If there’s one thing I really despise about the Talent Trees it’s that so many talents refer to specific troop types. How many classes have the Forest talent tree? Six of them. And how many of those are of the Elf troop type? Two of them. Let’s take a look at the Level 70 Talent Row for those six classes.
Archer - Elf
Forest 70 Elven Sentries All Elves gain 1 Magic and Attack at the start of a battle.
Wind 70 Child of Sky 25% chance to summon a Heronath when an ally casts a spell.
Cunning 70 Dodge 30% chance to dodge Skull damage.
Barbarian - Orc
War 70 Bloodthirsty Become enraged on 4 or 5 Gem matches.
Forest 70 Elven Sentries All Elves gain 1 Magic and Attack at the start of a battle.
Storms 70 Lightning Strike Explode 1 Yellow Gem on 4 or 5 Gem matches.
Orbweaver - Elf
Forest 70 Elven Sentries All Elves gain 1 Magic and Attack at the start of a battle.
Shadow 70 Dark Venom Poison a random Enemy when matching purple Gems.
Morale 70 Inspiration All Allies start battle with 15% Mana.
Shaman - Tauros
Forest 70 Elven Sentries All Elves gain 1 Magic and Attack at the start of a battle.
War 70 Bloodthirsty Become enraged on 4 or 5 Gem matches.
Light 70 Lightbringer Gain bonus Yellow Mana from Yellow Gem matches.
Sunspear - Raksha
Forest 70 Elven Sentries All Elves gain 1 Magic and Attack at the start of a battle.
Water 70 Water Mastery Gain bonus Blue Mana from Blue Gem matches.
Fire 70 Firebringer Gain bonus Red Mana from Red Gem matches.
Warden - Beast
Forest 70 Elven Sentries All Elves gain 1 Magic and Attack at the start of a battle.
Guardian 70 Banishment Dispel all enemies on 4 or 5 Gem matches.
Cunning 70 Dodge 30% chance to dodge Skull damage.
Now let’s go through which talents make sense for each class. For Archer, the level 70 talent gives 1 Magic and 1 Attack to possibly the entire team. You could also take the Dodge, probably a better option, if you’re going to be frontlining to take advantage of Bullseye (15% chance for Skull damage to be lethal). The Heronath summon is a Stryx/Mystic that creates a leafstorm and gives all allies Armor, boosted by Ally Stryx, which you probably only have one of at that point.
For Barbarian, it doesn’t make any sense to ever take Elven Sentries. I can’t imagine a team where you would choose the Orc Hero and take an Elf talent. The other two talents are pretty good alternatives.
Orbweaver it makes the most sense to take Elven Sentries (although Orbweaver should really be the Beast class and Warden should be Wargare). The other two talents are pretty trash. There’s no reason to poison anyone as Orbweaver, you’d want that maybe if you were playing Assassin (but even then I would take Dodge instead). The Morale is almost never taken because of King Avelorn (all elves start at 50% mana).
For Shaman, the best talent is undeniably Bloodthirsty, because the other two are worthless. You’re not going to be running Elves with Tauros, and there are a whopping 3 Tauros in the game that use Yellow mana, including Mongo who no one in their right mind would use. So that rules out Lightbringer.
For Sunspear, it’s definitely a toss-up between Firebringer and Firebringer, because no one is going to be taking the other two. Sunspear is used for basically one reason: Phoenicia, who relies on Sunspear’s Heatwave (Firestorm at every turn), and Phoenicia uses Red, but not Blue, mana. That doesn’t mean Water Mastery is bad, it just means Firebringer is good (and we’ll pretend Elven Sentries doesn’t exist).
And then there is Warden. Of all the classes that aren’t Elves who might have Elves on their team, this is probably the highest contender, because there are Elf/Beast troops. But Banishment is simply too good to take 1 Magic/Attack over. Banishment is basically a level 100 talent accessible at level 70. It’s extremely powerful. Entire enemy team has Barrier and is Submerged? Not anymore.
This is all a testament to the fact that most talents do not reflect the Hero troop type or teams they are a part of whatsoever – and this is just one talent. There are 119 talents across 17 Talent Trees. How many of those do you suppose refer to a specific troop type? 22 of them do:
# Matching Classes | # Classes | Talent Tree | Level | Talent Name | Description |
---|---|---|---|---|---|
1 | 6 | Arcane | 100 | Mystic Channel | All Mystics gain 2 Magic and Life when an enemy dies. |
1 | 6 | Cunning | 100 | Thieves’ Guild | All Rogues gain 1 Magic on 4 or 5 of a kind. |
2 | 6 | Death | 100 | Unholy Blessing | All Undead gain 2 Armor and Magic when an ally dies. |
1 | 7 | Guardian | 100 | Armor Plating | All Mech Allies gain 2 Armor per turn. |
2 | 6 | Life | 100 | Eternal Summer | All Fey Allies gain 2 Life every turn. |
1 | 6 | Light | 100 | Divinity | All Divine Allies gain 2 Life every turn. |
1 | 7 | Morale | 100 | Urska Major | All Urska Allies gain 1 Attack every turn. |
1 | 6 | War | 100 | Bull General | All Tauros Allies gain 1 Attack every turn. |
1 | 5 | Water | 100 | Aquatic Glory | All Merfolk allies gain 2 Magic when an enemy dies. |
1 | 7 | Wind | 100 | Stryx Commander | All Stryx allies gain 1 Attack every turn. |
3 | 6 | Forest | 70 | Elven Sentries | All Elves gain 1 Magic and Attack at the start of a battle. |
1 | 6 | Cunning | 40 | Goblin Friend | All Goblins gain 2 Attack. |
2 | 7 | Storms | 40 | Titanic Surge | All Giant Allies gain 1 Life and Magic. |
2 | 5 | Stone | 20 | Dwarven Armor | Gain 4 Armor for each Dwarven ally. |
1 | 7 | Wind | 20 | Celestial Currents | All Centaur allies gain 1 Magic. |
1 | 7 | Morale | 10 | Royal Armoy | All ally Knights gain 2 Armor. |
1 | 5 | Shadow | 5 | Shadow Scales | All Naga Allies gain 1 Armor every turn. |
3 | 5 | Chaos | 1 | Daemonic Rage | All Daemons gain 1 Attack. |
1 | 6 | Fire | 1 | Feline Fury | All Raksha gain 1 Attack and Life. |
What is going on with these talents? Look at the level 100 talents where 6-7 classes have these talent trees, but only 1-2 of those classes have the corresponding troop type. Sentinel is the only Urska troop type, but who would ever take Urska Major over Fortitude? And any other class with Urska Major (Bard, Dragonguard, Knight, Orbweaver, Warlord, and Warpriest) would never take it. But then you run into utter chaos with situations like Warpriest’s Level 100 talent choices:
Talent Tree | Level | Talent Name | Description |
---|---|---|---|
Light | 100 | Divinity | All Divine Allies gain 2 Life every turn. |
Morale | 100 | Urska Major | All Urska Allies gain 1 Attack every turn. |
War | 100 | Bull General | All Tauros Allies gain 1 Attack every turn. |
Lol… what?!
This is just sloppy design. Level 100 should be exciting no matter what class you’re playing. There should never be a situation where players feel like their choice at 100 is meaningless (and for some classes, it really is, as seen above). Here’s the really bizarre thing though… Divine Ishbaala is FROM Leonis Empire and is a Divine/Human. She has the trait Radiant Aura which starts all divines at 40% mana (because most Divines are Mythics with huge mana pools). Oddly enough, there are only two other Divines from Leonis Empire: Voice of Orpheus and The Devoted, both of which are also Humans.
The one class though that actually would want to take Divinity at 100 would be Priest, which is of the Divine troop type. There are 17 Divine troops from Whitehelm. That makes sense that if you were running a Whitehelm team with Divines, you’d give them and yourself 2 Life every turn (the other talents for Priest at 100 are god awful).
Of course, the head scratcher is that Holy St. Astra is a Divine/Human from Whitehelm, but she starts Humans at 50% mana. So if you’re playing as Warpriest and want to start at 50% mana, you need Holy St. Astra from Whitehelm. If you’re playing as a Priest and want 40% starting mana, you need Divine Ishbaala from Leonis Empire. Both are Divine/Humans, but your Hero is only either a Divine or a Human and only benefits from the Level 100 talent if you’re a Priest.
Makes total sense. Great design. /s