Guys, I'm really trying to make each of the basic character classes work as a starting hero. Scout is easymode, warrior is well doable when I get some armour on him and use him for tanking and commander is OK after he gets 3 levels or so and his army begins to dwarf that of your enemies.
But starting with a wizard hero? Shit, I just can't make this work. The level 1 spells just don't seem to pack enough punch to make up for him being squisher than dogshit and his tiny army being insufficient to keep him from getting smoked.
What exactly am I doing wrong here? I've managed to turn a wizard into Buttfuck McRapington when hired as my 2nd hero, but I just can't seem to make him work properly with the pissant level 1 spells. I'm trying for a summoner/necromancer type character using mainly "evil" units like barbarians and shamans as my hirelings. Tactical trips appreciated here.
I find the situation to be quite different with wizards as first hero being not only the best but also the most perspective and commanders sucking, warriors and scouts placing somewhere in between. What spell should you use? Only one first level - web and two level two - hallucinations and sleep. Thaumaturgy plus spell power and 3 berserkers is enough for a wizard to clear 3 minotaurs or 4 spiders or 4 basilisks and it can be safely done at level 3-4 of the hero, thus giving you massive level and gold advantage. All the strong high level units with massive attack stats have sucky resistance thus are your pray after you sleep and web them to fight only one at a time.
Lairs that wizard with web and sleep can easily clear: anything with basilisks, harpies, minotaurs, ogres, spiders and of course level one troops. Medusas are dangerous,a void like the plague - high resistance. In bad terrain you can fight cavalry armies. Avoid strong shooters, weak ones fall to hallucinations.
My current shard was very hard for me and I blame starting with commander hero. I changed him into priest but at level 17 he can cast... one second level spell. Wizard->commander seems way better since you get both 5 level creature slots AND 5 level spells.
Other spells I recommend: burn ammo (vs scout heroes), summon imp/hell hound/fiend/demon/devil (meatshields and devils/demons can pack quite a punch with summoning skill), basic heal (to maintain army in shape), astral energy (one for emergency purposes as a stamina giver and second turn enabler), raise ghoul (strong unit even without necromancy). Thats basically all, once you get more spells you can experiment a bit but those will carry you through the game.
Skills I recommend: spellpower (your bread and butter skill), thaumaturgy (dont focus on that unless you predict facing enemies with resistance in the range of 5-8 ie just enough to overcome with sleep/web), demonology (always good if you summon), wisdom (bonus xp AND spell slots? where is the hook?). Perfect mage for me is spellpower 3 wisdom 3 thaumaturgy 3 summoning 1 then multiclass into enchanter. Burn spells suck with the notable exception of incinerate as hero remover. Summon spells are very useful but not summon gargoyle - gargoyles suck a lot. Just stick to demons, mages wont be good anyway.