🎟️ Heroes Of Might And Magic 3 Best Faction
The three last ones are more situational and dependent on main, faction and map. But path, Wisdom, Water, fire, artillery, tactics, Archery and Ballistics can all be useful. Take Tower for instance. You’d probably do well to have Archery, tactics, pathfinding or Wisdom as your three other skills.
5. Cove is definitely a more balanced faction than Stronghold in terms of ranged/ flying/ melee and might v magic mix. But it is still not a magic faction. You can expect that when facing a human player they will find counters for that nasty stack of Sea Dogs. In late game it is pretty common to have magic heroes able to do 1500+ damage in one
Heroes : - Given all heroes the ability to convert true neutral creatures into Refugee’s faction (ex: Gold Golem can be upgraded into Refugee’s Gold Golem). It Shouldn’t cost anything to convert creatures. - Rebalanced every Heroes starting army to make them stronger. - Added Heroes descriptions.
If you guys have the exact same version of the game (and mods if you use them), do the following if you want a pure TCP/IP connection: 1) Add the exe of Heroes III to the exception list in your firewalls and antivirus programs so they don't block the connection. 2) The host should check his IP address before playing so you can connect.
I have been thinking about the best hero class in HOMM3. Generally, it seems like it will be might class hero. The factors will be: 1-) primary skills, 2-) secondary skills 3-) starting skills + specialty. However, since specialty and starting skills can vary a lot, and can also be edited from map editor, maybe we can ignore that third factor.
The Spectral version has better defense and hit points but lacks the bite of the Ghosts. Some upgrades are more radical, even going as far as allowing you to switch melee units into ranged
Well, even if you had 15k skeletons, if you get the + Centaurs hero, stack them alot, get leadership and attack, you get archery damage + attack, you get to deploy 9 units, therefore split your centaurs, you get the hands for 4 might +1 damage, you get another point of 1 damage from bloodrage and 8 attack, you get to around 60-75 morale and
New World Computing was dedicated to giving their fans what they wanted, and it shows. The HoMM formula truly reached its sweet spot with Heroes of Might and Magic III. It was an improvement on all fronts: sound design, custom map building, multiplayer, campaigns, factions and gameplay. Heroes of Might and Magic III
A good main hero should be good in battle, and some heroes are equipped with unnecessary secondary skills like Eagle Eye and Learning. Avoid them. Archery, Offense or Armorer are much better. Might heroes are better with big armies than magic heroes. Every point in Attack and Defense is useful for every creature, while too much Spell Power or too much Knowledge can be of limited use. Sometimes
Rampart represents AvLee . "The Druid and Ranger hero classes are native to Ramparts, which are built by creatures in allied defense of the unspoiled wilderness regions of Erathia. With two slow unit types, Dwarves and Dendroids, Rampart armies may be best suited to defensive tactics. Most of these creatures, however, have enemy hampering
In a general sense Sanctuary: Lvl 3 honor is really good, but lvl 2 is ok and lvl 1 is totally blah . really good units , really great hero abilities. probably the best overall faction right now, leaps is by far the best cost effective damage dishing ability out there, their real weakness is actually that they have no fliers, which can make positioning a nightmare and also makes them rather
Heroes leading different factions, and do starting cities matter? John_Dane 12 years ago #1. Two questions, actually: 1) Aside from certain creature-related specialties (like someone giving bonuses to Orcs, for example), is there any reason to make heroes stick with the creatures of their own faction? I recall evil creatures teaming up with
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heroes of might and magic 3 best faction