(Btw, Visions is a unischool spell, like Magic Bolt, it will cast expert on whatever elemental school you have expert.)Īre you pretty? This is my occasion. Why do you hate Berserk, do you think it breaks the game or something?Īnd do you mean Fire is no match against the Water spells or do you actually prefer Fire, you dont sound like you do. On the other side, mass cure/bless/dispel, prayer, forgetfulness, visions, clone level 7 units - and don't forget creating boats from thin air, is just not match against Fire, hands down. Then if you ever used berserk, you are a looser and that spell should be banned. The no retal to blind is good on some very hard custom maps where you have to wipe a deadly stack, but other than that, is useless. There are only 2 spells profiting from expert fire magic and that is the no retaliation to blind and mass berserk. Heroes of Might and Magic III: The Shadow of Death is the second of two expansion packs for the turn-based strategy game Heroes of Might and Magic III.It was developed by New World Computing for Microsoft Windows and released by the 3DO Company in 2000. Heroes may be stationed in your town garrisons or roam the lands of Erathia. You can rally several heroes to your cause by recruiting them in your town taverns. One type may specialise in the use of magic, another can be more battle-orientated. Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link Advanced gameplay mechanics p HEROES T here are 16 different types of hero. So, by thumb of rule, stick with Water in solo play, and try Fire in MP. You need to use all your might and your magic to advance your fighter units on a grid. That being said, since multiplayer games are mostly played on dry land, and in my experience if you're playing just casually against the AI, you tend to have better army anyway, the situations where Fire magic can shine are harder to find. After a bit of a wait, you find the HoMM3 icon on your desktop. The magic of professional editing has never been so affordable. In heroes 3, the fights are usually decided outside of the battlefield, so if you're having a situation where you end up starting the fight with a lesser army, having spells that can actually turn the tide of the battle shouldn't be underestimated. 3/4' VCR-DUB and composite video ideal for use as a frame synchronizer. The problem that I've with Water is that it's mainly a "your own creature dependent", buff-based school of magic, and it has very fair fighting style, which will easily lead into "win more"-situations.įire on the other hand can fight dirty, as it has spells such as Armageddon and Berserk, meaning it will have an actual catch-up mechanism. However, in "dry land" games, I would prefer Fire magic a bit over Water. These two spells just don't really play well if you're just using their non-mastered versions, so having the actual skill really helps there. If you're playing on a water map, the school of water magic tend to be better, because you get couple of useful adventure spells in a form of Summon boat and Water walk. I think it should be somewhat illegal to start with "it depends" on a poll like this, but I will do it anyway.
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