IN ARC Raidersthe skill tree is an important aspect of the game that controls how players interact with the world, move around it, and even fight other players. There are some pretty powerful skills in all three sections, ranging from resource-gathering buffs to more seamless moves, but among the long list are some that players should avoid, at least in the beginning. The problem is that there are only so many skill points players can acquire, meaning that even if they max out there will still be a few slots locked up, meaning tough choices have to be made as to which ones to prioritize over others.
Some of the skills are obviously weaker than others, and only give a small buff to the player that doesn't really change much in their gameplay. Others have a seemingly quite strong effect, but in practice the skill ends up doing next to nothing in the context of an actual raid, basically just being a stepping stone to the next set in the tree. It's important to plan ahead when choosing skills, as the latter require a huge investment to reach, so if players want to get the safes up quickly, they need to know where to best put their hard-earned points and not waste them on weaker buffs.
Heroic Leap
Worse than it sounds
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Negligible distance, if any
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Skills like stamina regen become more valuable
When players first take a look further down the mobility skill tree, Heroic Leap actually sounds like a pretty good bonus that not only applies to literally every single game, but also gives them a good amount of extra mobility, which can be invaluable given how large some of the maps are. But in practice, the extra length is essentially non-existent, adding what is effectively less than a button input in the scrolled direction.
The mobility tree itself is known for having some pretty average skills overall, many of which seem like they would be useful but turn out to be pretty mediocre. The last two skills are pretty nice to have, one makes vaults cost no stamina, and the other allows players to add a vault to the end of their leaps, but thankfully players can unlock both of these without having to max Heroic Leap. You could say that having a little extra distance in each throw can add up over a match and make traversal just a little bit faster, but for the most part there is no real distance between a player with or without skill.
Simple roll
Not a big enough difference to matter
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An extra roll at max level while walking
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No meaningful advantage, even at five points
Effortless Roll is in a special category of stamina-based skills that sound good on paper but don't actually do much. The idea of being able to roll a few extra times or have enough stamina at the end of one to keep running is appealing, and many players have b-lined right after the skill, assuming it will be as effective as it sounds. Expectations don't always match reality, as the actual stamina drop is borderline imperceptible, especially in the context of an actual raid.
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When walking, players may gain an extra single extra roll when walking at 3rd level and above, but when sprinting, the functional difference is non-existent. Even when players have maxed out their stamina and full upgrades to virtually every other mobility-related skill, the advantage still doesn't seem to exist, leading many players to wonder if the skill is revealed or intentionally kept weak for balancing purposes.
Crawl before you walk
Simply better choices out there
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Only beneficial when shot down
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Minor speed boost that doesn't affect survivability that much
It's never nice to go down ARC Raiders. When playing alone, unless a kind soul comes by with a defibrillator, chances are the player will just slowly bleed out and lose all their gear. Being able to crawl faster can potentially be a game changer when playing with a team, but even then it's heavily dependent on being able to revive your teammate once they've crawled into cover. Moving while down actually speeds up the bleed process, meaning that a faster crawl may help the player change position, but it won't stop or even slow down the timer itself.
There are a few very fringe cases where this skill could actually be used in solo play to great effect. The looting Mk 3 boost allows players to regenerate health while down, effectively allowing them to stay alive forever despite being shot down. By combining this boost with the crawl skill, players suddenly have another escape option, assuming they can get away from whoever shot them. But even in that specific scenario, chances are the other player, or a nearby one, will come over to finish the job quickly, removing any potential utility that could have been gained from the skill.
Turtle crawling
Not a hard enough shell
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Practically useless in many cases
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Fringe chances to save the player, but not worth it overall
The developers at Embark really love their defunct skills, and Turtle Crawl is one such perk that, one, only takes effect when the player is knocked down, and two, does basically nothing when they are. On the comic side of things, the idea of crawling around and having a tankier body like a turtle is pretty entertaining, but in-game there's virtually no use where players would ever want or need to be a little beefier on the ground.
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If they need a skill that works when knocked out, Downed But Determined gives them a longer period of bleeding that can actually help them survive long enough for a teammate to pick them back up. But being harder to kill while crawling simply doesn't make practical sense, as it doesn't matter if the enemy Raider has to spend an extra bullet or two; the player will still die regardless. It would be nice to be able to sustain long-range fire a bit better, as there are scenarios where the extra HP could matter, but in virtually every situation the player is either out in the open, so they'll be shot down in moments, or hidden enough to be revived by a teammate, so health didn't matter in the first place.
Blast Born
Won't save you from tinnitus
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Minimal effect in most games
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Early skill that should never be rushed
Sound is a very important aspect of ARC Raiders it can be the difference between a successful extraction and a failed one. Knowing where players or Arcs are coming from is invaluable information, so the concept of having much clearer ears during intense moments sounds like a great deal. Blast-born looks to reduce the ringing and clutter of nearby explosives, allowing players to listen through the chaos for the tiniest sounds of movement. But when used in an actual raid, those loud crashes and bangs are still more than loud enough to cover up footsteps and gunfire, even for the best listeners out there.
If the skill had a much more meaningful impact on those bigger bangers, then maybe there would be some extra utility that could help during close range PvP encounters, especially those around explosive Arcs. But the skill is actually nothing more than a small sound reduction that still leaves players with ringing ears and disoriented vision, while doing nothing to actually protect against the explosion itself. The skill is fairly early in the tree, and can basically be used as a stepping stone to better ones like Survivor's Stamina, but for the most part, players should avoid investing more than a single point into it.