Official Guide: Advice for War Talent (Medium)

Wip

*Author: Brax the Strong*

## Choosing war talents

Setting talents to war has many added bonuses to military stats, march capacity, training capacity and speed and special talents to activate. To get the most from your talent points, it is usually best to take the shortest route instead of filling in all nodes along the way. But, have you ever wondered if you should choose infantry attack or lethality, put talents on infantry, riders, or hunters? This guide will talk about benefits to choosing different branches within the war path. However, first some general benefits of war talent are listed below.

 March speed: maximum 3% bonus

 March capacity: 600+1,500+3,500= 5,600

Training capacity: 25+80=105

 Training speed: 160%

 Urgent recall: returns troops to settlement in 3 seconds

 Massive march: increased march capacity by 10%

Emergency dressing: 30% of killed troops become wounded until hospital reaches capacity

These talents require activation, have limited time of use and a specific cooldown length, but can be combined with other buffs, too.

When talent points are set to war, troops get added bonus stats, but here players must select where to place their points. Once you reach chief level 60 and have unlocked all available talent points, there are still not enough to complete every node in the war talent tree. Below will discuss benefits of selecting various paths down the war talent tree and maximum possible stats that can be obtained by selecting different paths.

## Infantry

Guns blazing, melee defence, close combat, and infantry health are all talent points adding bonus stats to infantry troops. Here is where it is best to choose either gun blazing and melee defence or close combat and infantry health to progress further down the war tree. In most cases, attack and defence will be more valuable for infantry type troops. However, if you are launching your trap rally with any infantry, infantry lethality and health may be more valuable as the goal is to do damage to the trap , but the trap is not returning damage.

For other events, we prefer sending an increased ratio of hunters or riders, and infantry lethality. However, in PVP events like reservoir raid, capital clash, or fortress fight, setting talent points to infantry attack and defence will likely provide the best outcome.

## Riders

Mobile assault, rider defence, charge strategy, and master mechanic are all talent points adding bonus stats to tier troops. Here is where it is best to choose either gun mobile assault and rider defence or charge strategy and master mechanic to progress further down the war tree. Whether you choose attack and defence or lethality and health depends largely on your goal, either PVP or PVE. In PVP events like reservoir raid, capital clash, or fortress fight, setting talent points to rider attack and defence will likely provide the best outcome. If engaging in PVE battles, lethality, and health will likely provide the best outcome.

## Hunters

Precision strike, hunter defence, steady shot, and hunter protection are all talent points adding bonus stats to hunter troops. Here is where it is best to choose either precision strike and hunter defence or steady shot and hunter protection to progress further down the war tree. In most cases, lethality and health will be more valuable for hunter type troops. Regardless of whether the priority is for optimizing outcomes for PVP or PVE, I prefer to set hunter talents to lethality and health over attack and defence.

When selecting from these talent groups that require a choice between attack and defence or lethality and health, it is best to evaluate whether the priority is PVP or PVE. In PVP not only do you need to kill enemy troops, your troops must stay alive long enough to do their jobs. Finding a balance of attack and lethality for different types of troops is the optimal way to proceed (Infantry and rider type troops with attack/defence and hunters with lethality/health). Or, if you want to increase damage, for example a PVE situation where the enemy does not return damage, increasing lethality and health, especially on hunter type troops, is ideal.

Next, players have the choice of attack and defense or lethality and health, meaning they must prioritize increased stats for one type of troop.

## Attack & defense

When choosing these talents, (guns blazing/melee defence, mobile assault/rider defence, precision strike/hunter defence) consider how you will mostly be playing before resetting your talents. If you are setting talents for the influencer trap and send only hunters, choosing all hunters is ideal, as added stats to riders or infantry do not matter as much if they are not in use. If you choose to send riders and hunters in your trap rally, alternating between both rider and hunter types in these brackets will likely provide the best outcome. If PVP success and strength is your goal, prioritizing infantry attack and defence will be most beneficial.

## Lethality & health

When choosing these talents, (close combat/infantry health, charge strategy/master mechanic, or steady shot/hunter protection) consider how you will mostly be playing before resetting your talents. Hunters are most likely to benefit from added lethality stats, so regardless of engaging in PVP or PVE I prioritize hunter lethality and health over either rider or infantry lethality and health. However, if you want to maximize infantry stats choosing infantry for these brackets would meet this goal.

## Conclusion

Some other factors to consider when setting your talents are how often you can reset them and what your chief level is. Before reaching chief level 53, I put talents on half war/half eco. This way I always had a massive march and some military stat bonuses but didn’t lose all the bonuses for farming, construction and research. Once I reached chief 53 and was able to unlock the reduced training speed, I chose to prioritize staying on war to build more troops faster. Having a split talent set allows players to reduce the number of times they reset their talents and obtain benefits from both trees. However, it of course, does limit how far you can go in either tree and prevents maximum bonus on either talent set. Keep in mind the significant increase in construction time and research time should you choose to stay in war. Even a split set between half war, half eco will cause you to lose valuable talent points on research and construction time if doing a long upgrade.

Another consideration is how often you can afford to reset your talents, setting to lethality/hunters for trap then switching to attack/infantry for PVP events may be too costly for some players. Using a combination of talents can help to reduce the number of times needed to reset talents. VIP 12 have two skill trees, making resetting between eco and war faster and cheaper.

Lastly, a player’s chief level is important. When players reach chief level 60, they have 231 talent points. After reaching the final hunter health, they have 2 extra talent points. They can choose to place the on a node to gain further stats and double up. Players should strategically choose when to double up on brackets versus continuing on to progress further down the talent tree.

## See Also

Official Guide: Binding Account 101

Official Guide: Fortress Fight - Advanced

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