Spellforce Platinum Edition Trainer
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I have started the game with a melee hero, but now I feel like having your main hero being a melee fighter is a waste of hero potential. And it's not helpful that there is no way for me to respec my stats.
When you are attacking with an army, which is most often the case so far, you usually have plenty of meat shields that together will be more useful at tanking than your hero. Even if you have your hero tank and your army consisting of ranged units, your hero can't hold all of the enemy melee units from attacking your ranged units.
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Also, melee heroes don't seem to have much in terms of AOE or ranged abilities, and since only a handful of fighters may clash in melee at the same time, the hero will often not be able to do any damage because he is standing around waiting for an opening. Having a magic-based hero seems most worthwhile since you have access to many spells for extra utility and gameplay engagement. You can summon archer and fighter heroes that will do a good job at their tasks, but magic-based summons have way less spells that a main hero mage can have. What do you guys think? Any tips on continuing as a melee hero and being useful? I prefer the solo style of play, meaning I don't build a base in most missions, and for that style, a melee heavy weapons warrior is actually a much stronger choice than a mage. I've beaten the game with a solo elementalist and a solo necromancer before, and while they were both powerful, sometimes they were also tricky to play - spells consume a lot of mana, your character is rather frail, being surrounded means your spells are going to be interrupted, and high-resist enemies are nigh unkillable without support heroes.
Oct 05, 2013 SpellForce: Platinum Edition All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. SpellForce was one of the pioneers when it comes to genre mixing, because at that point very few developers have managed to pull it off. SpellForce - Platinum Edition is the definitive edition of the game, given the fact that it includes three expansion packs beside the original title.
Besides, running around in circles and waiting for the next regeneration tick is not exactly heroic, too. A heavy warrior with some light magic for heals deals a sick amount of damage without having to rely on any other resources. There are activatable abilities to make combat more engaging, too, and destroying enemy buildings becomes a much faster process thanks to a large blade/mace you're packing. So, I'd say that the choice of a hero comes down to your personal preference. Even if you play with an army, your hero still serves as a much better tank than generic units, thus allowing you to concentrate fire on sturdy bosses for longer periods of time. Some optional bosses in the game are powerful enough to decimate 70-80 normal units while resisting the entirety of your magic attacks, so you really NEED an actual tanky hero to handle them.
It becomes even worse in Breath of Winter, where strong bosses are no longer optional, heh. That's when a warrior comes to save the day. In terms of damage output per second a heavy weapons hero tops everything else, also you get to very high numbers in health points which also is a positive aspect, furthermore the dankest armor is also available for heavy duty players. My tip is to max out heavy weaponry and invest spare points in white magic since white magic consumes the least amounts of attribute points. Go for nature in white magic so you can summon the thorn shield, the enemy will get damaged everytime he hits you and recieve the stagger effect, on higher levels thorn shield yields insane damage output results while doing great stun combos if you hit hard and fast enough. A hero with this sort of skill set I described is a one man army and you don't have to babysit him as much as a sorcerer hero but instead you can push faster through enemy waves or camps simply because punching in the face of Brannigans followers does not have a cast time like all the damage spells.
And just in case you ever play a multiplayer match against someone else, if a good melee combat hero ever gets close to a caster the caster is done for in like 3 to 5 hits. Lip nailed it on pretty much everything described in terms of usability, adaptability and overall 'presence' in most fights. Add too that, if you decide to go the route of establishing bases and raising armies, a strongly-stated and well-geared melee fighter with high health, high AC and heavy damage output could act as a deterrent against those pesky scouting parties that, if left unchecked, can balloon into a rather nasty problem. Further still is that even with high stats, mages do not always come with a 100% guarantee of landing hits with spells due to most endgame enemies having massive magic resistance.