Reminds of a bit of monster's den chronicles. Although heals here are % based, the dmg here is lower, there is no way to dispel debuffs in this game, there is no stun resist gear that I've found yet, and debuffs in this game seem overly powerful/important. Also in this game you can't change positioning and back/front row seems to not matter for targeting. Overall I prefer chronicles but this game is good as well. I'd love a mix between the two.
Abilities should be more descriptive. Would be nice to know how much damage or any damage modifiers that are being used. Also "chance to freeze/stun/burn" is confusing. I just started playing but seemingly this chance is rather high.
Just started playing this. I see there is a "lich king Ner'zhul" event boss. As some who has played Warcraft 3, hearthstone, and world of Warcraft isn't this an offense against blizzard or is it suppose to be a form of respect? I was just surprised thy would use that exact name.
The +15% bolster to damage protection and +15 bolster to evasion from 100% items can be VERY useful on a warrior tank as well. One thing hits him then it reduces all the dmg he takes as makes him harder to hit until his next turn. SO good. I got + action on the back cleric and always go first so I open with holy light on hard waves. They really struggle to hit the warrior more than once with 65% accuracy and +15 evasion on the warrior XD Armor scaling isn't very amazing in this version so got to stack endurance and take advantage of bolster/+recover items and dmg reduction moves like hold the line and shield wall (rarely need to take pressure off back). The bolster and +recover items on warrior tank are definitely more important than "upgrades" without them!
I recommend getting "of recovery items" on warrior tank in front. They increase the amount of every direct heal by a large amount, including warrior self heals. With a +40 to healing from a green chest piece both hold the line and resolve heal for 40 more and it's extremely powerful. More than 50% of the time the only move I'm using on the warrior is hold the line for a +60 heal to himself and +20 heals to war golems to his right and left. More important that 20% extra dmg reduction on the whole front line lets him eat up all the damage while giving back row passive 20% dmg reduction. This really helps both cleric and ranger heal warrior directly (not balm though) when his hitpoints start becoming too high. Really important imo.
Endurance stacking high armored warrior tank with "guarded" in front middle, cleric healer/dps back middle with radiant glow, ranger healer/dps back left or right. Conjurer dps/summoning mage on otherside. Working very well in veteran. On 5th campaign and only was defeated once along the way (one of those first goul waves -_-). stacking nothing but intellect on all 3 in the back row. Nature's balm is really strong and with cleric/ranger direct heals to support as well as warrior self heals it's very reliable. Dps is a kind of low so fight take a bit but better than running frail things and struggling with survivability. I had to "reset" that harvester fight a couple times cause I was doing it wrong :( Conjurer golems scale so nicely with intellect it's ridiculous (give him as much intellect as possible! Sometimes cleric has to pass turns but oh well (the curse remove ends up being VERY important later on so the back dps and turn passing is worth it for the healing/purging)
wave 75 almost killed my cleric. That would have ended it. Just run full endurance on everything. Survivability is key. Hehe then on 76 lost both warrior and mage but brought it back with cleric resses. I guess it just waiting until you get unlucky which isn't very interesting.
survival campaign seems kind of boring. I'm on wave 74 and it doesn't get any harder. Just repeats the same thing over and over endlessly. Warrior tank middle, cleric healer back left, mage back middle, hunter back right. Tons of rune power gear and lots of electric storm and hail of arrow spam. I thought it was suppose to get harder or something but just repeats forever... dissapointed
I regret not having a rogue if only for the fact that there is a lot of gear customized for rogues. I have weird cleric, defensive warrior, ranger, mage set up so two handed weapons and all that rogue gear just get sold or discarded. Need to keep mage and hunter damage maxed out but it's annoying when you get unlucky and things just focus the frail range. As a first play through I can say I wouldn't recommend this combo.
What is the point of buying those items in the beginning if you they don't give them to you? I used 14950 gold on items but they aren't in inventory. Is there somewhere you retrieve them from or is it a bug?
Having beat every level on hard (took about 8 hours total) this was really enjoyable overall. Some of those resistances are really problematic. Those fast barbarians with 75% artillery resist make artillery almost useless in the later levels. At least the golems are slow. I always had to save earthquake for golem waves until I figured out to just not use artillery cause fire is so much better for aoe. That's probably my biggest criticism. Death valley lvl 5 seemed under-tuned. By the end each tower had some purpose except artillery. Energy tower was definitely the most useless tower upgrade. I REALLY liked the difficulty aspect. A lot of those boss kills are close and require planning.
Take some advice from me. Do NOT use the artillery towers at all for the last 4 levels on hard. The trick is to get a fire guard immediately and then use spells to get a powerful fire guard. When you have a well place powerful fire guard the rest of the game is pretty easy. I was convinced I had to use artillery for it's aoe but I was wrong. I can confidently say that it is practically necessary to not use artillery for the last ones
Use at least 2 powerful fire guards as your only form of aoe. The only towers you should use at all are super freezer, powerful fire guard, powerful reflector, and maybe a couple big fortified wells.
Only done first 5 so far but this seems purposely under tuned? With the right upgrades it's not even challenging. I'm a fan of this TD style just think the difficulty was set too low for hard mode. The big bulky guys aren't even getting half way there ;S
tesla coil tower is mandatory for last level. Took me a lot of failure to finally figure out i had to use it. Necromancer too hard to deal with and upgraded tesla is stuper good
trick to last level is lots of necromancy towers. Mass them like crazy and near the center. Keep a little gold ~300 for the very end so you can rebuild tower the moment they die so there is a chance he targets them again when he kills them. I kept building barracks cause they are cheap and you can aim them toward the middle to try and eat some hits. Those necro towers make such a massive difference. I had 2 aoe artillery towers in the middle cause otherwise the actual levels would be a PITA.