Might & Magic Heroes VII

Might & Magic Heroes VII

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XheadshotX Sep 9, 2015 @ 6:51am
haven - the basics
There are 3 types of might heros and 3 types of magic heros.

Might
1. Melisandre - knight
2. Yyris and Ymoril - paladin
3. Edrict and Serguei - vindicator

Magic
1. Orna - Confessor
2. Amilcar and Ella - Clerk
3. Wilhelm and Krysztoff - (forgot the name as https://mmh7.ubi.com/us/factions/haven is currently under construction)

When you level up your able to pick a new skill or ability. The 2 characters in the same class share the same abilities. The difference being that particular hero's ability that comes with them. For example Krysztoff's ability is +4 magic and Wilhelm is firebolt.


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This guide will focus more on the magic heros and specifically orna and wilhelm/krysztoff.

1. Orna - has heal adept skill - light magic notice and heal spell both when starting the game

Orna has 3 magic (magic power) and 3 spirit (mana pool and mana regen per day). What is good about this hero is Orna is a master in diplomacy. This means she can recruit armies to join for free with a high success rate thus growing your army very fast without taking any losses. Each rank novice, expert, master gives 15% chance and the embassy which can be constructed fairly early gives another 20% chance for a grand total of 65% chance.

Now you would still need an alternative in case you need to fight. I recommend light magic. There are 2 skills that are strong: 1. tier 1 - sunbeam - a direct single target nuke and 2. sunburst - a tier 3 spell that can sometimes kill entire armies with a single cast. Note that some monster are immune to light damage.

Right now diplomacy is very strong and if your able to recruit a large army early without taking any losses you could even recruit the most powerful monsters in the game if your lucky and gain access to some powerful artifacts.

Orna could also heal and resurrect fallen allies with the light magic abilities. Tier 4 is resurrection for example spell.

So if I was playing Orna I would max diplomacy first then max light magic 2nd. After that is really up to you. But anything that would give her more mana back per day or more magic/spirit would be ideal for combat. As a perk of diplomacy the master tier gives your town 25% growth of core creatures.

I would prefer to start the game going around camp and getting all the free experience I can to quickly get master diplomacy. And try to rush an early embassy for the full 65% recruit neutral armies option.

Also early on you want a hall of heros to recruit another hero and use that army to suppliment your own. Plus get some units from your town starting with ranged archers.

You want to take the sawmill and lumbermill first followed by gold mine if there is one. Or the taxcollector which gives 500g first week and 1000g after I belileve.

If you choose experience rather than gold, and hit up all the free shrines you can get master diplomacy very fast. After that I would focus on maxing out light magic.

In prime magic there is an early ability that gives you 40 mana back after combat and I recommend this.

You want to get your mage tower up so you can get that tier 3 light spell that can kill multiple armies in one turn. Avoid any army that is resistant to your magic spells if possible. You should be able to either recruit for free elite units and grow your army fast.

You could use only the best elite units in your army and give another hero your trying to level up the left over trash units. Or you could just use that other hero to hold extra units and supply your main hero with reinforcements.

Now another strong thing about Orna is her governor abilities. Its possible to max light magic and master diplo and use the rest for governor focused abilities.

Some strong governor abilities besides the already 25% growth rate of core creatures is economy, paragon, leadership, defense, and explorer. Most of these do not require too big of a point investment.

Economy has expert tier possible - decrease buildings gold cost 20 percent, plus 1 ore and wood production, can build 2 buildings per day, and add +1 advanced resouce.

Paragon - +30% experience
Leadership - +30 leadership
Defense - town protector core creatures +60 and +20 elite (this is your creatures that you have if your upgrade your fortifications it has 3 tiers)
Explorer - +10 faster movement speed

Now if you focus on governor most of these abilities would be available late game since your first 2 priorities are diplomacy and light magic. And if you focus a lot on governor your combat abilities would suffer a little.

So if I picked orna as starting hero I would focus diplomacy first then light magic. Then use rest trying to increase magic and spirit or mana back from combat. And trying to learn other magic schools and use her as a pure caster. But she does also have some good governor abilities that can be used as well.

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So if you don't want to go diplomacy route for easy troops and want to instead focus on magic firepower I would go with wilhelm or krysztoff. Lets look at each.

1.Wilhelm - firebolt +3 magic +4 spirit starting out. Yes he has fire bolt already!

2. Krysztoff - +4 magic on top of his base stats which are +3magic +4 spirit.

Krysztoff is stronger hero with +4 magic but he does not have the fire bolt spell. So if your lucky and build a mage tower and get fire bolt its best to have kysztoff. But its a gamble. Do you want luck or a sure thing? Because I like the sure thing I tend to go with Wilhelm.

Now I would try to again get all the free experience I can from shrines, treasure chests that are unguarded and rush tier 2 magic guild and focus on getting fire magic maxed as fast as possible with skills and abilities. Next I would focus on light magic. So of course thet school we pick in mage guild is fire focus. We get light spells already from being haven.

Main fire spells are firebolt lvl 1 and fireball lvl 3. As well as sunbeam tier 1 and sunburst tier 3 from lilght magic. Fire magic will do the most dmg but some enemies are immune. Also sunburst can kill several enemy stacks in one hit. Fireball does a 3*3 area so if enemies are clumped up this is the best option.

You can kill most armies with no losses and are able to build your army this way. A key item to get is scarlet spark its a tier 2 neck that gives +12 magic to fire spells. To help with mana regen and maximum mana you can get archmage codex which is tier 3 offhand that gives 8 spirit. These 2 items early and you can face roll most armies.

What I like about these heros is they have maxed out fire and light magic schools to master. After you get these 2 maxed out and a few points in prime for static +2magic/+2spirit buffs and 40 mana after combat I would focus on war machines. They can be upgraded to tier 5.

An upgraded tier 5 warmachine is like having another stack of abbots or priests in your army that can attack 3 times per turn. My army focuses on archers, basic melee unit that is set to defend at all times, as well as priests/abbots, and a ballista and healing sister.

Diplomacy is not guaranteed and sometimes you have to fight with orna for example not every army will join for free. So with this strategy you take the guaranteed fire bolt max fire and light magic and then warfare units for a devastating army.

Because I never lost any units hardly I had 1000melee units, 1000 archers, 200 priests by the time I was just hitting lvl 20 hero. And this is with a single town and only 1 small outpost giving me 7/7/7 a week extra.

With this hero you get access to the special firematle which is the tier above master fire as well as perfect warfare which allows tier 5 siege units. Plus light magic master.

For extra points I used in righteousness tree - the ability that allows the sisters of mercy to heal 2 turns per round. And in the prime magic tree notive for renewal 40 mana after combat and expert arcane exaltation 2 magic/2spirit.

My hero at lvl 20 had 24 magic 19 spirit 15 arcane knowledge and 190 mana pool with tons of artifacts. You could even kill some deadly battles fairly early on due to your superior magic ability. Be careful with some monsters that are immune to magic though.

I'm sure ella and amilcar are good as well but I just choose either orna or wilhelm/krysztoff if i'm going for a diplomacy focused game or a nuke game. And I have not tried out the might heros much yet. I will use the might heros more for my governors.

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diplomacy - increases chances neutral armies join you
paragon - increased experience for heros
destiny - can increase destiny which effects luck
leadership - can increase leadership which effects morale

master is the highest tier or 3rd tier
expert is the 2nd tier
notice is the 1st tier

1. Orna
master - defense, diplomacy, prime, righteousness, paragon, light
expert - explorer, leadership, economy, air

2. Amilicar and Ella
ella +2 magic +5 spirit and gets prime magic notice and renew ability for free at lvl 1
amilicar - +2 magic +5 spirit and gets tactician leadership novice and tactics ability

master- righteousness, light, prime, explorer, leadership, economy
expert- diplomacy, destiny, paragon, air magic

3. Wilhelm and Krysztoff
Wilheilm 3 magic 4 spirit - firebolt ability which is main fire nuke tier 1 spell
Krysztoff 3 magic 4 spirit - +4 magic is his starting ability which gives him +7 magic at lvl 1

master - righteousness, warfare, fire magic, light magic, offense, leadership
expert - explorer, destiny, prime magic, air magic

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governors

might heros
1. knight - melisandre - can max economy one tier above master which is very very awesome for great economy. Other governor skills are paragon - enlightened leader +30% experience and explorer - native terrain +10 movement speed
2. Paladin - Yyris and Ymoril - diplomacy - has one rank above master diplomacy which allows this hero to pass his buffs to all other towns! At master diplomacy core creature growth is 25%. This is another great hero option for governor. Especially if you have more than one city.

Other abilities available as governor: leadership - patriot +30 leadership; destiny - blessed ground +30 destiny, paragon - enlighted leader +30 experience

3. Vindicator - Edric and Serguei
Kinda lackluster here for governor abilities. But do have destiny +30, leadership +30, offense +8 might, and explorer +10 movement speed. For these abilities only takes a few points and might be a good option if you have a might hero as your main hero for the +8 might bonus. So far though the knight or the paladin sound like the best governors. Lets look at the other options shall we.

magic heros
4. Confessor Orna - we already discussed orna in depth ealier. Master diplo +25% growth core creatures, paragon +30% exp, leadership +30 leadership, defense - town protector core creatures +60 and elite creatures +20 in your towns defense towers, explorer +10 movement speed for heros, and expert economy. This hero has only expert economy but does has master diplomacy. As well as paragon, leadership, defense, explorer making her a strong governor even if she is a main hero.

5. Clerk - Amilcar and ella
Economy master. Economy master very strong. Also paragon +30% experience, leadership +30 leadership, explorer +10 movement speed, as well as destiny +30 destiny. Also a strong governor.

I do not go into wilheim or krysztoff's governor abilities b/c he has no points left for governor b/c he will be my main hero. After maxing light, fire, and warfare he has little to no points left over and picking up a few points in prime magic and one point in healing sisters under righteousness.

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Who do you think is the strongest governor? The strongest magic character? The strongest might character? What is your favorite build? Or strategy for the game?

Now there is an ability under paragon which is the experience tree that allows your hero to share his experience with other heros as well as teach them magic spells if they have the required pre-requesite rank ie novice, expert, master. If your main hero was somehow able to give a good chunk of experience to your other heros such as a governor who will be far behind in levels this would allow that governor to be very strong. Thoughts? Comments?

I did most of this as a guide on beta forums but since beta is over I decided to remake it here and I tried to do a guide but was unable to post as a guide. Thanks for your time. This is not a complete guide by any means. I just wanted to offer my thoughts and comments over the few days I played the beta as haven and the 2 strategies I went with. One was orna the diplomacy hiring armies for free strategy and the other was going with a fireball nuker like wilheim focusing on fire and light magic to kill enemies with spells and keeping my army safe.
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XheadshotX Sep 9, 2015 @ 7:03am 
Its Tyris not whatever I wrote. The paladin might hero. What I didn't or forgot to include in my governor discussion was he also increases the production of cavaliers and curassiers in town as his base ability. And Ymoril increases guardians and justicars production. And Edric increases wolves production and something else.

I would probally have to say either Tyris or Ymoril are the best governors. True no economy masters. But since they have master diplomacy and can affect all towns plus base creature growth from their passives. Plus leadership, destiny, and paragon to boost leadership, destiny, and experience.

With economy although its good you eventually don't gain anything from the -20 gold cost of buildings if your city is already build and cannot progress further. And the +1 ore and wood can be made up for with the earth spell that boosts ore and wood production.

I think an economy governor will start off better early game but late game having the extra military units from increased production over time could very well add several hundred more troops to your army which might be the difference in winning or loosing a battle. Plus if you have more than one city there is no question what heros are best for governor. If you have 4 or 5 cities all getting his buffs on top of the other governor buffs is very strong.

Just my thoughts. Oh if your wondering you can make a hall of heros and get a 2nd hero on your first turn. Give the army of that hero to your main hero and then drag your new hero into the top left portrait in your town granted he has a governor ability. You can then use this hero outside of town and keep him as governor.
XheadshotX Sep 9, 2015 @ 2:07pm 
some are calling the skill above master "grand master." the first 3 skills listed in the game from top left to right are these 3 skills. Each Haven hero has righteousness as grandmaster. Forgive me if spelling is incorrect. The center of the wheel is 3 skills per hero one of which is righteousnes. The other 2 are listed below for each hero.

might
1. knight - melisandre - economy/leadership
2.paladin - Yyris/Ymoril- defense/diplomacy
3. vindicator - Elric/Serguei - offense/warcries

magic
4. priest - amilcar/ella - light/prime
5. confessor - orna - light/paragon
6. inquisitor - krystoff/wilheim - fire/warfare
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Date Posted: Sep 9, 2015 @ 6:51am
Posts: 2