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What is your favorite ultimate ability for that class?

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#182
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Here, we should immediately clarify: should we consider these together with the general perks for the main skill or evaluate the main skill perks separately, without considering anything else? If we consider only the main skill perks, then the Dwarven perk is probably the best. Not only does it neutralize luck, but it also provides a lot of attacks with bad luck. Then, we can add the Elven luck perk, which is quite good, and there's no need to explain why. The Demon skill also has a strong perk. Instant army growth and blocking enemy units are very effective on Nimue, and if combined with the Amulet of Mastery and a successful summoning, the army boost at the start is substantial. It's also strong for the Necromancers, especially in combination with the set, which results in about 200% additional elemental damage. The Orcs also have a good perk; they immediately get the second level of Blood, and if combined with the Amulet and the perk from Education, they can even reach the third level, resulting in truly formidable Orcs. The Mage skill has a good perk, but it depends on how you look at it. It's strong in terms of dealing damage and adapting to any opponent, but you still won't use all the spells in a battle, and you still need to develop the schools to enhance the spells. So, it's weaker than the ones mentioned above. The Necromancer skill also has a powerful perk, but it's too situational. It can be effective in some situations, but in others, it's practically useless. It's not scary for Necromancers and Machines, as well as for units with an Aura of Courage. The Banshee's Cry can also be countered with a Tent and Paladins, and Vampirism counters it as well. Otherwise, everything depends on luck. So, the main skill perk is definitely not among the best. For Humans, it's applicable in rare cases, mainly only if the opponent has only melee units, and even then, it's not very effective. Now, let's talk about the general perks: **Necromancer** Tolerable in Summoning, but lacks mass slow and Dispel in Darkness, and the abilities in Education are also questionable. Not very good, but not terrible either. **Knight** Normal, but lacks mass Haste and Punishment, and Storm Wind is often useful. **Ranger** Not the worst option, but lacks resistance in Luck, and Luck of the Path is more suitable for secondary heroes. Secrets of Light could also be replaced with something else. **Demon Lord** The base skills are normal, but the additional skills are poor. Logistics is still decent, although Teleport is unlikely to be very useful with the main skill perk. Keen Mind would be more useful. Attack is garbage, except for Berserk, and Fire Arrows are especially useless. Darkness also lacks mass slow and Dispel. Overall, it's bad because we lose both mass slow and mass Haste through the main skill perk. **Sorcerer** This is the most normal path. There's not much to criticize here. There are no Pyromancy and other paths through the Elementals, but that's tolerable. **Mage** Everything is good, except for one branch of Machines, which is useless. **Rune Priest** It's all nonsense. Chaos and Summoning are included, which is a poor choice. **Barbarian** Also terrible general perks. In Attack, only Berserk is useful, and everything else is only suitable for Krag. Machines are also useless. In Leadership, Inspiration is unnecessary.