It's also visible as the boss "charges-up" his AOE. Note that the game supports multi-touch, so you can easily control 2 characters and have them move away. My lazy way to stop this is to use 2 range standing outside the charge AOE range, and cleric bubbles the tank during the charge up. I have not tried it without a tank - but considering that the boss doesn't move you could do this consider doing this with 3 range (2 wizards + 1 witch) and 1 healer, and use crowd control (time stop) when the 2 warriors and archers spawn.
Congrats Mika Mobile on making this awesome game. It finally made me take the plunge, and update my iOS from the ancient 3.1.2 to the current 4.2.1 (held it off because of all the complaints about 4.x wreaking havoc on older devices), and I've yet to regret it Been playing it casually now for the last 2 days, and have just finished Haggerdom. Really great fun, though I wonder if it gets a bit more challenging further in, one shot the first 2 bosses with relative ease, and I didn't do any map more then once. Also, no crashes! Yay. Anyway, looking forward to seeing what future updates bring, now let me get back to Battleheart
Without needing specifics, does it work equally well with the witch, or is it something specific to the wizard? I currently have a witch and cleric in my main party, and was just curious.
What are the best rogue accessories/gloves? My level 31 rogue has 104 attack power. Max weapon available from the store. No idea if monsters have armor, lets assume they dont, and lets assume every point of ap = 1 damage. +30% speed (from two +15 gloves) would be less than 30% more damage overall because the gloves dont improve specials damage or recharge. Two +10 gloves would give 124 attack power, or rougly 19% more attack power. However, this works with both specials and with the +20% critical strike skill passive. Overkill is a slightly great risk then with speed gloves. I suppose the speed gloves increase the chance of stunning something, but my instinct is that the power gloves offer a bit more damage overall as compared with speed, at least if your running the +350% damage skill as opposed to the paralysis knife. What about +crit? Two 10% crit items offer 20% more damage, assuming they work with specials, and assuming you dont "overkill" something. Overkill is a real risk if your high damage skills crit (unless your fighting a boss). Verdict, the +10 power gloves are really close to the crit gloves, but because of the increased chance of overkill, the power gloves might be better for regular (non-boss) monsters. Now if monsters have armor, the ratios are totally different, and likely crit comes out on top for all armored monsters. Crit may be best anyway for fighting a boss. Funny, until I did all this I thought crit stunk because 20% is lower then 30%, and the power just sounded good, lol. Now I see that its all very closely balanced. Questions for Mika Mobile: Do monsters have armor, and how does it work? Can specials crit? (And good job balancing things, these trinkets look pretty darn close.)
The last cleric spell is either +25% better party heal, OR you get 50% heal when you heal someone else. Party heal is awesome, but I dont know what it has to do with the wizard. Wizards top powers are either burning meteor (50% more damage over 8 seconds) or meteor comes with 3 second stun.
How many times do you have to kill the last boss to get a rare item? I have done it 3 or 4 times and got squat.
1. Pound slime with monk & knight 2. When boss shoots slime, move character out of green pool on ground or they will lose health fast. 3. When boss breaks up into smaller slimes, concentrate all attacks on a single slime to make sure at least one gets killed. 4. Save area skills for when boss breaks up. In particular your wizard's snow spell to slow down the slimes. Also your knight and monk's attack multiple targets skills and wizard's fireball. 5. Repeat when boss reforms.
I love love love this game. My roommate and I have been playing this nonstop. There is so much done right, especially for the first release. Here are just a couple thoughts on how to add more replayability to it.(Obviously some of these may be long term, some may be short term.) -More maps Obviously this is a given, and I think I saw somewhere that you were working on this, so kinda a moot point. -Add a few more classes. Like the archer class, that pretty much everyone has been mentioning. A Ninja, etc. Of course balance them out, as the current classes are very well balanced. - Make each class unique. With this I mean instead of 2 berserkers, it could be 1 berserker, and 1 pirate.(I actually actually thought of a decent skill tree for the pirate, which includes a parrot.) And instead of 2 wizards, 1 wizard, 1 druid(the lady), etc. - Give us the ability to play with duplicate classes. That way I can run my party of 4 clerics.(damage shield ftw), and adds even more replayability to this amazing game. I am sure people would get amazingly creative with how to beat the game with this choice. - Names. Simple, but endearing. I would love to be able to name my characters. I read a study somewhere how this little thing, makes us as humans, love games more, even if they are crappy to totally amazing. Giving people the ability to name things, makes us happy for some reason. - Co-op gaming I know this is WAY long term, but I would love to able to join my friends and do some fighting through this fantastic game. -Arenas Yeah a WoW term, I know you have played or are playing WoW, mika, as I can see a lot of the skills from WoW in this game, and that makes me happy(obviously it works for WoW, why not use it in other games) So you should make arenas, with a gamecenter leaderboard. Again, longterm, but would add addictiveness and replayability to this game. I know people would love to put their group of adventuerers up against each other. And you could offer a prize, like, the top 3 teams get a weapon named after them. etc. I am sure you already have ideas that are already in the works for the game. I am just excited for this game to get even more fantastic.
This game REALLY needs a way to select the characters other than on the field of battle. Icons on the top or something. Sometimes it's impossible to select the correct character as it is.
Online competitive arenas would be the most exciting feature in the whole AppStore! <3 I dont have any trouble on selecting units at all, and more icons in the screen... I like it clear! I wouldnt like to be capable of chosing duplicate class heros, its just not the way this game was suppose to play. I can support the idea of change names and hero legend. The features this game really needs is Game Center support, with achievements and leaderboards (epic online play is not going to happen I think). And new ways to increase the durability of the game too (hard to find epic loot is the faster way to do this).
All these suggestions are awesome, and I'd like to add my two cents 1. already been mentioned acouple times, but some kind of merchant-equip relation showing how much the upgrade would be/what you have equipped. 2. achievements, Like in wow dungeons, if you accomplish a dungeon without any dps being hurt or something like that 3. new classes, I think this has been touched on quite a bit and in my opinion i think that when the new classes come there should be 4 new ones, 1 tank 1 healer 1 ranged dps and 1 melee dps. this will keep the game flow/ party composition nice and stable. Now what the new classes are is up for discussion, personally i like the idea of Paladin tank that has some healing spells, maybe a HoT. for a new healer, probably a druid of some sort, with buffs and heals. new ranged dps will probably be a ranger/hunter. and I believe alot of people like the idea of ninja for a melee dps. all awesome ideas I cant wait to see what Mika comes up with, something WoW inspired hopefully. 4. I think multiplayer would be most effective in Co-op as opposed to pvp. arenas in WOW if anyone knows, are extremely one dimensional, as crowd control and burst dps on the healer is pretty much the one way street which i think might become a little tiresome on this platform. 5. another pretty hot topic is being able to manage heros when they are clumped, i think a neat solution would be if you double-tap/pinch out/triple tap, four portraits come up and you quickly choose who you want to control 6. new maps! this is probably the most basic update in the future, just add some more maps with new mechanics! 7. more tricky game mechanics, I love the slime/ bat mechanic. I want more of these that make it not just tank and spank. Maybe an enrage that forces a shield wall, or a mob you have to kill before you kill any other( like he is emitting a shield) some crowd control options, or no mana use at points ( im getting all these ideas from WoW instances) I think that these mechanics are what really makes this game stand out. The diversity of monsters that require quick thinking/movement! please give some more suggestions guy this game has become my favorite game on the phone and I want to see it go further! Its awesome that Mika is keeping up with this forum, great to know he/she is listening! positive thought!
How do you kill the red slimes The red slimes 2-3 hit my toons. I'm using Knight Sorc Sorc Cleric All are level 30. My sorcs do most of the crowd control. My knight tanks and the cleric heals. Looking for any help killing the red slimes. Also, AWESOME GAME. My favorite so far on the ipad and I buy $3 worth of games each day. Also, one feature I would like is to be able to select my knight with my sorcs and they focus on his target.
red slimes target one character, but are very slow, just have 1 character run, while the others focus it. Also time stop for the wizard, and hex for the witch are great to stop it and damage it pretty well.
This should be pretty easy for you, I struggled at 22/23, had knight, wizard, cleric and rogue, but you have some skills that will help due to your higher levels. Just realize that your not supposed to tank both of the slimes unless you have the clerics shield on you. The slimes are all about skill usage. Your level 30 knight can easily and permanently tank 1 with the 20 second shield wall skill if he is being healed, renew it when needed. Use the sorcs to light one slime on fire so there is never more then 1 banging on your shielded knight. If both sorcs set on fire spell is on cooldown, your cleric can shield the knight, or your knight can use the make them run away shout. If a slime is coming for your cleric, dont run, use the increase heals/immune from damage talent, then use your tanks attracting shout to get them back when needed.