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Imho Hero Super abilities in this game are 95% of the time not worth it. This is mainly for 2 reasons

1. Super versions of the ability never really give full benefit and so are not even half as good as the normal one, because the game rounds everything down. Might gives +1 extra attack per level. Super Might +1.5 but on odd levels this gets rounded down.

2. It takes up a pick that could be used for another better ability that would prove of more use. For example Super Might would be better spent on either Agility or Constitution for more Defense or Hit Points both allowing for more survivability. Or BladeMaster for more damage getting through.

http://masterofmagic.wikia.com/wiki/Super_Abilities#Comparison

There are 2 main exceptions and they are Leadership and Arms Master.

Arms Master usually gives troops with the Hero +2 Exp per Hero level. This is increased to 3 per level with Super Arms Master so does not lose anything to rounding. Sadly this bonus is not that great to me as it's easy enough to have your guys start at Veteran and Elite already and Elite (120 xp) is the cap on normal troops. Even WarLord and Crusade just add 1 to whichever level they are on, they don't actually need more exp.

* NOTE - HEROES do NOT benefit from Arms Master ability themselves. Lol this would surely have helped when they have a 1k exp limit so of course it doesn't help :(
** NOTE - Normal Units (NOT HEROES) that have been Chaos/Black Channeled will still benefit from the Exp gained via Arms Master.


Super Leadership is the only really worthwhile Super Ability to have because it increased the 1/3 normal bonus to 1/2. Normally it gives bonus's every 3 levels, Super gives them every 2 so only needs 1 more level on your Hero to start it's usefulness. However since there are only 9 Hero Levels, Super Leadership reaches it's max bonus 1 level before Demi-God (max level) although I truly do not see this as a downside since It also improves Arrow, Rock, Thrown and Breath attacks by 2 which normal Leadership can never do.

Slingers love Super Leaders ;)

* NOTE - Leadership does NOT effect Fantastic (aka summoned) or undead Creatures.
* NOTE - Having 2 Heroes or more in the same army with Leadership does not help. Only the highest will be applied sadly :(
I agree. They're not worth it most of the time. Not only is your analysis correct, but consider that most heroes with super versions of their powers are not available until late in the game, by which time you've probably already got a powerful group of regular heroes. Super Armsmaster is not going to get your heroes from Super Hero to Demigod very much faster than they would get there on their own, and it only helps units that end a turn in the same stack, which limits the potential benefit to a maximum of eight regular units at a time. I don't know about you, but I never have stacks of one hero and eight regular units (unless maybe they're sitting in a city doing nothing, and that's not very helpful).

Stick with Amazon, Barbarian, Draconian, Magician, Orc Warlord, Wind Mage, and a few others. The priestess with Holy Word is well worth it if you're fighting Death wizards. The Chosen is always good too. You don't really need anything else. Of course maybe you get lucky somehow and get a champion early. Or maybe you get to the late game with some really bad heroes like the Dwarf. In that case I'd replace him with a champion.
Post edited January 13, 2014 by UniversalWolf
Surprise surprise: I disagree.

Different strokes, again. I play a hero-centric game, and as such skills such as Leadership and Arms Master are useless to me. Instead, I crave super skills that directly affect the bottom line, my end-of-game point totals: Legendary and Sage.

A super-legendary demi-god adds +40 fame, the equivalent of four Just Cause spells. And a super sage allows me to either research faster or (much more likely) allocate more points toward boosting my spell skill by as much as possible.
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TwoHandedSword: Surprise surprise: I disagree.

Different strokes, again. I play a hero-centric game, and as such skills such as Leadership and Arms Master are useless to me. Instead, I crave super skills that directly affect the bottom line, my end-of-game point totals: Legendary and Sage.

A super-legendary demi-god adds +40 fame, the equivalent of four Just Cause spells. And a super sage allows me to either research faster or (much more likely) allocate more points toward boosting my spell skill by as much as possible.
I to play Hero-Centric as well. 90% of the time I do the Art/Runemaster build.

The difference is that I do not really care about end game score so the Fame is really not the be all and end all for me.

And still does not negate the fact that Super only adds +13 to each when the basic version gives +27 of both Sage and Legendary at Demi-God Level.

If you like these 2 abilities so much would you not prefer your Heroes to have BOTH at basic level rather than only 1 at Super? Although there are only 5 Heroes who can get both skills I believe and they are Allora, Aureas, Mystic-X, Warrax and Torrin.

Also remember that usually more skills give your heroes a better chance to survive then just one super skill.
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EvilLoynis: I to play Hero-Centric as well. 90% of the time I do the Art/Runemaster build.
I prefer the A&R (plus Warlord) build myself; it's a perfect fit for my playing style.
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EvilLoynis: The difference is that I do not really care about end game score so the Fame is really not the be all and end all for me.

And still does not negate the fact that Super only adds +13 to each when the basic version gives +27 of both Sage and Legendary at Demi-God Level.
+13, times the Impossible multiplier, is almost 40 extra points. +13 more research, over however many turns, allows me to cast the Spell of Mastery that much sooner, earning a bigger bonus as well.

My goal is to break 8500; my best game so far is 8079.
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EvilLoynis: If you like these 2 abilities so much would you not prefer your Heroes to have BOTH at basic level rather than only 1 at Super? Although there are only 5 Heroes who can get both skills I believe and they are Allora, Aureas, Mystic-X, Warrax and Torrin.
That'd be great... except that I'm not usually that lucky. By the time I'm ready to summon a champion, it's almost always worth it to stick with my current lineup of hired/summoned heroes instead.
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EvilLoynis: Also remember that usually more skills give your heroes a better chance to survive then just one super skill.
Not really a factor. Careful crafting could turn even Brax or Theria (the most useless hero choices, IMO) into an unstoppable force. The only (other) thing that matters to me is spellpower, which is why I'll add Super Arcane Power to the most-wanted list.
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EvilLoynis: Also remember that usually more skills give your heroes a better chance to survive then just one super skill.
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TwoHandedSword: Not really a factor. Careful crafting could turn even Brax or Theria (the most useless hero choices, IMO) into an unstoppable force. The only (other) thing that matters to me is spellpower, which is why I'll add Super Arcane Power to the most-wanted list.
Super & Arcane Power add +13/+9 Magical Ranged Attack for the Heroes that have them, at DEMI GOD. DOES NOT HELP ARCHERS (that was for ppl who don't know not for you 2HS). However as your leveling Super does not go up that much faster so is only useful ounce your Hero has reached 1 level below max Super Hero.

When my Heroes have Random Mage picks Arcane Power is ofc a top top top priority hopefully. However if they already have it then I would actually prefer Lucky, as it is available as both a Fighter Pick or Mage Pick.

Lucky is often VERY under rated by almost all who play. What they may not understand is that it gives 3 bonus's. 1st is a +10% Chance to hit (Blademaster skill is not a Mage Pick so is not available to most casters). 2nd increases your chance to block from 30% to 40% per shield. 3rd and not really important it also gives +1 Resistance.

Below is a list of the different skills available when you get random picks and if they are Fighter or Mage picks.
http://masterofmagic.org/Document/picks.php
Playing an A/R build makes me even less likely to bother getting super-duper heroes, since the mid-range ones already become invincible with the proper equipment.

Now if there were a high-level hero with Super Throwing, I might change my mind.
It depends on the hero. If it's one of my spell flingers, I'd rather a guaranteed benefit from super arcane power over normal arcane power than taking my chances of rolling prayer master or some such. Likewise, my front line combat heroes can get some pretty lame warrior picks instead of super might.

Is a super hero ability the best choice? No, not really, but a lot of the time it's the result of a random pick, and there are a lot of random picks that are just bad, or at least narrowly focused. I'd rather a super ability upgrade than one of the lame choices.

Of course, a super ability can be lame, but usually only when the base ability is also lame. There are usually only a small-ish number of really important hero abilities for my heroes, and upgrading those to super matters more than adding one of the other picks I didn't want to begin with.