost 8.*
TL;DR: Luck > Leadership, especially if you're a Castle Might hero.
Also: Eagle Eye in the top 4 skills? WOT? Plz tell me ur trollin boyo.
My list:
6 s tier skills You always want to have no matter what:
Offence, armorer, logistics, air, earth, wisdom.
A tier (some fractions value them some not):
Tactics; Fire Magic; Archery; leadership; intelligence;
Situational (map;hero that has this ability as his speciality; enemy fraction/main hero to face):
watermagic; resistance; pathfinding; navigation; misticysm; balistics; luck; artillery; necro; diplo
side hero:
earnings; scholar
Useless (avoid to make your life better):
eagle eye; first aid; sorcery; learning (xd maxed hero is weaker with learning cause of scaling exp to get lvls)
Im a happy hobby player and the worse skills is ballistic and its not even close. Logistic and wisdom 1 and 2 followef by earth magic 3.
Clearly u know alot more but why do u think have come to this ranking conclusion, what am I missing?
Damn I rated ballistics as F tier
I really disagree with with first aid being that high up, it would be E tier for me. I would only find it a bit useful in the early to mid game when damage done is not that high yet, but later on when you have large stacks of units it just doesn't seem like it makes a good enough impact to be worth taking up a skill slot.
So I never take First Aid.
You literally made me tab out and get upset enough to type out a comment with eagle eye. Then laugh at the last second of the video GG brev
Eagle Eye S tier???? LOL. Eagle Eye is F.
Ignore my previous comment today that I deleted. I was coming back to this video and hadn't rewatched it yet. It's really nice seeing content with the vanilla game. Everyone else in the youtube HOMM3 space seem to only be interested in hota and JB. I prefer vanilla so your content is refreshing for that reason as well as the generally just enjoyable presentation
Logistics and Pathfinding are S+++ tier. After slogging your way through a mostly swampy map moving only 5 squares per turn for every hero, turning a fun game into a very frustrating one, I can guarantee you would trade a stack of dragons for Expert Pathfinding.
Also I agree in the base game, Diplomacy is absolutely broken. It completely snowballs you from early game. Even in late game it's hilarious. Yesterday I had a stack of 1172 stone gargoyles wanting to join me for greater glory.
The 8 Skills I want the most in Expert of course: Earth Magic, Wisdom, Intelligence, Tactics; Logistics, Leadership; Those 6 if can choose them I pick them as the other 2 would be with overlap among 5 pending do I get them or not: Air Magic, Water Magic, Luck, Armor and Ballistics. Those 5 can go in the extra 2 slots seldom get the same ones, had maps where had Earth/Air and Water before; Expert Water saved me before defending a Castle with expert Cure. Fire Magic of the 100's maps done; maybe 5 times it was useful Expert think once last Skill slot between Fire and Sorcery and never got lucky other 3 then better to have Fire something than nothing.
Earth=S then Air=A then Water=B and Fire=C would make more sense.
The bottom 3 can be in F easy; then Scouting/Navigation can be the E. Then First Aid; Scholar and Artillery can be in D. Offense+Restience can be C for me.
The S can be Earth Magic, Intelligence, Tactics; Logistics, as more spell points more Town Portals. Ballistics is just A for me like Leadership and Wisdom as well. Armor is B for me and better than Offense due to Experience long ago I atked their tough hero with 20 something Defense Skill and I had under 5 and could not dent them yet had more troops. Offense does squat all to a strong Defense. I lost and failed the atk badly; if don't lose will lose 75-90% of my troops to a strong D just to win. I go Defense over Offense. If even choice have 5 ATK and 25 D or 15 of each I pick the 25 D.
First Aid might have helped a bit more than Fire does; recall from memory a map it saved me from the fight to win but problem is typically does not help the 99% time had it.
Diplomacy is fun often ends u got 7 skills choice that or a worse one I pick it. 4,000 units is the cap a Legion grows too it is fun taking my time on a map and 4,000 join me 🙂
Estates out of 8 Heroes the ones not going to try to be on Combat too much can have it when I take it.
Learning yes only good early on but not even that good really.
Mysticism you basically have to make a map where it shines to make it actually good to use; one where you need to have the Castle to capture XL other side of the map with a maze where no Well's and that stuff and when you go through a portal you can return back to your castle. Then it is a skill you want.
The Rampart Castle Hero who would benefit to both on the map even with Town Portal you Choose never underestimate the power of such a high level where you could walk a week in 1 day is very powerful for DD as well; being able to strike the entire map from near anywhere is something only a Veteran would be able to pull off…Could speed it up making a map too would be interesting to see how much could I exploit it maybe one day; know the kind of map needing that Hero Location to get Level 0 if not mistaken after 99 resets to 0.
Sorry guys, but if you rank ballistics as F tier or close to it, than you are a weak player, just accept that. And that's not a bad thing, you just lack experience for some reason, maybe you've been playing heroes for only a couple of years. I bet you redo battles or reload saves when something goes wrong, and you put your archers into 1st slot (or even 7th 😂) during the sieges (when you are trying to capture a town), right?)
My ranking:
Broken tier:
– Diplomacy (This skill is just bonkers, and makes the game ridiculous and not really fun. My friend always insisted on using this when we played together. Because I had such a negative attitude about him using it, now he don't want to play heroes 3 anymore)
S tier (The skills you just want always):
– Logistics (Not discussable. EVERY hero wants this, and you pick it always if offered.)
– Earth magic (Amazing on large maps, still strong on small maps assuming you manage to get slow. Extremely good for magic heroes, amazing for might heroes)
– Wisdom (Essential on medium – huge maps. But not the greatest on small maps since you won't have time to learn high lvl spells. Probably a B tier or something then)
– Necromancy (In the OG before HoTA and before nerf, it basically makes necropolis broken. So I don't get why people rank it lower. I guess on small maps it doesn't get to shine. But the bigger the map, the stronger this one is. Not as broken as Diplomacy granted but very strong)
– Air magic (Amazing on large maps though not as amazing as earth. I'd want both to be honest on any hero on large maps. Still pretty strong on small maps. Mass haste is arguably weaker than mass slow, but it is still great. Also very nice utility, and damaging spells. Air magic just has too much to not be an S-tier skill)
A tier (Great picks, that you can't go wrong with):
– Fire magic (Doesn't give the same map utility as earth and air, or even the same potency in damage spells except firewall. Still, it lets you cast some nasty spells like expert berserk, curse, blind, bloodlust and it strengthens any armageddon squad tactics. Overall a nice school with some good potential)
– Water magic (Same as fire in that it doesn't give the same utility as earth and air, and even less effective in the dmg department than fire is. Still, water can be pretty useful with spells like prayer, clone, teleport, bless, dispell, cure, forgetfulness and a couple more. I find that it is exellent with fortress who struggles to approach enemies, and you can just teleport hydras and mighty gorgons around)
– Offence (Overall a great skill. Useful to any main hero more or less. S tier with certain heroes like crag hack and other strong attackers)
– Armorer (Same as offence. S tier with certain heroes like Mephala and Tazar and other strong defensive heroes)
– Resistance (You're going to get use of this not matter what. It is quite handy to resist both offensive utility spells, but even better to resist implosions, chain lightnings, lightning bolts etc. Might also be S-tier situationally)
– Leadership (Useful all round. It's effects can be diminished by artifacts and morale buildings, which is the sole reason I don't give it S.
– Luck (Can't go wrong)
– Tactics (Can't go wrong, amazing for might heroes, still great for magic heroes. Always helpful)
– Ballistics (Other people rank it lower, & in this video it is ranked higher. I think it just makes sense to have this on a main hero most of the time.)
– Pathfinding (Easily S tier on maps with much swamps/snow. But still quite good if you face some rough terrain, some snow/swamp. It depends alot on your knowledge of the map. If you know you will face a lot of bad terrain, then always take it. If you know you won't. avoid it. If you dont know, then it can be a risky skill to take)
– Knowledge (I don't know why I have looked down on this skill. But as a magic hero this will always be useful. As a might hero it can still be a bit useful)
B tier (Solid picks, or ocassionally good. Several skills meant for extra heroes fall in here):
– Archery (It is A tier or possibly even S tier if you play as tower. Sadly, you won't get it that often with tower. Pretty good still with castle, dungeon and stronghold.)
– Artillery (Belongs to B with certain might heroes that have alot of attack, and access to ballista. Still it is pretty niche. Also useful for a stationed hero to control the towers)
– Estates (Maybe you would take this on a main hero if the map is very big and you have time to get the pay-off. Must get it early in that case. Still, you'd have to spend 3 skill points to get the value, and it takes up a skill slot. Always nice on additional heroes though)
– Scouting (Is it good for a main hero? Maybe a bit, but you'd rather want other skills. But for scouting heroes it is exellent)
– Navigation (You want it on main hero if the map is largely made up of water. In that case probably A or even S. Also amazing on a scouting hero if the map has a lot of water treasures. Useless skill on waterless maps).
– Sorcery (You may want it on a powerful spellcaster, but that is about it. Even then maybe it just deserves lower ranking. I'm torn between B and C.)
C tier (Niche picks, you can do better)
– Mysticism (As explained in the video, you can just regain mana by staying in town a day or visiting wells which are fairly common on most maps. But if you don't plan on returning to town any day soon, and there are no other ways to regain mana, then it can be pretty useful)
– Scholar (Yeah, on large maps where you can have a hero go around teaching spells it is useful. Do I want my main hero to learn this though? Probably not. Must be a secondary strong hero. It is too niche to be higher up.)
D tier (Weak pick, don't do it)
– Learning (Only reason it is not F tier is because Loynis who is argubably my favourite castle hero and among favorurite heroes, and Moandor in Necropolis starts with it. It's still an F tier skill, but I put it here so D won't be empty, and also to hype up Loynis and Moandor 🙂
F tier (I never ever pick them. I think they are useless all the time)
– First aid (You must have access to a tent. Your tent cannot get destroyed, and it will because it is weak AF. It is super niche in early game to preserve a tier 5-7 stack, but falls off super quick. The heal in mid-late game is insignificant making this a wasted skill)
– Eagle eye (Troll skill)