Warpath a good idea?

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rjl1202
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Warpath a good idea?

Postby rjl1202 » Jul 29 2008, 20:51

Hey, I just wanted to know peoples thoughts on Warpath, specifically how it works and whether or not it's a good idea to get. I know logistics is virtually required, but it seems as though all the sub-skills suck, with the exception of pathfinding.

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Postby danhvo » Jul 29 2008, 22:01

All the sub-skills suck? I beg to differ. I love Swift Mind and Snatch. Silent Stalker can be pretty cool too, as it lets you know ahead of time whether a neutral stack might join you.

You might think they suck because, with the exception of Swift Mind, none of the perks has much effect on battles, if any. But they are nevertheless useful.

As for Warpath, it has its use, especially on a busy map where neutrals are densely placed. I'd usually try to get Swift Mind though, unless it has too many prerequisites. Pathfinding is good, but useless if you already possess the Boots of the Open Road.

Speaking of Swift Mind, do you notice that this skill is most useful for spellcasting (magic) heroes, like Warlocks, Necromancers, and Wizards, but is hard to get for them? It's easier to get it for might heroes, like Knights, Demon Lords, and Rangers. I bet it's no accident.

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Postby rjl1202 » Jul 29 2008, 22:10

Jesus, I'd never even noticed swift mind before, see the strat that I suggested in the thread "Best Sylvan Upgrades", that fits in perfectly.

And yeah, I was exaggerating, I like pathfinding and silent stalker. I disagree on snatch though, it saves you very little in the long run - by the time you get it, most resources will be "snatched" up anyway. But scouting, navigation, death march, familiar ground... all pretty worthless imo.

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Postby danhvo » Jul 29 2008, 22:36

Snatch is more useful than it appears. Unfortunately, it's impossible to get both Swift Mind and Snatch, so I usually don't go for it. But you forget one of its important features. On a map with a lot of boats and water, it's definitely worth taking.

Teleport Assault and, if you're a wizard, March of the Golems, aren't bad.

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Postby Zmeio » Jul 30 2008, 14:07

death march is my favorite
warpath is mindless in to my view
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Postby parcaleste » Jul 31 2008, 11:49

Warpath is one of my top favorite skills in the game. It can make your turn reeealy long :angel:

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Postby Asheera » Jul 31 2008, 12:58

It's not a very good ability. I mean, Basic Logistics gives you 250 Movement Points per day, and Warpath 350 per battle. Only if you fight daily Warpath is better than Logistics itself, but once the neutrals are wiped it becomes obsolete. Not to mention it's an ability and abilities are somewhat better than the skills themselves (well, especially advanced abilities)
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Postby konfeta » Jul 31 2008, 22:53

Well, Warpath is considered to be overpowered enough to be on the top 3 things to nerf in fan patches. (The other two are arcane archers and divine vengeance if you are wondering.)

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Postby Asheera » Aug 1 2008, 15:33

Nerf it? How much? :|

They really like to play "crowded" maps, hmm?
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.

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Postby KiOwA » Sep 14 2008, 19:27

Asheera wrote:It's not a very good ability. I mean, Basic Logistics gives you 250 Movement Points per day, and Warpath 350 per battle. Only if you fight daily Warpath is better than Logistics itself, but once the neutrals are wiped it becomes obsolete. Not to mention it's an ability and abilities are somewhat better than the skills themselves (well, especially advanced abilities)


The ToTE skillwheel mentions it only gives 100 movement points after each battle... so is it 100 or 350? If it's 100 it'd be worthless, methinks.

On a side note, would you guys consider Snatch or Swift Mind a better choice?
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Asheera
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Postby Asheera » Sep 14 2008, 19:29

KiOwA wrote:so is it 100 or 350?
Neither :D

Actually it WAS 350 in TotE 3.0, but now it got nerfed to 250 with patch 3.1
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.

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Postby Metathron » Sep 14 2008, 19:34

Snatch is definitely worth going for, especially if it's easily available, like for the Ranger, Demon Lord, Barbarian and Knight.
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Postby Asheera » Sep 14 2008, 19:36

Snatch is not that great, because you use the secondary to pick up resources, flag mines, etc... It is very important only when there's a map with Sea Traveling, because it allows you to load and unload in the ship without wasting a full day.

And Swift Mind is very powerful, the first action of the hero can decide the outcome of the battle.
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.

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Postby KiOwA » Sep 14 2008, 19:55

Asheera wrote:Snatch is not that great, because you use the secondary to pick up resources, flag mines, etc... It is very important only when there's a map with Sea Traveling, because it allows you to load and unload in the ship without wasting a full day.

And Swift Mind is very powerful, the first action of the hero can decide the outcome of the battle.


Wow - you can unload and load without losing all your movement points? Thats like the Sea Captain's hat in HOMM IV :D

I'll keep all that in mind - Swift Mind sounds more and more attractive...

And bummer about the nerf :(
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Postby blizzardboy » Sep 14 2008, 20:17

Snatch kind of sucks unless you plan on using a boat; then it will save you a lot of time. I never pick up resources and whatnot with my main creeping hero anyway (I have a secondary tag along and do all of that), so it just dwindles down to getting experience chests and a few other things, so it's not really going to save you much movement.

Warpath is decent to speed up your creeping and can be a very good ability in the later game. As all of the generic monsters appear all over the map from the "week of the unicorn" etc.. and they continue to accumulate, you can just kill them as you're moving to suck up the experience and recharge some of your movement points.

Scouting by itself is kind of dumb I think, but it leads up to Swift Mind, which can be a phenomenally useful ability (saves my life from a certain metrosexual unit that wears a baby-blue outfit and uses a futuristic railgun disguised as a bow and arrow)

Pathfinding is obviously very important.

Plus there's some really cool rare ones; teleport assault, march of the golems, swift gating.

Every faction gets pathfinding, scouting, and swiftmind. So you can't get cheated out of good perks.
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Postby AngelEyes » Sep 15 2008, 13:41

Does Warpath work if you allow monsters to flee?

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Postby Ed Robinson » Sep 15 2008, 22:56

I usually play Sylvan, given a choice. Death March is awsome with Emerald Dragons because they can hit units behind the walls out of the box, allowing you to snuff all of the range units up front then chew up the rest with your archers and druids without getting them all killed off.

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Postby Mirez » Sep 16 2008, 20:05

a friend of mine loves logistics heroes such as Urghat, Rutger and Grok, with warpath he can make very long turns and cover huge distances, though it sux when you have to suddenly return since you won't be able to make it in time
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