"Congratulations! You've just completed the Season of Love Challenge! You have earned a card from our collectible card game." One of the easiest badges, ever. To those who complain about speed: Use the speed up button. To those who complain about difficulty: learn to play TDs. That said, the game itself isn't anything special, more or less boring and nondescript. Only played for the card, never gonna play it again.
@bubba: Stfu and learn to use the internet. Of course it loads, you're probably just missing Flash or have blocked it using a Firefox addon.
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@chewy: Well, the first few levels were painful (Extreme + Attrition). I had to skip a couple of bosses, and even then I don't think I would have managed all the Fearsowers if I hadn't stumbled across a Shrine that boosts your Strength + Endurance for my Warrior. I put some Light gear on my Cleric and it seems to be working smoothly enough, but I always keep a set of Heavy gear for the Orcs and Cultists, who can dish out massive damage to the back row. Past level 5, it seems to be going better. Still, the perfect damage control the Mage has in the early levels with cheap mana usage and powerful offensive moves is very valuable in Extreme, even if it is outweighed later.
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@Irbis: It's not our fault that your brain can't comprehend a simple notion.
On a related note, I'm trying right now your team (Warrior / Cleric / Ranger / Ranger) on Extreme + Attrition. My plan is to tank with the warrior up front (buffed up by a Ranger's healing-over-time and kept alive by the Cleric) with the plate-wearing Cleric right behind to keep piercing damage from Orcs in check and the two Rangers on either side of the back row, dealing the heavy damage. I'll see how it goes.
Chewy, I don't know about others, but I prefer running a Mage + Ranger over 2 Rangers for two reasons: First, a Mage can pump out 2 Electric Storms in his 2 first turns with his Power regen, while a Ranger would have to wait at least one more turn before using Hail of Arrows one more time, which is crucial in boss fights. And second, all this Light armor, staves and that stuff that goes to waste otherwise can serve to buff up my Mage without compromising my Ranger's gear, whereas with two Rangers there'd be competition for the best Medium armor and bows.
Oh, and just tossing this out here for the - as of yet - beginners, since I saw it mentioned before. When using multi-target attacks (such as Fireball, Lightning Storm, Hail of Arrows etc), Poison, Blind, Stun and Instant Kill effects DO NOT apply to all targets - instead, they are divided amongst the number of targets (even those on whom the attack misses). So, while it may seem a great idea to equip your Mage or Ranger with a powerful Venomous weapon to poison everything with an AoE strike, it really isn't that great (for that purpose). On the other hand, life drain DOES stack, so especially on the fragile mages, lots of lifesteal can be a lifesaver in tough situations.
I totally agree - in the beginning, it's pretty hard to manage your inventory when you got tons of items coming and so few scrolls. After level 10 it seems to become less of a problem, mostly because you can feel free to rid yourself of any gear lower than green and any potions (which you should keep, at least at first, if you're playing on standard and above), except that one white you may keep around in hopes of meeting a shrine. Oh, and to toss it out there, in case you meet the potion shrine, the potion is added to your inventory, not changed from one of your existing potions, so you don't need those around if you don't want them.
Haven't tried it on Hardcore then, which is really hard (provided you go for clearing everything) even with the 'sure-fire' Warrior / Cleric / Ranger / Mage combo, unless you get some decent gear early on. Generally, it largely depends on your playstyle, although I firmly believe one plate wearer is a must for all parties from Standard and higher, and without a Mage or Ranger you'll get bored really fast.
4 Mages is ridiculous in any level past easy - nigh suicidal in harcore. They'll die way too easily against dwarves, and getting their hit rate lowered against deep creatures coupled with their poison would be quite as lethal. Extremely fragile, plus you can't play on attrition mode since you need a ton of light armor gear to keep them up-to-par, which cannot be looted fast enough for the 10th level. If you do make it past that stage it gets easier, but a Warrior / Mage / Ranger / Ranger party still seems the most logical choice to me. Played properly this party can take you past the first 10 levels on Standard with a little effort, and after that the Warrior can hold everything off long enough for your heavy-hitters to destroy them.
Would that team really finish the campaign on any level beyond Beginner? I haven't tried it out, but a solely Light- and Medium-armor team can be prone to be annihilated by some match-ups against, say, Dwarves or Cultists. Plus, it'd be kind of hard to find fitting gear for three Mages.
Of course, both these problems are severely lessened past level 15 or so, but until then some fights would probably be a nightmare.
I'm trying to figure out different groups at the moment... for now, the best campaign group for a new player I've found is:
-Warrior
-Cleric
-Mage
-Ranger
The only survival group that can take you far enough IMHO is:
-Warrior
-Cleric
-Conjuror
-Ranger
And if you are experienced enough (or just playing on easy), probably the best late-game group for rushing through enemies is:
-Warrior
-Ranger
-Ranger
-Mage
I'm trying to figure something out with Barbarian and Rogue, but high melee damage is uncomfortable for me - the front line is more of a support / defense line than damage line. But, I'll work something out.