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Heroes of might and magic online classes
Heroes of might and magic online classes












heroes of might and magic online classes

Ninja's are great, but almost impossible to get from a Death Knight. Heretic is excellent if you know you're going head to head with Life, but otherwise skip it.

heroes of might and magic online classes

Fireguard is great if you have all black dragons and armageddon. Fire Diviner is a tremendous sub-class, a super fast and superpowerful chaos magic-user. If you are already a Demonologist and you're tempted to take another magic skill and become an Archmage, think twice.even though you gain 20% effectiveness across the board, you are probably better off with the +50 summoning.

#Heroes of might and magic online classes upgrade#

General, Lord Commander, and Crusader are worthless for a Death Knight to upgrade to. Beastmaster isn't a great Might choice for an Archer, it can be effective, but Ranger or General are better.

heroes of might and magic online classes

The worst sub-class options are: Warlord, Warlock, Seer, Illusionist, Guildmaster, Dark Lord, Bard. Stronghold (Might) - General, Field Marshall, Lord Commander, and Assassin. Haven (Life) - Paladin, Monk, Lord Commander, General, or Field Marshall (I think overall, the life magic based sub classes are more beneficial than many others.unfair)Īcademy (Order) - Enchanter, Battle Mage, or Lord Commander. Preserve (Nature) - Summoner, Warden, Ranger, or Beastmaster (only if primarily a might hero) Necro (Death) - Demonologist, Lich, or Field Marshall Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link But I think it is often wise to enter the advanced class as soon as possible to profit from the bonus. I wouldn't, for example, make my main hero a lord commander since nobility works best on secondary heroes. Overall, however, I assume that it's better to take skills that you like than to focus on choosing the best advanced class bonus. And indeed, an archmage has a good specialty too. I also like the lord commander's ability (tactics+nobility) which gives friendly creatures +2 moral. A field marshal (tactics+scouting) gives his creatures a 10% bonus to their attack skill, which is also nice. After all, in campaigns you are hardly dependent on creatures.īut assuming that you play single scenarios I think the warden (tactics+nature) gets a good bonus: +10% defense to friendly creatures. In campaigns I would rather have a bonus for my hero than for my army while in single scenarios I would like my army to profit most from my advanced class. I think it depends upon playing a single scenario or a campaign which advanced classes are good.














Heroes of might and magic online classes