This is a discussion of skills for a hero unit in Warhammer: Mark of Chaos v1.72. A list of all our Warhammer: Mark of Chaos articles can be found here.
Elector Count / Captain Skills
Master of the Hunt (Level 0)
These skills are only available during a duel. All other skills that need to be activated are disabled. Therefore, any points put here may be unavailable most of the time, and specializes your hero into an anti-hero build. Even so, it is hard to say whether you will get enough mileage out of a duelist hero because after a bout, he may have low health and no be able to handle a second bout. Damage is typically done by attrition unless you have invested a lot of points.
Hand of Sigmar (Level 0)
Elector Count / Captain Skills
- You get every skill at rank 0 as long as you fulfill the prerequisites.
- Any skill with no skill prerequisite deserves special attention because you can bank your points and get 5 ranks of it immediately when you reach the necessary level, instead of spending your points on low-level skills you may not want.
- Look for passive skills that require no mana, because one or two really good skills on a hero will monopolize use of the mana pool anyway.
- Because the Empire doesn't have the same access to early unit resurrection spells that Chaos Undivided and Skaven do, I recommend going for as much Armour as you can. Even when not attached to a regiment, those skills will still work on a solo hero so you could try a solo hero drawing fire while an army of ranged regiments shoots unhindered.
- When attached to a ranged unit, the Captain / Elector Count uses a pistol. Otherwise he is melee only.
Master of the Hunt (Level 0)
- Increases the ranged attack chance to hit by 5% per rank.
- At 5/5, a 25% increase on an already high hit chance means you are pretty much guaranteed to hit. This may stack with Blademaster for an additional 15%.
- The Captain / Elector Count only has a ranged attack when they are attached to a ranged regiment. They cannot be attached to Pistoliers, so the only viable regiment is really Handgunners.
- Damages 3 enemy units in front of the hero with 37.5% (+10% per rank) chance to hit. Lasts 15 seconds.
- Get this to 5/5, but not before getting Armoured and Tenacity. It is an incredible skill that can help a lone hero wipe out regiments of 1-HP models IF you can damage the enemy. At 5/5 ranks, your base chance is almost 90% to hit.
- Increases chance to hit by 3% per level.
- When activated, the hero moves to the target area. The hero will damage every enemy unit in melee range in a straight line with 20% (+5% per rank) chance to hit.
- An interesting way to get out of being surrounded, or to flee combat: When you are attacked in hand-to-hand combat, until you have reached a certain disengagement distance, you cannot run.
- Great for hitting a back-row regiment without having to slowly push through the front line: Set the end location to be behind the regiment you want.
- Generally if you are the nearest target for the enemy regiments, charging right through them to their rear will also cause them to all turn around and "pursue" you since you are still the nearest target.
- This can therefore expose the rear of the enemy regiments to your handgunners or other shooting units.
- If you are attached to a regiment, that regiment does not follow you, so suddenly you have the enemy fighting on two fronts.
- The distance you travel is really quite far, and it costs no Stamina to travel it, so if you are out of Stamina and need to run, you could use this skill.
- Travels in a straight line, will not go around terrain.
- Increases HP by 1 per rank.
- Increases the hero's armour by 0.4 per rank.
- Increases the hero's magic resistance by 1 per rank.
These skills are only available during a duel. All other skills that need to be activated are disabled. Therefore, any points put here may be unavailable most of the time, and specializes your hero into an anti-hero build. Even so, it is hard to say whether you will get enough mileage out of a duelist hero because after a bout, he may have low health and no be able to handle a second bout. Damage is typically done by attrition unless you have invested a lot of points.
Hand of Sigmar (Level 0)
- Increases the hero's next damage by 1 with 50% (+10% per rank) chance to hit.
- Decreases the opponent's chance to hit by 25% (+5% per rank). Lasts 10 seconds.
- Interrupts the opponent's spell and stuns him for 2 seconds (+0.5 seconds per rank).
- 8 second casting time.
- The hero delivers 3 attacks at 3 damage each. +15% chance per rank for each attack to deliver 2 additional damage.
- Damage is 9 + up to 75% chance of another 6, for a maximum of 15.
- Huge skill point commitment for skills that won't be useful outside of a Duel.
- This skill is guaranteed to hit for at least 9 damage. Most Level 25 Duelling skills are chance-based.
- Gives 5% chance per rank to do 1 extra damage with melee attacks.
- When the enemy hero makes a successful attack, your hero's chance to hit is increased by 5% (+5% per rank) for 5 seconds.
(no prerequisites) > Brief Respite (Level 15)
- After leaving the duel, the hero gains 1 HP per rank.
Passive Command skills work on the hero if they are not attached to a regiment.
None of the Elector Count Command skills have prerequisites!
Armor of Contempt (Level 0)None of the Elector Count Command skills have prerequisites!
- Increases the armour of the hero and the attached regiment by 2 (+0.5 per rank). Lasts 20 seconds.
- +4.5 from this skill, +2 from Armoured, and +2 from Tenacity totals an incredible +8.5 armour possible for the hero.
- Very pricey in mana to cast, but huge stacking ability with the Swordsmen's ability to temporarily increase armour rating. Still, I recommend leaving this at 0 ranks unless you have nothing better to spend skill points on, precisely because it is so costly to cast and you need to have some mana for your wizards to cast attack spells, which will have a more useful impact in battle.
- Increases the armour of the hero and the attached regiment by 0.4 per level.
- The hero's and the attached regiment's maximum morale increases by 2% per rank.
- The hero's and the attached regiment's chance to hit increases by 2% per level.
- 5% from Master of the Hunt + 3% Blademaster + 2% Warmonger = +10%/rank to hit, or up to +50% of normal.
- The hero's and the attached regiment's stamina increases by 3% per rank.
- Increases the hero and the attached regiment's chance to hit while charging by 5% per rank.
- The hero and the attached regiment's attacks cause double morale damage to the enemy. Lasts 10 seconds + 2 seconds per rank.
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