Talk:Minotaurs/@comment-189.221.46.157-20130817015138/@comment-5395153-20130830171237

As a pure-spellcasting hero, melee should be avoided most of the time (unfortunately that means spellcasters won't be able to do the melee levels in the Campaign until they're a very high level). Eventually, a lot of spellcasters will be able to beat the close combat levels by using powerful spells and Mana Potions.

Fire Missile's accuracy is determined by the hero's Combat score in the same way spells like Hand of Flame so it's probably a good idea to invest in a bit of Combat.

If I built a Minotaur Pyromancer (which had some reliance on items), I'd invest skill points into a bit of Ferocity (get to 20 since projectile accuracy doesn't improve past that value), then I'd dump the rest into Pyromancy and maybe splash a little bit into Fire Missile. With Stat points I'd spam it all into Intelligence, especially so if I had Fire Missile since melee combat would be a rare occurrence.

A melee Pyromancer could work though, a lot of the damage spells (like Fire Ring and Pillar of Flame) require the hero to be in fairly close proximity to enemies.