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Thread: General Skill Trees - First Thoughts

  1. #1
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    General Skill Trees - First Thoughts

    So, general skill trees are up and I'm really excited to see what people get out of them.

    Strider487 made this graphic detailing them: https://snag.gy/YeM7OZ.jpg. Numbers are at level 1; everything just doubles and tripples except Hostile Takeover which goes 600->400->200.

    My first thoughts:
    • Manuscript tier might be good for clearing your island, but only Overrun seems decent past that point - I feel like Juggernaut isn't worth much since all the generals that deal meaningful damage have splash.
    • Confident Leader + Jog will cut down on attack time quite a bit and might make some new blocks possible - and, though it'd be quite an investment, garrison annex on tavern generals might make some blocks a bit safer too.
    • Cleave seems bad - there's pretty much no point where you need elite soldiers to do more damage. First Aid looks promising but I think the numbers don't add up - that is, I think you'll save more than 6% with garrison annex + weekly maintenance.
    • For elite troops, Master Planner is pretty much just a 5% damage increase - but it does make damage much more predictable. An Anslem with Master Planner and elite troops makes the only uncertainty how much Ans himself will hit for.
    • Some really good stuff for Nus sacs - increasing bowman and lb damage, plus decreasing heal time, all in the lower tiers. Might also be a good place to use First Aid - you recover units even if you lose the battle.
    • QM general speed seems way better than unit capacity - unless you need exactly between 1000 and 1250 troops from your QM when you first start, speed outpaces real fast.
    • Garrison annex is incredible for everything, but I think the CoA generals will make the most use of it, particularly Anslem - 10% more units for him.

    All in all, some great stuff that will make pretty much every guide that exists suboptimal. But it's going to take a whole lot of bookbinder time to get there anyway.

  2. #2
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    Looking at the link, Overrun is a must. Not sure what would be best to take for the lowest tier. Seems like Confident Leader and Navigation Crash Course would be the only 2 things most people would take on the next tier. Jog and Battle Frenzy wins out on the next tier. I'd say Garrison Annex and then First Aid for the next level. 1-Up is the weakest of the top tier. I'm not sure Bounty Hunter would amass many coins for people. The others would depend on the general. For the high damage generals, Lightning Slash would probably win. Otherwise, Master Planner would probably be best.

  3. #3
    Mayor EpsilonSilver's Avatar
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    How do we test it without manuscripts?
    I have 2 manus, 1k tomes and 299k codex.

  4. #4
    Settlers Guide Evil_J's Avatar
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    (copy paste from test server forum (: )

    I like the skill tree, dont think i would change anything
    Its not really the end of guides, ill upgrade my gens and post pics of the skills i choose for those that want to follow my guides, also for most people it will take a LONG time to upgrade gens....and theres always the old guides that will be there, the skills improve attacking capacities so if you send the old combo it will work, probably save some troops even.

    But theres a few skills we've to be careful with, for example 'Jog' is the most perfect example, if you make your gens walk fast, gotta make ALL your gens walk faster or it can mess up a block.

    I basically made 2 skill setups, one for attacking gens (majors, coa, mmas) and other for blockers (taverns, mods). Vets and bhgs i use almost only for sacs, so they fit in the attacking group, the important part only is to get the Jog skill on them so it doesnt mess blocks.....


    Attackers:



    Blockers:



    Notes:
    - Applying 'Jog', 'Annex', 'Navigation crash course' to all gens, making them faster and higher cap;
    - Careful with blocking gens, i like blocks to be as simple as black&white, so no skills that give a chance of this and that, keep the attack power as old school as possible;
    - Not using all books for blocking gens, dont need anything else so im saving some books
    - All of this is subject to change so dont kill your brains just yet

  5. #5
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    Good thing there is a manuscript recipe. I have a fair amount stored up already, if only I didn't keep getting new specialists.

    I assumed they would make everything walk faster and not just in between destinations, but if all you have to do is book everything, that seems reasonable enough.

    1-Up is pretty useless on most generals, but if I put it on 6 MMAs and Nusala that I'm just killing off repeatedly, that's like having 12 MMAs.

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    Cleave seems bad - there's pretty much no point where you need elite soldiers to do more damage.
    Iono, AM will benefit from that massively. I know many of us have whined that their incredible dmg is wasted on weakest targets since they rarely have much HP....with that you can sink armies and makes the need for Besiegers almost obsolete as they become essentially the same unit, with the major differences being their initiative and their meatshields, where Besiegers run off better than AM due to K having more HP than Marksman. Vargus won't ever need anymore Besiegers at all...?

    For elite troops, Master Planner is pretty much just a 5% damage increase - but it does make damage much more predictable.
    Since Elite troops all have 90% accuracy and that will pretty much make it 100%, aka full dmg _always_. Been more thinking about old units for this skill mostly tbh,can't tell (lack of math skills ) if it really is just "5%" more dmg or if that greatly flucuates or not.

    Looking at the link, Overrun is a must
    Thinking of Cavalry yes, thinking of Knights....not so much. Imo heavily dependant on the Gens you have, if you can heavily MMA sac, this skill becomes less useful overall (just going by personal examples where I have MMA/Major combo that works just fine for blocks to R losses only). Still gotta take a better look at that overall as I obviously havent messed around with it yet.

    - Careful with blocking gens, i like blocks to be as simple as black&white, so no skills that give a chance of this and that, keep the attack power as old school as possible;
    Wouldn't Master Planner arguably be more reliable to have overall? With Elite units you can do perfect sims, with old troops it should be more or less be the same in terms of reliability (save that all current blocking numbers would pretty much void themselves until revised). Not made on my mind on this skill just yet for Taverns.

  7. #7
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    Ceruhe, about cleave...
    Quote Originally Posted by BB_Vierauge View Post
    Cleave is only affecting the normal unit named "Elite Soldier".
    ... cleave is bad.
    One army. Pretty please.

  8. #8
    Mayor EpsilonSilver's Avatar
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    No manuscripts= no testing.

  9. #9
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    I can't see this ever being relevant to me. I have had no luck getting the manuscript recipe despite many tries, so am limited to what I can produce in the bookbinder - 2 books a day. At 5 manuscripts per tome and 2 tomes per codex, that means a grand total of one codex per week that I can produce. Most of my explorers and geologists still have no books on them and at this rate they never will. Introducing another set of specialists requiring books is just plain discouraging for me.

  10. #10
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    Agree this is interesting development but even as a longtime player im not putting one "book" on a general till all 20+ xps are fully booked. Because of the way events are run thats probably even more important for newer players. You will gain more from having lots of XPS and having them booked fully.

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