The talent tiers, and how to decide at each one
Seven choices per game, at levels 1, 4, 7, 10, 13, 16 and 20. They are not seven versions of the same question.
01Early tiers are bets, late tiers are answers
At levels one and four you usually do not know yet how the game will go, so those picks are bets on the plan you intend to run. By thirteen and sixteen you know exactly what is killing you and what you cannot catch, so those picks should be answers to the game in front of you. Copying a whole build from a list gets the bets right and the answers wrong.

02Level ten is a team decision
Your heroic is the one talent the rest of your team has to plan around. Two heroics that need the enemy grouped and nobody to start the fight is a wasted tier. Say which one you are taking before you take it — it costs a second and it is the single highest-value thing you can type in a Heroes game.

03A simple rule for the middle tiers
When two talents look equally good, take the one that works when things go badly. Damage talents pay out when you are already winning the fight; survivability and utility pay out when you are not. Over a whole game the second kind decides more matches, because the fights you were already winning were not the ones in danger.

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