Octavia and Rashka have Scholar because this skill is a racial skill for genies/efreets. Like all elves have their racial skill archery (dwarves - resistance, humans - leadership, troglodytes - offence, minotaurs - tactics etc). Such a rule does not apply for only one category of heroes - might heroes from inferno who are not efreets.
I never remotely made that connection! Yet another layer of flavour filled awesomeness at play in this game the whole time, beyond my ken. Thanks for the comment!
Two categories actually : Conflux elementalist. Brissa & Aenain are genies, Ciele & Gelare are Elves, Grindan & Inteus are dwarves and Labetha and Luna are humans. You're welcome. Also, in case of human, I wouldn't call that a racial skill, considering the number of humans who don't have leadership.
@@kur0shir060 The racial rule works only for might classes. For mages they applied another common rule - they all have wisdom (except necromancers - another rule). They could not use the racial rule for magical classes in addition to wisdom because we would have a lot of heroes with the same starting skills. And also for barbarians and beastmasters they applied a different rule. So in summary all the heroes, except some demoniacs, have one of their skills based on some rule (race or something else). And in addition about the racial skill - Gelu is half human, half elve, and he has leadership and archery.
I think there are 2 more important factors you should be taking into consideration while ranking heroes 1. how likely are they to get good/bad skills while leveling for example planeswalkers are most likely to get offense, demoniacs and battlemages have highest chance to get logistics offered to them, overlords, planeswalkers and beastmasters also have very high chance to roll logistics. on the other hand alchemists are more likely to have learning offered to them than any other class. 2. you are looking at starting stats of heroes but I'd argue stats they get as they progress are also very important, for example battle mages have 30% to get +1 atk, 20% to get +1def, 25% chance to get +1 power and 25% for knowledge, that makes them relatively balanced heroes, barbarians on the other hand have 55% chance to get attack while leveling causing them to have rather specific stat distribution.
Excellent points toothy; I did think about this (particularly your second point) but by applying the extra criteria I was worried about rambling way too long, plus they weren't swinging it enough to make me change the ordering. The other obvious dimension is what KIND of hero - a main? a second? a runner? In isolation this would move things a lot, eg I think Elems win 1st if we were only ever talking Main
@@Komatik_ meh. slow certainly is useful but i dont think it's necessary. i've played a bunch of cove pve maps without slow (devil is in the detail, element land etc) as anabel
If you want to win in a most general sense, any template, any map, you pick Crag, Tazar, Gundula, Mephala or Neela :-) As for the classes, you want magic you go Elementalist, Warlock or Wizard (Necro is really good but they've got Necro). You want might you go Barbarian, Beastmaster or Overlord :-) Simple as
Nice video mate! If you choose to do something similar in the future, you can also factor in hero class progression. Namely, how likely are they to roll good/bad secondary skills and how their primary skills develop. I know it would be an even longer marathon than this one, but would give us a more comprehensive picture. Hope you do more tier lists in the future.
Overlord are CRUSHING elementalist late game, like really, it's disrespectful how much they destroy them. They are MIGHT (which is an advantage late game because more attack is king and defense queen, while knowledge won't give you much past some point, and except on some spell (namely, Implosion & Armageddon, which, for the later, conflux can't get naturally), power also fall down in use in late game while attack shine more and more as it's added % damages to all your units), plus, they are the class who have the EASIEST access to most of the busted skills in the games overall. And even if their magic skills drop chances are low, remember, you're being offered wisdom every 6 level if you don't have it already (3 level for the rare cases of magic heroes who don't start with it), and an elemental magic skills is dropped every 4 levels for might heroes if non have dropped for that long (3 for magic heroes). Considering that, the fact that overlord Don't have access to water magic is litteraly a buff for them as, on that instance, it's now an 1/3 chance to get the magic you want, in place of a 1/4 chance (Earth magic and air magic are busted. Fire magic? Dungeon is one of the only faction who can get Armageddon, and THE faction with the highest chance to have it, plus it works wonders with berserk, specially if your opponent try to protect his ranged unit... how about they all go mad at each others and not only loose their turn, but actively help your opponent at the same time? Oh, and if you affect all remaining ennemy unit, your opponent can stop playing as he can't even launch ANY spells. And blind, well, admitedly, blind is one of the best spell in the game without fire magic already, but fire magic still make it even better and allow some cheeses too). The only "limitation" of overlord is that, because of their speciality, most of them aren't that amazing outside of Dungeon. But Gunnar and Damacon ? Oh boy, Damacon have a supporting skills but overlords are so easy to level up as main heroes that you probably wouldn't see the difference. On the other hand, elementalist getting an elemental magic as conflux is a painful joke, and most likely an intentional NERF (except in case of brissa and Luna who can abuse it to max out their busted signature spells early on) because Conflux have access to, well, MAGIC UNIVERSITY, a building who basically give you any of the magic any hero can learn for 2k gold, which is basically almost a level up (except for a +1 on a stats), but ONLY if you don't have it already. In that case, having it already is a NERF because it deprive you from a "free level", basically. Outside of conflux, if you luck out brissa, take it. If you luck out Luna week one, take it. The others are meh. Except gold. Gold is always gold. So yeah, no, Elementalist don't destroy overlord late game, it's quite the reversal, elementalist can't benefit as much as overlord from their own factions specificities, and the small bonus they have is mandatorily compensated by the game leveling mechanics already. In fact, it's probably early game where the best conflux heroes can hope to match the overlord, because they don't have that much atk bonus, and, well, starting a fight with all your unit gaining between +6 and +9 speed with Brissa at level 3 (if a little lucky) is busted, specialy when your unit don't have an attack/defense gap with your opponent.
Hey there, many thanks for the thoughts! I don't tend to weigh the university very heavily as I tend to play zero resource starts where it often isn't worth making the investment. I found it pretty hard to choose in the end, sounds like there's a clear winner in your view!
@@paulgoes5494 On low size map, it isn't worth, on G size map (with HotA), trust me, it IS worth the investment, even in impossible, because it allow you to have heroes with less variable no matter their origin faction. And, in term of leveling, Overlord are usually viewed as the best heroes in the game, because of their ability to gather both Logicstic, Tactics, Offense, Armorer and even Archery on a relatively normal basics. It's pretty hard to get stuck with a bad skill with an overlord. And if you see who are considered the "best" heroes in the game, they usually have one of thoses skills as a speciality. Usually, Crag Hack is viewed as the strongest heroes because of offense speciality + being a barbarian, maximizing the damage output of all his units.
The Earth Elemental specialty is surprisingly good. Doubling their damage output makes them perfectly usable, and because they can be summoned we also get a respectable lategame "spell specialty".
You missed a few things when ranking the classes. Each class has slightly different chance to get each secondary skill and some restricted secondary skills. Also, although a lot less important in my opinion, each class has different odds of of what primary skill they get on level up.
Hi Adam, I did consider talking about these aspects but decided that the video would be too long if I applied the extra criteria, also I would have been looking over at the wiki too much. The other dimension not talked about is whether we are debating a main hero, a secondary or a courier, which changes the order around depending on how you weight that
Attack is +5% while defense is -2.5% for the first point over and every next point is less so attack scales a lot better as a primary start plus for clearing the map it's better to deal more damage anyway and avoid taking any damage. Barbarians get the most attack before 10 and get no water magic (which is good, worst school magic). They're clearly spot 1 as online games show (and Crag Hack is the best hero scaling with levels) maybe except for death knights but those get there only because of necromancy.
Hey thanks for the input! I'm keen to see what the PvP people think; with the fast starts and scaling, tier 5 spells unlocked at the start and what have you. I'm a PvE player really and with zero starting resources which I think influences which ones I'm the most keen on
@@paulgoes5494 I wasn't talking about those very fast templates like duel, the meta in those can favor spellcasters sometimes depending on the patch. This more applies to regular templates like Jebus Cross or 8xm12a (which is a template already available in the game by default).
I've watched your tier list vids and this one and I think you're extremely underestimating the value of Pegasi in Rampart and this reflects on your verdict on Aeris. They're fast and reasonably priced flyers with a high growth rate of 5 and a special ability especially nice and useful in a small-ish map in the early game. Their biggest value is their incredible Speed stat which allows them to hunt down ranged units and give you the initiative (in the early game before everyone gets the super fast Tier VII's) to cast that first crucial spell. They're also useful in sieges as flyers of course... I realize their stats ain't the best but still... I think you're exaggerating how "bad" they are. Aeris' specialty somewhat makes up for their weak statline and the speed boost makes them even better at their niche role. Scouting is a good ability especially in HotA when playing multi in a random map. He's actually a p. good Hero. I wish he also had the exception to start with Tier IV troops like Bron and HotA's Illor and Todd though! :(
Hi Xeno sorry I read this and then forgot to log on and reply. Interesting take! I think you are the first Pegasi upvoter across the videos but I respect that view :) I have in all fairness certainly gotten value from that high speed myself at times over the years
I'm always going to rate a fast flyer (even if they have weak stats) higher than a slow walker which are the absolute worst units in this game unless they have some excellent special ability that makes up for their sucky-ness like the Dendroids' Binding Roots. This is why I also disagreed with your unit tier list putting Dwarves (which are the worst Rampart unit IMHO) higher than Pegasi. Also, think of it this way: if Dendroids are the ones to protect your Elves (the key unit for Rampart) from melee threats (along with the Centaurs - an additional layer of defense), Pegasi are the ones that can protect them from ranged threats (early-mid game before you can get dragons or other towns' stuff) with their great speed and Flying ability - either by killing/hurting them or "chaffing" them by just flying next to them... they're also aesthetically pleasing to the eye as a bonus! ;)
This was very fun and interesting to listen to. I love Might & Magic in general, but am not a hardcore player of any of the Heroes games, but I do like playing some Heroes 3 maps then and again. With that said, I don't really know the ins and outs of how exactly the game is working except for the basics maybe, so the idea of using other factions' Heroes for your faction hasn't really come to me. Fortress and Dungeon are my main go-tos and I tend to love going Magic rather than Might. With that said, the Overlords are a biased favourite for me, along with Warlocks, Beastmasters and Witches, which makes me a little bit sad to see Witches so far down, but, to be fair, I never reflected over Fortress having such a bad magic-ability in general.. explains why Styx never really suceeded for me.. I love Manticores though, due to their venom, so it's hard to believe Manticores are as bad as you say, unless it's because of them being a higher tier creature (as you argued about any of the other specialties for higher tier creatures) and are very good at guarding the Medusa Queens (and allows for a second paralized hostile stack). I also never really reflected over the fact that all the Beastmasters have Armorer nor that they have such a high Defense stat... which makes Alkin pretty good, because he starts off with Offense or Wystan who starts off with Archery (for a faction with two ranged units) because Beastmasters should have a lower chance of getting any of the offensive skills, but starting with those two has guaranteed that they have at least one offensive skill... right? This tier list really makes me want to play any of the factions and use a Witch, a Druid or a Battle Mage or any of the more bad ones just because I can and find if I can at least do something fun with them, only because they are bad... except that I really don't like the idea of ever playing Stronghold, haha
Thanks for the thoughts Ganema! There are so many ways and levels to enjoy the game and these are really just my views. Stronghold is one of the hardest to play (for me anyway)
Witches are good because they are highly likely get water magic and with it you can use teleportation spell which fortress has highest chance out of all factions to get. It helps you to teleport units over all obstacles including walls = hydra in. Battlemages are most leveled heroes in game. Most of the time you will see them to have almost leveled stats like for example 4-4-4-4 or 5-5-5-5 or 6-6-6-6 so you will have always solid caster with good support for your units.
@@petervlcko4858 I didn't realise water magic and water spells had a higher chance of appearing for the fortress, that's very interesting! Same with how battlemage levels
@@ganema9 there is certain chance for each spell to appear in certain town for example you can consider yourself very very unlucky if you play inferno and do not get blind, teleport for fortress. In such a cases it’s like guaranteed you will have them. With other spells it different chances and for each town varies. 🙏
Outside of the starting primary skills, battlemage is likely the best class overall. All but one is very viable. If you have a few knowledge boosts around your town, outside of the very top tier heroes of other classes, a battlemage is likely going to be an equal or better pick than the other hero. The worst class is witch. They only have a 5% chance to get attack when they level up until level 10. Unless you have quite a few buildings around your town to boost attack, your units will do little damage. Also, they have a high probability to learn the useless skills.
Thanks diggin, the best place I think is still the case to get it is on GoG, buy the HoMM3 Complete version, not the official HD one. Then go and download the community HD patch sites.google.com/site/heroes3hd/ From there if you want more modernisation I would recommend the Horn of the Abyss community expansion, this is what I'm playing on at the moment
There are several issues with this list. Firstly you're not distinguishing between main and side heroes. For example Solmyr is an absolutely amazing main hero whereas Alamar is an amazing side hero, just level him to get advanced Scholar and use him to teach everyone else Resurrection. Alamar as a main hero still works of course but Scholar is a wasted stat on a main hero, Resurrection specialty is still amazing of course. So Jeddith would be much better than Alamar as the main hero of a Dungeon player but for non Dungeon and non Necropolis players Alamar is absolutely the MVP side hero. Or for example all those gold/resource/estates specializations which are very much wasted on a main hero but ideal on side heroes. Secondly you're putting way too much emphasis on the starting stats and not none on actual stat gain via level up which is far more important as well as the chance of learning the various different skills which is another huge factor. Same deal with the starting spell(s), which is relevant in the early game of course but not much beyond that as there are many different ways to learn spells in this game. I also question your skills evaluation, for example Artillery and Ballista which are dogshit skills to be honest but you're rating them quite highly for whatever reason. Similarly in the discussion of main vs side heroes, skills like scouting are amazing for side heroes but rather wasted on the main hero. Sorcery is nice on paper but just doesn't do enough in practice to be worth the skill slot, as there are better alternatives out there. So all those Sorcery heroes(Sandor, Malekith, etc) are worse than you give them credit for, Solmyr being the obvious exception as his Chain Lightning specialization is simply insane and does work incredibly well with Sorcery, especially with his high knowledge(both base and growth). You're also very inconsistent in your evaluations, they're all over the place and seem to be without rhyme nor reason, just pulling numbers out of thin air. Like why would a none Necropolis faction want Sandro or any of the other Necropolis mages as a foreign hero? They don't care about Necromancy, the stats aren't exceptional and if they don't learn Wisdom soon enough(not too likely but can still happen) they become outright useless. Having a high chance of learning Earth Magic is great, but you didn't talk about it at all in your evaluation. Lastly, did you forget that you can select your starting hero when selecting your town...? Custom maps aside, this is the standard, so why have you completely ignored this quite crucial aspect, being the only hero you're guaranteed to see in your game and very likely to be your main, or at the very least secondary, as opposed to side, hero? Wizards as a whole aren't particularly good because they naturally gain way too much knowledge to the point where you're limited by your actual turns rather than mana, and their spell power is lower than other mages as a result. However Solmyr is 1 of the absolute best starting heroes in the entire game, so if you're playing as the Tower unless you're intentionally handicapping yourself or play on a map/setting where you can't choose your starting hero, than you're picking Solmyr! That means other Wizards are only relevant as secondary/side heroes as are all the Alchemists, as none of them are as good as Solmyr either. Same deal with the other superstar starting heroes that you're a fool if you don't select them and they make everyone else irrelevant when it comes to the main hero discussion.
Hi Owl, wow a lot to unpack there thankyou for the comment. You're right and there are a billion other variables that could have been weighted in the evaluation. To explain a bit more, I play mostly random maps with random everything, because I don't want the same experience with whatever busted hero over and over, I want a fresh challenge each time. So yeah of course I would take Solmyr when choosing but I tend to randomise where-ever possible. In terms of side vs main I think in my mind there was an implicit sort of weighting where I am counting secondary value quite highly, more than it might seem when watching. In a random context it can be the case that I'm not even sure who my main hero is going to turn out to be so the lines get blurred there too. Also, I am leaning heavily on what the hero brings me out of the gate as opposed to what skills they're likely to be offered over time because in a random setting what really counts is snowballing as quickly as possible with what you have to hand in the early game, not tuning the perfect late game God-hero. This is why Alchemist finds its way pretty high compared to where most folk would put them. I love starting free ballista guys for this same reason but otherwise do not love Artillery as a skill on its own. I do like Ballistics as a skill way more than the community does and that is a known deviation of mine that many others have also opined/disagreed with me on across the channel. In hindsight I think you do have a point on the Necro heroes and in reality I probably won't prioritise a L1 necromancer outside the Necro as much as this score implies. Thanks for the constructive tone man and taking the time I hope this helps explain myself a bit.
@@paulgoes5494 It does, though it's unfortunate this explanation isn't at the beginning of your videos to put them into their proper context. In a sense your setting and all the Jebus Cross videos here on TH-cam actually have a lot of similarities, in that they focus heavily on the early game snowball. Thus heroes that are good for the Jebus Cross map like Luna, Galthran, etc, should also be very good for your setting for the same reasons, though of course in your case you can't actually select them as your starting hero. In any case, your random starting hero fits precisely into my category of choosing to handicap yourself in terms of the starting hero choice, in which case I'm just wondering whether you've considered not going random but also not going for the OP heroes but intentionally picking a different hero that brings something to the table? For example starting with the above mentioned Galthran in Necropolis playthroughs which you didn't rank particularly highly in your own rankings but is actually the top tier Necropolis hero for Jebus Cross precisely because of his Skeleton specialization enabling the Skeleton power stack. Or instead starting with a lesser hero like one of the gold/estates/resource specialization ones fully acknowledging that this hero is not going to be your main but that s/he will at least be useful to your strategy rather than a complete dead weight. Still achieves the same purpose of not using the same OP heroes every time but does give a bit of direction and purpose to your game, as hero selection is still part of the strategic aspect of this game. As far as not knowing who your main hero is going to be, I fully understand the sentiment given your preferred setting. However if you delay this decision for too long than you end up with no main hero at all which is worse than having a bad main hero. It absolutely does help explain certain choices that you made in these rankings but I still think that attribute and skill progressions are incredibly important for your main, as well as secondary heroes at the very least. After all those level 1 stats really don't remain relevant for long and 1 more or less attribute in any of the stats isn't going to be the determining factor in whether you manage to snowball the early game or not. Knowledge is the closest in that regard if you're relying on spells early on(be them damage or buff/debuff spells) but you still generally don't need it right at level 1 for the very first fight in the game, thus as long as the hero's class has a good enough chance of leveling up knowledge than it will do just after a few level ups which are very quick and easy to achieve early on from easy battles alone. This also makes skills progression even more important in my eyes, not less, precisely because you're not guaranteed to start with a good main hero that you can build knowing what his progression will be like. Some skills like Wisdom and Earth Magic Specialization are simply so incredibly powerful for all heroes(might and magic alike) that choosing a class that is likely to learn these skills makes a significant difference, and the sooner you find your main hero and start building him up the stronger your position gets. I also really don't understand your stance of might heroes not needing anything magic related at all, like your rant about the Stronghold/Fortress heroes who only have access to level 3 guilds of magic. There are so many ways to learn spells in this game, from items(artifacts, scrolls, etc) to random map occurrences to conquering other towns with mage guilds, something that you will be doing in every single playthrough mind you.
I feel like druids should be a little bit higher just due to their innate potential as support heroes. They make abysmal mains but their tendency to roll logs, pathfinding, and earth magic in addition to the innate wisdom makes them very versatile side heroes.
No way, alchemists are terrible. Torasor is the only ok alchemist. Piquedram is only acceptable due to his troop start. What do you like about alchemists?
Fair points Vore! There was a kind of hidden weighting I realised I was applying without telling you guys something like "mostly main, a chunk of second, a bit of runner" and like you I just find them bad at Maining
Well it's what you get for your money up front, Torosar 1122, Tactics, 4 magic arrows and a ballista definitely the best example. They can start anywhere in the empire and on any week and be good for you
I think that inferno is misunderstood. I lean to focus with them on magic and hero primarily. And go for spell power as quickly as i can. I will give you idea. Just level 2 tower is enough. Get rushka you do not like get to on effrets and not run for devil. Get high spell power and throw away slow units. Rushka can learn spells so once you get some hero from your town or other just learn them. He is very quick with effrets and will cast spells with high damage. You can argue that demoniacs or heretics do not have knowledge but you have easy access to units which cause splash damage or imps stole mana for you. It’s funny to me but inferno is most surrealistic faction in game and imo need to be played a bit differently. It has most chaotic way to get where need to be and is counter intuitive but once you get a bit into their system you can be very efficient. Rushka is good here because gives to effretty one more hex in battlefield and if you are on lava surface it is effectively to more speed for them you do not throw this away and if you have one or two stupid artifacts you can easily have them have three more hexes of speed. He is demoniac so is very likely that he get logistics and offense both of those works wonder for effrety like for power so speed on map of adventure. For heretics applies the same you do not have as much knowledge but you should get mysticism. Take it any time there is reason why they get it. It’s for early start you have to have blind or lighting bolt and smash it as much as you can especially lighting bolt. Effrety are resistant to fire spells and to magic bolt another goodie. With speed and strong casting you should level floor with shooters other armies which are not resitstant to magic and good stats from demoniac like rashka increase power of your effrety. I know i talk much about them but you can take them fairly quickly because they do not ask for so much mercury. Then it is easy to spread over the map and take other towns or artifacts. Spell power is the thing in inferno and imo needs to be exploited even so it is a bit counter intuitive because they lack knowledge. One proper light is better than 4 weak ones, blind reduces power of counter attack again good for inferno troops and it’s dependent on spell power how long it lasts. Like I said inferno is chaotic but beautiful to play because of that.
The most important thing in this game is mobility. So, the heroes that have high chance to get logistics, air and earth magic are the best. Everything else is optional.
i am a very casual heroes 3 player (and play just Sod , no multiplayer - so as i said...extremely casual) , but are beastmasters really that bad ? Personally i always thought tazar is an extremely strong hero , and most of the creatures they specialize it can become power stacks easily via external dwelings. I also like more defense in the early game waaay more , since it makes all units tankier and therefore easier to farm power stacks with them. But again , i have no clue what im saying here.
some beastmasters are really good, drakon is good as starting hero (at least in hota since in hota he is guaranteed to start with 3 gnoll stacks) as starting with huge amount of gnolls + armorer + deffensive stats makes him one of the best heroes for dealing with banks. alkin is also good hero, even tho gorgon speciality isn't that good starting with offense and armorer is really impactful. tazar is very situational on some templates he is good but on some templates you'd rather avoid him. one issue with tazar that many beginners tend to overlook is fact that he starts with one advanced skill which makes him more rng dependent, when he hits lvl 2 you are beeing offered expert armorer and some random skill to choose from, if you'll go for armorer then hitting lvl 3 forces you to choosing one of 2 new beginner skills, if none of those is good you just wasted one of your skill slots
Hi mihai, your opinion is just as relevant as mine! The game is for everyone not just the uber-optimisers and greatest PvP pros (which I am not one of either by the way). I'm ok with 8th spot, better than average. I think I value attack more than defense for a Might hero early on but that's just me
@@paulgoes5494 as the 2nd guy said , early armorer + defense is great for taking early banks or starting to farm power stacks in my very limited experience. I know that offense feels better , but at times the ability to just not die is really important. And it can lead snowball quite fast , that's why i expected beastmasters to be higher on the list. But as i said , i'm a very casual heroes player , so i could be completly wrong here
@@paulgoes5494 Any chance you’d do a semi-blind playthrough? I’d really love to see you check them out. I’d be really cool to see your reaction to the faction. They sounds very different than a standard faction
I don't understand why the devs choose to have them start with different amount of skill point. They should all start with 6 spread among the skills to make sense & be fair.
Hey gigi I'm a PvE guy mainly, like you I'd be keen to hear thoughts from PvP players. I would imagine the 'closeness' of the rankings around mid tier might stretch out quite a lot, with a lot more pushing in by the strong and superstars into foreign factions
Crag Hack wants to know your location 🙂
Please continue with your ranking vids! I’d love to see a town ranking
Thanks discreet! My only concern is that I would be talking for 6 hours :)
we need that!@@paulgoes5494
@@paulgoes5494perfect
@@paulgoes5494it’s a deal!
@@paulgoes5494The more information the better if u got around to do it sometime it would be great 👍
Biggest problem with Navigators? None of them have Navigation XD
Good for them tho XD
Octavia and Rashka have Scholar because this skill is a racial skill for genies/efreets. Like all elves have their racial skill archery (dwarves - resistance, humans - leadership, troglodytes - offence, minotaurs - tactics etc). Such a rule does not apply for only one category of heroes - might heroes from inferno who are not efreets.
I never remotely made that connection! Yet another layer of flavour filled awesomeness at play in this game the whole time, beyond my ken. Thanks for the comment!
Two categories actually : Conflux elementalist. Brissa & Aenain are genies, Ciele & Gelare are Elves, Grindan & Inteus are dwarves and Labetha and Luna are humans. You're welcome.
Also, in case of human, I wouldn't call that a racial skill, considering the number of humans who don't have leadership.
@@kur0shir060 The racial rule works only for might classes. For mages they applied another common rule - they all have wisdom (except necromancers - another rule). They could not use the racial rule for magical classes in addition to wisdom because we would have a lot of heroes with the same starting skills. And also for barbarians and beastmasters they applied a different rule. So in summary all the heroes, except some demoniacs, have one of their skills based on some rule (race or something else). And in addition about the racial skill - Gelu is half human, half elve, and he has leadership and archery.
@@Eranikus Indeed, that's my bad.
I think there are 2 more important factors you should be taking into consideration while ranking heroes
1. how likely are they to get good/bad skills while leveling for example planeswalkers are most likely to get offense, demoniacs and battlemages have highest chance to get logistics offered to them, overlords, planeswalkers and beastmasters also have very high chance to roll logistics. on the other hand alchemists are more likely to have learning offered to them than any other class.
2. you are looking at starting stats of heroes but I'd argue stats they get as they progress are also very important, for example battle mages have 30% to get +1 atk, 20% to get +1def, 25% chance to get +1 power and 25% for knowledge, that makes them relatively balanced heroes, barbarians on the other hand have 55% chance to get attack while leveling causing them to have rather specific stat distribution.
Excellent points toothy; I did think about this (particularly your second point) but by applying the extra criteria I was worried about rambling way too long, plus they weren't swinging it enough to make me change the ordering. The other obvious dimension is what KIND of hero - a main? a second? a runner? In isolation this would move things a lot, eg I think Elems win 1st if we were only ever talking Main
@@paulgoes5494 Necromancers have a really high chance of learning Earth Magic. That's an absolute must, no?
@@Komatik_ meh. slow certainly is useful but i dont think it's necessary. i've played a bunch of cove pve maps without slow (devil is in the detail, element land etc) as anabel
Only just watched your last three ranking videos over the past couple days, how good is the timing for the new video!!
Perfect timing for a new upload!! I needed some HoMM content tonight =)
If you want to win in a most general sense, any template, any map, you pick Crag, Tazar, Gundula, Mephala or Neela :-) As for the classes, you want magic you go Elementalist, Warlock or Wizard (Necro is really good but they've got Necro). You want might you go Barbarian, Beastmaster or Overlord :-) Simple as
What about Luna?
@@hover-goat7740 Luna requires real skill with Luna specifically, if you have it, she's incredible
Nice video mate! If you choose to do something similar in the future, you can also factor in hero class progression. Namely, how likely are they to roll good/bad secondary skills and how their primary skills develop. I know it would be an even longer marathon than this one, but would give us a more comprehensive picture. Hope you do more tier lists in the future.
Thanks mighty! Yes keeping the time down was an objective so I didn't touch too much on those elements even though they are very relevant
Great content as always. Keep up the good work!
Damn, just recently thought if you would make this video and here it is, thank you for the vid!
Overlord are CRUSHING elementalist late game, like really, it's disrespectful how much they destroy them.
They are MIGHT (which is an advantage late game because more attack is king and defense queen, while knowledge won't give you much past some point, and except on some spell (namely, Implosion & Armageddon, which, for the later, conflux can't get naturally), power also fall down in use in late game while attack shine more and more as it's added % damages to all your units), plus, they are the class who have the EASIEST access to most of the busted skills in the games overall. And even if their magic skills drop chances are low, remember, you're being offered wisdom every 6 level if you don't have it already (3 level for the rare cases of magic heroes who don't start with it), and an elemental magic skills is dropped every 4 levels for might heroes if non have dropped for that long (3 for magic heroes). Considering that, the fact that overlord Don't have access to water magic is litteraly a buff for them as, on that instance, it's now an 1/3 chance to get the magic you want, in place of a 1/4 chance (Earth magic and air magic are busted. Fire magic? Dungeon is one of the only faction who can get Armageddon, and THE faction with the highest chance to have it, plus it works wonders with berserk, specially if your opponent try to protect his ranged unit... how about they all go mad at each others and not only loose their turn, but actively help your opponent at the same time? Oh, and if you affect all remaining ennemy unit, your opponent can stop playing as he can't even launch ANY spells. And blind, well, admitedly, blind is one of the best spell in the game without fire magic already, but fire magic still make it even better and allow some cheeses too). The only "limitation" of overlord is that, because of their speciality, most of them aren't that amazing outside of Dungeon. But Gunnar and Damacon ? Oh boy, Damacon have a supporting skills but overlords are so easy to level up as main heroes that you probably wouldn't see the difference.
On the other hand, elementalist getting an elemental magic as conflux is a painful joke, and most likely an intentional NERF (except in case of brissa and Luna who can abuse it to max out their busted signature spells early on) because Conflux have access to, well, MAGIC UNIVERSITY, a building who basically give you any of the magic any hero can learn for 2k gold, which is basically almost a level up (except for a +1 on a stats), but ONLY if you don't have it already. In that case, having it already is a NERF because it deprive you from a "free level", basically. Outside of conflux, if you luck out brissa, take it. If you luck out Luna week one, take it. The others are meh. Except gold. Gold is always gold.
So yeah, no, Elementalist don't destroy overlord late game, it's quite the reversal, elementalist can't benefit as much as overlord from their own factions specificities, and the small bonus they have is mandatorily compensated by the game leveling mechanics already. In fact, it's probably early game where the best conflux heroes can hope to match the overlord, because they don't have that much atk bonus, and, well, starting a fight with all your unit gaining between +6 and +9 speed with Brissa at level 3 (if a little lucky) is busted, specialy when your unit don't have an attack/defense gap with your opponent.
Hey there, many thanks for the thoughts! I don't tend to weigh the university very heavily as I tend to play zero resource starts where it often isn't worth making the investment. I found it pretty hard to choose in the end, sounds like there's a clear winner in your view!
@@paulgoes5494 On low size map, it isn't worth, on G size map (with HotA), trust me, it IS worth the investment, even in impossible, because it allow you to have heroes with less variable no matter their origin faction.
And, in term of leveling, Overlord are usually viewed as the best heroes in the game, because of their ability to gather both Logicstic, Tactics, Offense, Armorer and even Archery on a relatively normal basics. It's pretty hard to get stuck with a bad skill with an overlord.
And if you see who are considered the "best" heroes in the game, they usually have one of thoses skills as a speciality. Usually, Crag Hack is viewed as the strongest heroes because of offense speciality + being a barbarian, maximizing the damage output of all his units.
Brilliant ranking vedios. You have really helped me to start playing the game. Looking forward to what you do next 😊
Thanks Sean
The Earth Elemental specialty is surprisingly good. Doubling their damage output makes them perfectly usable, and because they can be summoned we also get a respectable lategame "spell specialty".
You missed a few things when ranking the classes. Each class has slightly different chance to get each secondary skill and some restricted secondary skills. Also, although a lot less important in my opinion, each class has different odds of of what primary skill they get on level up.
Hi Adam, I did consider talking about these aspects but decided that the video would be too long if I applied the extra criteria, also I would have been looking over at the wiki too much. The other dimension not talked about is whether we are debating a main hero, a secondary or a courier, which changes the order around depending on how you weight that
Attack is +5% while defense is -2.5% for the first point over and every next point is less so attack scales a lot better as a primary start plus for clearing the map it's better to deal more damage anyway and avoid taking any damage. Barbarians get the most attack before 10 and get no water magic (which is good, worst school magic). They're clearly spot 1 as online games show (and Crag Hack is the best hero scaling with levels) maybe except for death knights but those get there only because of necromancy.
Hey thanks for the input! I'm keen to see what the PvP people think; with the fast starts and scaling, tier 5 spells unlocked at the start and what have you. I'm a PvE player really and with zero starting resources which I think influences which ones I'm the most keen on
@@paulgoes5494 I wasn't talking about those very fast templates like duel, the meta in those can favor spellcasters sometimes depending on the patch. This more applies to regular templates like Jebus Cross or 8xm12a (which is a template already available in the game by default).
I’ve been playing since it came out. Crag Hack is always my go to. Expert earth magic for slow and you’re unstoppable
Honey, wake up! A need video drops !
I've watched your tier list vids and this one and I think you're extremely underestimating the value of Pegasi in Rampart and this reflects on your verdict on Aeris. They're fast and reasonably priced flyers with a high growth rate of 5 and a special ability especially nice and useful in a small-ish map in the early game. Their biggest value is their incredible Speed stat which allows them to hunt down ranged units and give you the initiative (in the early game before everyone gets the super fast Tier VII's) to cast that first crucial spell. They're also useful in sieges as flyers of course... I realize their stats ain't the best but still... I think you're exaggerating how "bad" they are.
Aeris' specialty somewhat makes up for their weak statline and the speed boost makes them even better at their niche role. Scouting is a good ability especially in HotA when playing multi in a random map. He's actually a p. good Hero. I wish he also had the exception to start with Tier IV troops like Bron and HotA's Illor and Todd though! :(
Hi Xeno sorry I read this and then forgot to log on and reply. Interesting take! I think you are the first Pegasi upvoter across the videos but I respect that view :) I have in all fairness certainly gotten value from that high speed myself at times over the years
I'm always going to rate a fast flyer (even if they have weak stats) higher than a slow walker which are the absolute worst units in this game unless they have some excellent special ability that makes up for their sucky-ness like the Dendroids' Binding Roots. This is why I also disagreed with your unit tier list putting Dwarves (which are the worst Rampart unit IMHO) higher than Pegasi. Also, think of it this way: if Dendroids are the ones to protect your Elves (the key unit for Rampart) from melee threats (along with the Centaurs - an additional layer of defense), Pegasi are the ones that can protect them from ranged threats (early-mid game before you can get dragons or other towns' stuff) with their great speed and Flying ability - either by killing/hurting them or "chaffing" them by just flying next to them... they're also aesthetically pleasing to the eye as a bonus! ;)
Cool vid man- Shout out for pronouncing it 'Awn-ya'!
Hey thanks Dave!
Great ranking! I'd have both necro hero classes lower, I avoid them most of the time when playing any other town.
They are terrible when playing any other town, however they are by far the best when leading their own troops
This was very fun and interesting to listen to. I love Might & Magic in general, but am not a hardcore player of any of the Heroes games, but I do like playing some Heroes 3 maps then and again. With that said, I don't really know the ins and outs of how exactly the game is working except for the basics maybe, so the idea of using other factions' Heroes for your faction hasn't really come to me.
Fortress and Dungeon are my main go-tos and I tend to love going Magic rather than Might. With that said, the Overlords are a biased favourite for me, along with Warlocks, Beastmasters and Witches, which makes me a little bit sad to see Witches so far down, but, to be fair, I never reflected over Fortress having such a bad magic-ability in general.. explains why Styx never really suceeded for me.. I love Manticores though, due to their venom, so it's hard to believe Manticores are as bad as you say, unless it's because of them being a higher tier creature (as you argued about any of the other specialties for higher tier creatures) and are very good at guarding the Medusa Queens (and allows for a second paralized hostile stack).
I also never really reflected over the fact that all the Beastmasters have Armorer nor that they have such a high Defense stat... which makes Alkin pretty good, because he starts off with Offense or Wystan who starts off with Archery (for a faction with two ranged units) because Beastmasters should have a lower chance of getting any of the offensive skills, but starting with those two has guaranteed that they have at least one offensive skill... right?
This tier list really makes me want to play any of the factions and use a Witch, a Druid or a Battle Mage or any of the more bad ones just because I can and find if I can at least do something fun with them, only because they are bad... except that I really don't like the idea of ever playing Stronghold, haha
Thanks for the thoughts Ganema! There are so many ways and levels to enjoy the game and these are really just my views. Stronghold is one of the hardest to play (for me anyway)
Witches are good because they are highly likely get water magic and with it you can use teleportation spell which fortress has highest chance out of all factions to get. It helps you to teleport units over all obstacles including walls = hydra in. Battlemages are most leveled heroes in game. Most of the time you will see them to have almost leveled stats like for example 4-4-4-4 or 5-5-5-5 or 6-6-6-6 so you will have always solid caster with good support for your units.
@@petervlcko4858 I didn't realise water magic and water spells had a higher chance of appearing for the fortress, that's very interesting! Same with how battlemage levels
@@ganema9 there is certain chance for each spell to appear in certain town for example you can consider yourself very very unlucky if you play inferno and do not get blind, teleport for fortress. In such a cases it’s like guaranteed you will have them. With other spells it different chances and for each town varies. 🙏
@@petervlcko4858 Thank you for the insight, I will definitely keep that in mind
Outside of the starting primary skills, battlemage is likely the best class overall. All but one is very viable. If you have a few knowledge boosts around your town, outside of the very top tier heroes of other classes, a battlemage is likely going to be an equal or better pick than the other hero.
The worst class is witch. They only have a 5% chance to get attack when they level up until level 10. Unless you have quite a few buildings around your town to boost attack, your units will do little damage. Also, they have a high probability to learn the useless skills.
Hey Adam thanks for the thoughts, that's the first upvote for BMage! Maybe I was too mean to them
i enjoyed this one too... Thanks mate !
I think i will play this game one day. can you get it on steam?
Thanks diggin, the best place I think is still the case to get it is on GoG, buy the HoMM3 Complete version, not the official HD one. Then go and download the community HD patch sites.google.com/site/heroes3hd/
From there if you want more modernisation I would recommend the Horn of the Abyss community expansion, this is what I'm playing on at the moment
i'm not fond of GOG. I appreciate your quick answer though, thanks bro.
Keep having fun, as i'm sure you are :D
Yay! He's alive! Does it mean we get to expect more H3 gameplay soon?
Hey BAM, not sure when the next one will be as I start new job next week and they are quite time intensive
@@paulgoes5494 that's a shame! But good luck on your new job! Hope everything works out!
Tier-list **exist**
This dude:
My elementalists eat overlords for breakfast, lunch and dinner.
Slow is not amazing, its mandatory. You value starting slow too low
There are several issues with this list. Firstly you're not distinguishing between main and side heroes. For example Solmyr is an absolutely amazing main hero whereas Alamar is an amazing side hero, just level him to get advanced Scholar and use him to teach everyone else Resurrection. Alamar as a main hero still works of course but Scholar is a wasted stat on a main hero, Resurrection specialty is still amazing of course. So Jeddith would be much better than Alamar as the main hero of a Dungeon player but for non Dungeon and non Necropolis players Alamar is absolutely the MVP side hero. Or for example all those gold/resource/estates specializations which are very much wasted on a main hero but ideal on side heroes. Secondly you're putting way too much emphasis on the starting stats and not none on actual stat gain via level up which is far more important as well as the chance of learning the various different skills which is another huge factor. Same deal with the starting spell(s), which is relevant in the early game of course but not much beyond that as there are many different ways to learn spells in this game.
I also question your skills evaluation, for example Artillery and Ballista which are dogshit skills to be honest but you're rating them quite highly for whatever reason. Similarly in the discussion of main vs side heroes, skills like scouting are amazing for side heroes but rather wasted on the main hero. Sorcery is nice on paper but just doesn't do enough in practice to be worth the skill slot, as there are better alternatives out there. So all those Sorcery heroes(Sandor, Malekith, etc) are worse than you give them credit for, Solmyr being the obvious exception as his Chain Lightning specialization is simply insane and does work incredibly well with Sorcery, especially with his high knowledge(both base and growth). You're also very inconsistent in your evaluations, they're all over the place and seem to be without rhyme nor reason, just pulling numbers out of thin air. Like why would a none Necropolis faction want Sandro or any of the other Necropolis mages as a foreign hero? They don't care about Necromancy, the stats aren't exceptional and if they don't learn Wisdom soon enough(not too likely but can still happen) they become outright useless. Having a high chance of learning Earth Magic is great, but you didn't talk about it at all in your evaluation.
Lastly, did you forget that you can select your starting hero when selecting your town...? Custom maps aside, this is the standard, so why have you completely ignored this quite crucial aspect, being the only hero you're guaranteed to see in your game and very likely to be your main, or at the very least secondary, as opposed to side, hero? Wizards as a whole aren't particularly good because they naturally gain way too much knowledge to the point where you're limited by your actual turns rather than mana, and their spell power is lower than other mages as a result. However Solmyr is 1 of the absolute best starting heroes in the entire game, so if you're playing as the Tower unless you're intentionally handicapping yourself or play on a map/setting where you can't choose your starting hero, than you're picking Solmyr! That means other Wizards are only relevant as secondary/side heroes as are all the Alchemists, as none of them are as good as Solmyr either. Same deal with the other superstar starting heroes that you're a fool if you don't select them and they make everyone else irrelevant when it comes to the main hero discussion.
Hi Owl, wow a lot to unpack there thankyou for the comment. You're right and there are a billion other variables that could have been weighted in the evaluation. To explain a bit more, I play mostly random maps with random everything, because I don't want the same experience with whatever busted hero over and over, I want a fresh challenge each time. So yeah of course I would take Solmyr when choosing but I tend to randomise where-ever possible.
In terms of side vs main I think in my mind there was an implicit sort of weighting where I am counting secondary value quite highly, more than it might seem when watching. In a random context it can be the case that I'm not even sure who my main hero is going to turn out to be so the lines get blurred there too. Also, I am leaning heavily on what the hero brings me out of the gate as opposed to what skills they're likely to be offered over time because in a random setting what really counts is snowballing as quickly as possible with what you have to hand in the early game, not tuning the perfect late game God-hero. This is why Alchemist finds its way pretty high compared to where most folk would put them. I love starting free ballista guys for this same reason but otherwise do not love Artillery as a skill on its own. I do like Ballistics as a skill way more than the community does and that is a known deviation of mine that many others have also opined/disagreed with me on across the channel.
In hindsight I think you do have a point on the Necro heroes and in reality I probably won't prioritise a L1 necromancer outside the Necro as much as this score implies. Thanks for the constructive tone man and taking the time I hope this helps explain myself a bit.
@@paulgoes5494 It does, though it's unfortunate this explanation isn't at the beginning of your videos to put them into their proper context. In a sense your setting and all the Jebus Cross videos here on TH-cam actually have a lot of similarities, in that they focus heavily on the early game snowball. Thus heroes that are good for the Jebus Cross map like Luna, Galthran, etc, should also be very good for your setting for the same reasons, though of course in your case you can't actually select them as your starting hero. In any case, your random starting hero fits precisely into my category of choosing to handicap yourself in terms of the starting hero choice, in which case I'm just wondering whether you've considered not going random but also not going for the OP heroes but intentionally picking a different hero that brings something to the table?
For example starting with the above mentioned Galthran in Necropolis playthroughs which you didn't rank particularly highly in your own rankings but is actually the top tier Necropolis hero for Jebus Cross precisely because of his Skeleton specialization enabling the Skeleton power stack. Or instead starting with a lesser hero like one of the gold/estates/resource specialization ones fully acknowledging that this hero is not going to be your main but that s/he will at least be useful to your strategy rather than a complete dead weight. Still achieves the same purpose of not using the same OP heroes every time but does give a bit of direction and purpose to your game, as hero selection is still part of the strategic aspect of this game.
As far as not knowing who your main hero is going to be, I fully understand the sentiment given your preferred setting. However if you delay this decision for too long than you end up with no main hero at all which is worse than having a bad main hero. It absolutely does help explain certain choices that you made in these rankings but I still think that attribute and skill progressions are incredibly important for your main, as well as secondary heroes at the very least. After all those level 1 stats really don't remain relevant for long and 1 more or less attribute in any of the stats isn't going to be the determining factor in whether you manage to snowball the early game or not. Knowledge is the closest in that regard if you're relying on spells early on(be them damage or buff/debuff spells) but you still generally don't need it right at level 1 for the very first fight in the game, thus as long as the hero's class has a good enough chance of leveling up knowledge than it will do just after a few level ups which are very quick and easy to achieve early on from easy battles alone.
This also makes skills progression even more important in my eyes, not less, precisely because you're not guaranteed to start with a good main hero that you can build knowing what his progression will be like. Some skills like Wisdom and Earth Magic Specialization are simply so incredibly powerful for all heroes(might and magic alike) that choosing a class that is likely to learn these skills makes a significant difference, and the sooner you find your main hero and start building him up the stronger your position gets. I also really don't understand your stance of might heroes not needing anything magic related at all, like your rant about the Stronghold/Fortress heroes who only have access to level 3 guilds of magic. There are so many ways to learn spells in this game, from items(artifacts, scrolls, etc) to random map occurrences to conquering other towns with mage guilds, something that you will be doing in every single playthrough mind you.
I like elementalists better than overlords, but in general more or less accurate list. Barbarians tho should be higher.
I feel like druids should be a little bit higher just due to their innate potential as support heroes. They make abysmal mains but their tendency to roll logs, pathfinding, and earth magic in addition to the innate wisdom makes them very versatile side heroes.
No way, alchemists are terrible. Torasor is the only ok alchemist. Piquedram is only acceptable due to his troop start. What do you like about alchemists?
Fair points Vore! There was a kind of hidden weighting I realised I was applying without telling you guys something like "mostly main, a chunk of second, a bit of runner" and like you I just find them bad at Maining
Well it's what you get for your money up front, Torosar 1122, Tactics, 4 magic arrows and a ballista definitely the best example. They can start anywhere in the empire and on any week and be good for you
@@paulgoes5494 that's really fair. Torasor is a very solid hero. I've never been upset about having to main him
I think that inferno is misunderstood. I lean to focus with them on magic and hero primarily. And go for spell power as quickly as i can. I will give you idea. Just level 2 tower is enough. Get rushka you do not like get to on effrets and not run for devil. Get high spell power and throw away slow units. Rushka can learn spells so once you get some hero from your town or other just learn them. He is very quick with effrets and will cast spells with high damage. You can argue that demoniacs or heretics do not have knowledge but you have easy access to units which cause splash damage or imps stole mana for you. It’s funny to me but inferno is most surrealistic faction in game and imo need to be played a bit differently. It has most chaotic way to get where need to be and is counter intuitive but once you get a bit into their system you can be very efficient. Rushka is good here because gives to effretty one more hex in battlefield and if you are on lava surface it is effectively to more speed for them you do not throw this away and if you have one or two stupid artifacts you can easily have them have three more hexes of speed. He is demoniac so is very likely that he get logistics and offense both of those works wonder for effrety like for power so speed on map of adventure. For heretics applies the same you do not have as much knowledge but you should get mysticism. Take it any time there is reason why they get it. It’s for early start you have to have blind or lighting bolt and smash it as much as you can especially lighting bolt. Effrety are resistant to fire spells and to magic bolt another goodie. With speed and strong casting you should level floor with shooters other armies which are not resitstant to magic and good stats from demoniac like rashka increase power of your effrety. I know i talk much about them but you can take them fairly quickly because they do not ask for so much mercury. Then it is easy to spread over the map and take other towns or artifacts. Spell power is the thing in inferno and imo needs to be exploited even so it is a bit counter intuitive because they lack knowledge. One proper light is better than 4 weak ones, blind reduces power of counter attack again good for inferno troops and it’s dependent on spell power how long it lasts. Like I said inferno is chaotic but beautiful to play because of that.
This is a fun graphic
You should play the campaigns, be intresting to see the choices you make.
Hey mini thanks! Been a very long time might give that a go :)
The most important thing in this game is mobility. So, the heroes that have high chance to get logistics, air and earth magic are the best. Everything else is optional.
Wisdom for lvl 5 spells
Crag, Tazar, Solmyr, Sorsha, Vidomina
i am a very casual heroes 3 player (and play just Sod , no multiplayer - so as i said...extremely casual) , but are beastmasters really that bad ? Personally i always thought tazar is an extremely strong hero , and most of the creatures they specialize it can become power stacks easily via external dwelings. I also like more defense in the early game waaay more , since it makes all units tankier and therefore easier to farm power stacks with them. But again , i have no clue what im saying here.
some beastmasters are really good, drakon is good as starting hero (at least in hota since in hota he is guaranteed to start with 3 gnoll stacks) as starting with huge amount of gnolls + armorer + deffensive stats makes him one of the best heroes for dealing with banks. alkin is also good hero, even tho gorgon speciality isn't that good starting with offense and armorer is really impactful. tazar is very situational on some templates he is good but on some templates you'd rather avoid him. one issue with tazar that many beginners tend to overlook is fact that he starts with one advanced skill which makes him more rng dependent, when he hits lvl 2 you are beeing offered expert armorer and some random skill to choose from, if you'll go for armorer then hitting lvl 3 forces you to choosing one of 2 new beginner skills, if none of those is good you just wasted one of your skill slots
Hi mihai, your opinion is just as relevant as mine! The game is for everyone not just the uber-optimisers and greatest PvP pros (which I am not one of either by the way). I'm ok with 8th spot, better than average. I think I value attack more than defense for a Might hero early on but that's just me
@@paulgoes5494 as the 2nd guy said , early armorer + defense is great for taking early banks or starting to farm power stacks in my very limited experience. I know that offense feels better , but at times the ability to just not die is really important. And it can lead snowball quite fast , that's why i expected beastmasters to be higher on the list.
But as i said , i'm a very casual heroes player , so i could be completly wrong here
Dunno if you’ll see this, but did you see the new faction mod for HotA? Factory
Hey Discreet, yeah I've seen all about it - exciting times!
@@paulgoes5494 Any chance you’d do a semi-blind playthrough? I’d really love to see you check them out. I’d be really cool to see your reaction to the faction. They sounds very different than a standard faction
I don't understand why the devs choose to have them start with different amount of skill point. They should all start with 6 spread among the skills to make sense & be fair.
Eagle Eye much better in HoMM2 and like... I still don't take it.
What about pvp playing? Keeping in mind grinding matches and if one goes might and the other magic heroes, like to hear your thoughts about this
Hey gigi I'm a PvE guy mainly, like you I'd be keen to hear thoughts from PvP players. I would imagine the 'closeness' of the rankings around mid tier might stretch out quite a lot, with a lot more pushing in by the strong and superstars into foreign factions
He put Alchemist where?!
finally.
Elementals secondaries are made utterly redundant by the magic University.