Posted January 13, 2014
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 :(
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 :(