Best abilities for each primary role
Sept 21, 2017 5:01:28 GMT
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kanue, best75, and 6 more like this
Post by soonerjbd on Sept 21, 2017 5:01:28 GMT
I've been thinking about which abilities are most useful for each role. It's too simplistic to rank them because they often work in tandem and can be exploited in different ways. That said, here are my picks for the best ability choices for tank, artillery and naval generals, in no particular order. Picks for other roles to come.
Tank abilities
- Panzer Leader
The damage boost scales, and it can make a tank general hit like a nuke. I've had hits of 400-plus with Manstein and Guderian. I know I said I'm not ranking, but the leader skills seem to be the best in the game.
- Armored Assault
Boosts damage by up to 48 percent with medal. Combining it with other damage boosting abilities makes it even more effective.
- Blitzkrieg
High HP of stacked heavy tanks combined with the ability to avoid retaliation up to 90 percent of the time with medal means your knockout punching tank general can live forever.
- Rumor
Most useful on enemy generals or high HP units like carriers, cruisers and super tanks. Maxed out, you get a 75 percent chance to lower morale. This reduces the enemy's damage. The effect stacks and works with flanking. Two hits plus flanking completey disables the enemy. It won't matter on enemies that you are one-shotting, but it is very useful for taking out tough generals or beefy units in heavily fortified cities.
- Explosives
A 40 percent damage boost when attacking cities. Stacks with other damage boosting abilities. Combining with Panzer Leader and Armored Assault can give you ridiculous damage output.
- Plain Fighting
Still the most common terrain. The 25-point damage boost can be bumped to 37 with medal. Combine with other damage boosting abilities for massive damage output.
Honorable mention
- Crossfire
You shouldn't be taking that many hits with your tank general, but when you do, Crossfire ensures the enemy will regret it by boosting your retaliation damage by 30 percent when maxed.
- Tide of Iron
Only kicks in at under 50 percent health, but it is useful for late game conquests.
- Jungle Fighting
Much more common terrain than in WC3, but plains are still more common and facilitate mobility.
Artillery Abilities
- Artillery Leader
Once again, this gives you the potential for massive damage output as often as 60 percent of the time with a medal boost. Combine with other damage abilities to increase effect.
- Accuracy
Additional 30 percent damage with artillery at max, up to 48 percent with boost from medal. Because this is a percentage boost and not a flat numerical boost like with terrain abilities, it gives you more damage the higher your artillery skill and other bonuses get. It is thus more valuable on better generals.
- Explosives
Additional 40 percent damage on stronghold units at max level. This burns down fortifications and garrison units very quickly.
- Rumor
Up to 75 percent chance to lower enemy morale. You can switch this out for flat damage boosts if you wish, but it is a very useful skill when attacking enemy generals or tough units. Note that the effect will only trigger on the main target when used by a general in rocket artillery. It will not lower morale on units that take splash damage.
- Plain Fighting
A flat 25 damage bonus when fighting on plains. Can be bumped to 37 with medal boost.
- Jungle Fighting
A flat 25 damage bonus when fighting in forests/jungles. Because forests and jungles are one terrain type now, this is more valuable.
Honorable mention
- Artillery Barrage
Flat damage boost when your health falls below 50
percent. Ideally you won't be taking too many hits with your artillery units, but this has utility in conquests, particularly later in the game.
- Machinist
Health recovery for tank and artillery units. Not your best option, but has some use, particularly in conquests. Because artillery units have lower HP, you can potentially use this skill to get an artillery commander back in the fight, particularly if you camp him in a city with the field hospital improvement.
Naval Abilities
- Fleet Leader
Like the other leader skills, vastly improves damage output when it triggers, up to 40 percent at max level.
- Rumor
Arguably even more useful than Fleet Leader because of the nature of naval battles. Unlike land battles, naval engagements are slugfests where it takes multiple turns to down a unit like a cruiser, even if you have a top quality general in the fight. Lowering morale decreases the enemy's damage, and at three morale hits the enemy becomes confused, which is effectively a two-turn stun. The stun can be maintained indefinitely as long as Rumor continues to hit once every two turns. Flanking combined with two hits with Rumor achieves this in one to two turns, which can be useful even on a cruiser with no enemy general attached. It is vital when dealing with an enemy naval commander. I like to pair up two naval commanders with Rumor for quick stun locks on tough naval units. You are then free to attack with any other unit without fear of counter-attacks.
- Sailor
Naval generals are quite likely to be taking hits because of the prolonged nature of naval battles. Boosting counter attack damage is very useful.
- Wolfpack
Flat damage boost for surrounding units up to 20 at max level. Naval engagements tend to involve multiple ships in close quarters, so this is a useful skill that improves the damage of multiple supporting ships if you are positioning well.
- Explosives
Damage boost of up to 40 percent at max level against stronghold units. Cruisers will often be your best means of taking out coastal artillery and other fortifications, so this skill is beneficial.
Honorable mention
- Entrenchment
Damage reduction from enemy artillery also triggers when attacked by cruisers or destroyers. It's not the best skill out there, but there are fewer must-have skills for naval commanders.
- Depot ship
Up to 15 hp recovery per turn at max level. It's just not enough to make a big difference in most circumstances. Unlike ground units, you can't park naval units in a field hospital to increase this effect. Stacked naval units also tend to have massive amounts of HP.
Tank abilities
- Panzer Leader
The damage boost scales, and it can make a tank general hit like a nuke. I've had hits of 400-plus with Manstein and Guderian. I know I said I'm not ranking, but the leader skills seem to be the best in the game.
- Armored Assault
Boosts damage by up to 48 percent with medal. Combining it with other damage boosting abilities makes it even more effective.
- Blitzkrieg
High HP of stacked heavy tanks combined with the ability to avoid retaliation up to 90 percent of the time with medal means your knockout punching tank general can live forever.
- Rumor
Most useful on enemy generals or high HP units like carriers, cruisers and super tanks. Maxed out, you get a 75 percent chance to lower morale. This reduces the enemy's damage. The effect stacks and works with flanking. Two hits plus flanking completey disables the enemy. It won't matter on enemies that you are one-shotting, but it is very useful for taking out tough generals or beefy units in heavily fortified cities.
- Explosives
A 40 percent damage boost when attacking cities. Stacks with other damage boosting abilities. Combining with Panzer Leader and Armored Assault can give you ridiculous damage output.
- Plain Fighting
Still the most common terrain. The 25-point damage boost can be bumped to 37 with medal. Combine with other damage boosting abilities for massive damage output.
Honorable mention
- Crossfire
You shouldn't be taking that many hits with your tank general, but when you do, Crossfire ensures the enemy will regret it by boosting your retaliation damage by 30 percent when maxed.
- Tide of Iron
Only kicks in at under 50 percent health, but it is useful for late game conquests.
- Jungle Fighting
Much more common terrain than in WC3, but plains are still more common and facilitate mobility.
Artillery Abilities
- Artillery Leader
Once again, this gives you the potential for massive damage output as often as 60 percent of the time with a medal boost. Combine with other damage abilities to increase effect.
- Accuracy
Additional 30 percent damage with artillery at max, up to 48 percent with boost from medal. Because this is a percentage boost and not a flat numerical boost like with terrain abilities, it gives you more damage the higher your artillery skill and other bonuses get. It is thus more valuable on better generals.
- Explosives
Additional 40 percent damage on stronghold units at max level. This burns down fortifications and garrison units very quickly.
- Rumor
Up to 75 percent chance to lower enemy morale. You can switch this out for flat damage boosts if you wish, but it is a very useful skill when attacking enemy generals or tough units. Note that the effect will only trigger on the main target when used by a general in rocket artillery. It will not lower morale on units that take splash damage.
- Plain Fighting
A flat 25 damage bonus when fighting on plains. Can be bumped to 37 with medal boost.
- Jungle Fighting
A flat 25 damage bonus when fighting in forests/jungles. Because forests and jungles are one terrain type now, this is more valuable.
Honorable mention
- Artillery Barrage
Flat damage boost when your health falls below 50
percent. Ideally you won't be taking too many hits with your artillery units, but this has utility in conquests, particularly later in the game.
- Machinist
Health recovery for tank and artillery units. Not your best option, but has some use, particularly in conquests. Because artillery units have lower HP, you can potentially use this skill to get an artillery commander back in the fight, particularly if you camp him in a city with the field hospital improvement.
Naval Abilities
- Fleet Leader
Like the other leader skills, vastly improves damage output when it triggers, up to 40 percent at max level.
- Rumor
Arguably even more useful than Fleet Leader because of the nature of naval battles. Unlike land battles, naval engagements are slugfests where it takes multiple turns to down a unit like a cruiser, even if you have a top quality general in the fight. Lowering morale decreases the enemy's damage, and at three morale hits the enemy becomes confused, which is effectively a two-turn stun. The stun can be maintained indefinitely as long as Rumor continues to hit once every two turns. Flanking combined with two hits with Rumor achieves this in one to two turns, which can be useful even on a cruiser with no enemy general attached. It is vital when dealing with an enemy naval commander. I like to pair up two naval commanders with Rumor for quick stun locks on tough naval units. You are then free to attack with any other unit without fear of counter-attacks.
- Sailor
Naval generals are quite likely to be taking hits because of the prolonged nature of naval battles. Boosting counter attack damage is very useful.
- Wolfpack
Flat damage boost for surrounding units up to 20 at max level. Naval engagements tend to involve multiple ships in close quarters, so this is a useful skill that improves the damage of multiple supporting ships if you are positioning well.
- Explosives
Damage boost of up to 40 percent at max level against stronghold units. Cruisers will often be your best means of taking out coastal artillery and other fortifications, so this skill is beneficial.
Honorable mention
- Entrenchment
Damage reduction from enemy artillery also triggers when attacked by cruisers or destroyers. It's not the best skill out there, but there are fewer must-have skills for naval commanders.
- Depot ship
Up to 15 hp recovery per turn at max level. It's just not enough to make a big difference in most circumstances. Unlike ground units, you can't park naval units in a field hospital to increase this effect. Stacked naval units also tend to have massive amounts of HP.