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u really dont need hp healers and defense crap u just need to have strong attacks and be good enough at the game to just use str i always vs legendaries every round with my str i own i always go for the boss in that lvl because str beats all
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With AOE blind Holy Light, 2 revive, and manasprite. Now I feel I can adapt almost any situations. Except I have to control 6 members that costs too much time.
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This team is almost perfect on defense but lack of "speed". Well, I mean it is good on numbers but actually it turns out to waste your time a lot. This team is a warrior, ranger, conjuror and cleric. conjuror will summon 2 manasprite for warrior's extra mana regain to meet shield wall need. Now I am in wave 81 but it costs 5 hours. The reason is that now you have 6 members instead of 4. It supposed to take only 3 or less hours in my earlier try.
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I think I found something. If there are 2 conjurors with 2 summoned manasprite. Since their skill refresh energies costs only 25 mana and each manasprite returns 15 per refresh energies. so it gains 30 mana regain for whole team and themselves still have 5 more than the cost. I think this is the way to reduce two worrior to one, because even only one conjuror can offer 15 mana regain per turn through this combo. Finally I find the way to get 60 mana regain per turn (it is 10+36+15=61 :D). However, this conjuror is no longer offering damages. Instead, Maybe I'll use a cleric instead her role to give damage through his spells. (not much but still enough)
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@mek2748: I don't. Those 2 warriors are meat shield and nothing else. What they do is shield wall then pass. Even they get cursed I am totally not worried about them. That 50% damage reducing effect are from Orc champion's Howl I think. When he uses that skill, the front line members will lose damage, and everyone will lose mana.
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Kalhibs (Continued):
You need to learn the party killers. Trolls are bad, cause they spear lung to back tow. Dwarven Crossbows ignore armor. And Chosen One's case sever that disable your generation.
Also, on the early levels, you need to manage your fights by leaving your weakest opponent last, and using Nature's Balm + wait to recharge hp + mana. You should fight one big group, one little group to recharge, one big group etc...
Stun resistance is much more important than armor rating. Make sure your accuracy is >= 100%. To miss an execute (sure kill) or Banish (sure kill) can be the difference between life and death.
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Kalhibs: I'm currently on level 60 playing extreme/hardcore/attrition...
I have a fighter/cleric/ranger/conjurer. In the beginning only fight where you know you will win. Don't even think about bosses till level 5 or so. Start with fighter + cleric up front, with plans to move cleric to back.
Because of extra hp + damage of mosters, you can't look for quick wins. You want to survive and take them out piecemeal. A 100 point bow with 10% kill is better than a 150 point bow. Poison is crucial.
For big fights:
Ranger:Rain Of Arrows or Pin
Conjurer:Eldrich Aegis from my conjurer. A 60 speed for conjurer is a must, as he can Banish corruptor clones and Aetherguards.
Cleric:heal when necessary, or smite. Make sure your cleric has a %kill/stun + poison weapon, as these modifiers are used when casting spite.
Warrior:Execute a bad monster, or cleave through multiples if I have a high kill %.
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wat is a good 4 to pick to beat the original campaign? how many dungeon lvls r on the original campaign? and is it a good idea to play on hardcore cause ill die then resetting sux? plz help me lol XD
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Leave me a shout or whisper if you would like to see a level editor for this game. I don't know if it's worth my time.
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Including a green and a blue light armor glove. I hoped them became purple one and were not servant/sacred. however since I didn't have a white light armor glove so nothing happened.
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That means a white, normal item becomes purple one, but none of other type items will perform the same change. Ahhhh, I really want a thief's glove but my warrior team doesn't have even one. Also I wasted 2 or 3 this shrine to find this fact. XD
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1. 65 quickness or higher is needed. Always looking for runed-speed item, because any of them except weapons can be used at EVERY levels. 2. Skip big fight (more than 5 mobs or a boss) in earlier levela before you feel you have both good items and skills.
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Even with armor proficiency, a warrior with many suck items (because it is survive mode) can only have about 40~50 damage reduction. But I saw 4x% in start, 6x% after aegis, and maximum 87% damage reduction when I use shield wall. This high damage reduction really helps a lot to survive. :P
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Entee: Maybe that is one of exceptions like I thought hail arrow will apply anoint only in 1st hit but it applies to all attack. I know shield wall stacks with eldritch aegis. But adrenaline and inspire will overwrite each other.
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Kiraice, same buff no stack... so shieldwall dmg resist will override the eldritch aegis dmg resist for that turn. I think the best defensive skill combo is defiant(100% dmg resist if your hp is lower than ur endurance)+ naturebalm+ adrenaline. With dmg return and over 30 mana regain, warrior is unkillable and eventually can kill enemy. But the chosen one can cast sewer... cleric + warrior + ranger + conjuror is my survival team, and i use the above tactic, and i end it myself at wave 82, too boring...
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The corruptor is cool... using dark mirror and have no attack... a barbarian with inspire and the cleric,s 175% damage and charge is works like instant kill... try it... and when the brutality comes...
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Still, there is no priority to choose a cleric. They have no damage is their weakness. If they can wield a staff or a bow, I'll consider him a little bit. but his skill is needed in surviving mode. there is just no 5th place in 4 team members limit. :P
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I found there is no better defensive skill then Eldritch aegis (15% damage res) + Shield Wall (25% damage res) + Adrenaline (100% stun res) + Nature's Balm (100% poison res and HP regain), cast on a warrior. However Shield Wall took too much mana. It costs 60 mana per turn! and the best mana regain can be achieved in surviving mode is only 9x4 + 10 = 46 which means short of 14. So I used 2 warriors. More than 30 mana regain is enough. If I can reduce a warrior and place for cleric, I'll have his passive skill Benediction to remove all negative effects and second revive skill. Also I noticed that purify have the potential to replace Natural Balm. Although I think ranger's Envenomed Arrow is needed.
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Chosen casts Sever and unfortunately all my members got hit. No mana regeneration for 3 turns. Conjuror lost. End in wave 119.
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Wave 116. All dwarf. 2 crossbowman, 1 runecaster and 3 veteran. Although they are very deadly, but bot makes mistake. They must thought my warrior will die in 1 round, but I have defiance which mean they can't kill me. Their most deadly crossbowman therefor died and I survived. :P
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wave 113 will have 3 wraith in front, and their attack is 113 HP. Since level 10 character has only 26x XP, one of the team member will die in this wave without doubt. But I revived them back. XD
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2 full endurance warriors for alternative double shield wall, gain 100% stun resistance through adrenaline. One in the left front and another in the right. 1 conjuror for revive and damage resistance. Also spell attack for killing wrath. Last 1 is ranger for 100% poison resistance and HP regain. Also support heal and poison attack. So this team doesn't do tons of damage. Instead, they absorbs a lot of damages. Now I am surviving at wave 51. How far I can go?