Ultimate Talent Optimization
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Most of experienced players already know how to select the right talents for maximum effectiveness. But for the newcomers, or the ones that wants to get the most out of their game, here are the few best talent selections combos.
There are other minor or less traditional builds but they are based on these common configurations. Feel free to experiment and test what fits your play style best!
1- Physical Carry / Tanky Bruiser talents
Fighter/Support(Default configuration)
Usage: Well round-robin configuration that works for every physical hero, carry or bruiser/tank. More effective for heavy mana users hero (like paladin) or on games with numerous larger scale team fights before reaching lvl 15, where that Support’s “Surprise” talent HP/MP boost provides a life-saving benefit. Tends to be a selection of choice for Rift map.
* These points that can be swapped with similar results
Fighter = 23
- Sharp = 5 (5 attack)
- Sharpen = 5* (attack per lvl)or Thump = 5* (3% critical rate)
- Armor busting = 5 (pierce through phy def)
- Find Weakness = 3 (crit rate per lvl)
- Fatal Damage = 1 (crit dmg)
- Siphon = 3 (harvest, can swap 1 point if required)
- Biting = 1 (1% enemy hp dmg bonus)
Support = 17
- Quickening = 5 (run speed)
- Any other tier 1-2 talent = 2Greed = 3 (cash on creep)
- Surprise = 3 (bonus HP/MP per lvl)
- Teamwork Pays = 1 (cash for heroes)
- Fortitude = 1 (reduce dmg when slow/stunned) (or any other tier 1-2-3 talent)
- Attack Command = 1* (1.5dmg bonus aura)
- Fast Learner = 1* (5% more xp)
Fighter/Guardian (Default configuration)
Usage: This build is the one of choice for Border Skirmish as levelling up in these smaller scale team fight makes the Surprise effect less valuable. And also, very good on URR map because you quickly reach lvl 15 as you gain XP per second. The defensive and HP bonus from that build improves significantly the resilience of the hero. The downside of this build is you might need to get back to base more to regen HP/MP.
Fighter = 23
- Sharp = 5 (5 attack)
- Thump = 5 (3% critical rate)or Sharpen = 5 (attack per lvl)
- Armor busting = 5 (pierce through phy def)
- Find Weakness = 3 (crit rate per lvl)
- Fatal Damage = 1 (crit dmg)
- Siphon = 3 (harvest, can swap 1 point if required)
- Biting = 1 (1% enemy hp dmg bonus)
Guardian = 17
- Strong = 5 (+hp)
- Toughness = 3 (phy def per lvl)
- Any other Tier 1-2 skill = 2
- Fast Healer = 3 (heal 35% more)
- Resilient = 3 (+9hp per lvl)
- Last stand = 1 (10% dmg reduc when low hp)
2- Mage Carry / Mage Support talents
Mage/Support (Default configuration)
Usage: Same as for fighter/support, this configuration really helps all mage based heroes through leveling up as they get bonus HP/MP from Surprise. Good on every map, but shines more on Rift (more large scale teamfight before reaching lvl15)
* These points that can be swapped with similar results
Mage = 26
- Fast Casting = 5 (5% CD reduction)
- Apprentice = 4 (CD reduction per lvl)
- Mana Adept = 1 (10% less mana per skill)
- Skill Penetration = 4 (Pierce through mag def)
- Accident = 3 (crit on creep)
- Skill Outbreak = 1 (crit on hero)
- Knowledge = 3 (Matk per lvl)
- Strike Back = 1 (Matk % increase when low 40%HP)
- Magic Feedback = 3 (leach)
- Death’s Embrace = 1 (10% more dmg on stun/slow target)
Support = 14
- Quickening = 5 (run speed)
- Any other tier 1-2 talent = 2
- Greed = 3 (cash on creep)
- Surprise = 3 (bonus HP/MP per lvl)
- Teamwork Pays = 1 (cash for heroes)
Mage/Guardian (Default configuration)
Usage: When the gameplay does not requires you to rely on Surprise effect, this is a really good choice. It gives bonus HP ad basic defense for improved resilience. And that Fast Healer is a nice cherry on the top.
* These points that can be swapped with similar results
Mage = 27
- Fast Casting = 5 (5% CD reduction)
- Apprentice = 4 (CD reduction per lvl)
- Mana Adept = 1 (10% less mana per skill)
- Skill Penetration = 5 (Pierce through mag def)
- Accident = 3 (crit on creep)
- Skill Outbreak = 1 (crit on hero)
- Knowledge = 3 (Matk per lvl)
- Strike Back = 1 (Matk % increase when low 40%HP)
- Magic Feedback = 3 (leach)
- Death’s Embrace = 1 (10% more dmg on stun/slow target)
Guardian = 13
- Strong = 5 (+hp)
- Toughness = 3 (phy def per lvl)
- *Any other Tier 1-2 skill = 2
- Fast Healer = 3 (heal 35% more)
Mage/Guardian (Alternate configuration)
Usage: By swapping few more points toward Guardian, this mage build reduce slightly the potential damage, but brings very valuable defensive tools in Resilience and Last stand. Very good on tanky mages like Horse, Guervus, Goroshia.
Mage = 23
- Fast Casting = 5 (5% CD reduction)
- Apprentice = 4 (CD reduction per lvl)
- Mana Adept = 1 (10% less mana per skill)
- Skill Penetration = 5 (Pierce through mag def)
- Accident = 3 (crit on creep)
- Skill Outbreak = 1 (crit on hero)
- Magic Feedback = 3 (leach)
- Death’s Embrace = 1 (10% more dmg on stun/slow target)
Guardian = 17
- Strong = 5 (+hp)
- Toughness = 3 (phy def per lvl)
- *Any other Tier 1-2 skill = 2
- Fast Healer = 3 (heal 35% more)
- Resilient = 3 (+9hp per lvl)
- Last stand = 1 (10% dmg reduc when low hp)
3- Pure Tanks talents
Guardian/Support (Default configuration)
Usage: This configuration is focused on the tanking ability. This is very effective on every map by every pure tank roles. It gives the best of all worlds (Surprise and resilience) but also ability to tank the towers (early-mid game tower diving).
Guardian = 24
- Strong = 5 (+hp)
- Toughness = 3 (phy def per lvl)
- Any other Tier 1-2 skill = 2
- Fast Healer = 3 (heal 35% more)
- Resilient = 3 (+9hp per lvl)
- Block = 4 (Reduce all dmg)
- Last stand = 1 (10% dmg reduc when low hp)
- Bastion of Defense = 3 (Reduce dmg from tower)
Support = 16
- Quickening = 5 (run speed)
- Any other tier 1-2 talent = 2
- Greed = 3 (cash on creep)
- Surprise = 3 (bonus HP/MP per lvl)
- Teamwork Pays = 1 (cash for heroes)
- Fortitude = 1 (reduce dmg when slow/stunned) (or any other tier 1-2-3 talent)
- Fast Learner= 1 (5% more xp)
Guardian/Support/Mage(Hybrid configuration)
Usage: Increasing in popularity for the pure tanks harassing the enemy like Valox and Donovac, this build gets the best from both Support (speed) and Mage (cooldown) and maximize thereafter all remaining points in guardian. A very strong substitute for the traditionnal Guardian/support when “Surprise” effect (from support tree) is not needed.
Guardian = 25
- Strong = 5 (+hp)
- Toughness = 3 (phy def per lvl)
- Any other Tier 1-2 skill = 2
- Fast Healer = 3 (heal 35% more)
- Resilient = 3 (+9hp per lvl)
- Block = 5 (Reduce all dmg)
- Last stand = 1 (10% dmg reduc when low hp)
- Bastion of Defense = 3 (Reduce dmg from tower)
Mage = 10
- Fast Casting = 5 (5% CD reduction)
- Apprentice = 4 (CD reduction per lvl)
- Mana Adept = 1 (10% less mana per skill)
Support = 5
- Quickening = 5 (run speed)
Guardian/Support(Born Rich configuration)
Usage: In some games, it can be very valuable to build for Born Rich talent. This one gives a bonus 150g, making it simpler for a tank/support hero to buy early wards. Less frequent build, this is still one great choice.
* These points that can be swapped with similar results
Guardian = 19
- Strong = 5 (+hp)
- Toughness = 3 (phy def per lvl)
- Any other Tier 1-2 skill = 2
- Fast Healer = 3 (heal 35% more)
- Resilient = 3 (+9hp per lvl)
- Last stand = 1 (10% dmg reduc when low hp)
- Bastion of Defense = 2 (Reduce dmg from tower)
Support = 21
- Quickening = 5 (run speed)
- Any other tier 1-2 talent = 2
- Greed = 3 (cash on creep)
- Surprise = 3 (bonus HP/MP per lvl)
- Teamwork Pays = 1 (cash for heroes)
- Fortitude = 2 (reduce dmg when slow/stunned) (or any other tier 1-2-3 talent)
- Defense Command = 3 (4.5def bonus aura)
- Fast Learner = 1 (5% more xp)
- Born Rich = 1 (150g at start)
Happy experimenting!
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