I definitely think that aggro is based off of whether or not your character is a tank. Maybe the monk is considered more of a tank? I don't use the Knight much so I wouldn't know.
I was worried to use the monk as a tank as he's in leather so I thought he'd just die, but from reading the thread and from the fact he gets aggro I think I'll try him as a tank and put the knight on hold for a bit. I think it's great that so many parties are viable in this game.
Knight skill tree, needs some work? I think there are two general lines for the tank specs in BH, aggressor and protector. With that said, I think some of the skills shouldn't be opposing each other on the skill tree, thus making it impossible to have both skills. The problem I'm having is that the charge move and taunt move are both necessary tools for tanking. One is ideal for when lots of bats fall from the sky, and the other for saving your clothies from enemies that are chasing them down. Again, this could be said for the Witch as well, especially if you use her as crowd control. Her fear and hex are across from each other on her skill tree... Sigh, someone please tell me I'm doing it wrong, and I can have both skills! Edit - I should mention I'm a Druid in WoW with a passion for tanking (feral spec ftw), so take my input with a grain of salt. I'm heavily biased in that respect, unfortunately :O
Suggestion, Double tap character then drag to activate walking, this way you don't accidentally move when you meant to heal for example. Also make it so characters don't overlap each other.
It's isn't that you're doing it wrong for selecting the skills... it's more like you want everything. Taunt and Fear are good enough for crowd control, no need for hex and shield charge (and vice versa). Taunt first with the knight to get any dangers going to him ie: the first wave of enemies. If any strays pop up use fear and during that time throw you're attack units at it. If it's still alive and chasing your unit use Debilitate, that should buy your units enough time to kill it and/or reuse Taunt. If you're talking about the red slimes Debilitate, Fear, Shield Wall, Hex, Shield, Debilitate, Guardian Angel and Intimidate are you're friends. No need to run around in little circles. The easiest way to beat them is use a knight with shield wall followed by either Guardian Angel or Debilitate. When Shield Wall runs out use Shield. Bam, instant jelly.
Well I have a couple characters level 20 now but only my cleric is 30+. It's quite challenging to level to 30... once you hit 27 there's no good grinding map because the last boss just creams me everytime.
What is the usage of bard? Hello I am new to Battleheart I am confused about the usage of bard What is it for? Also, bard or cleric, who do i use? using both of them or....either one? which is better? Thanks a lot
Bard auto-buffing So Bard's auto-song = auto buffing? Each song = buff lasting for a few seconds? Can I keep 2 characters always buffed by super micromanagement? Like switch from tank to monk alternatively? Thanks
Depends on the song. One of them heals the target (the first ability) the second ability gives you a choice. For example, one will give the entire party +25% Defense for 15 seconds. Bard is good if you have a "Hero" to focus him on.
So the bard song adds the bards own stats to the user he is targeting? For example if my bard had 50 attack and 50 defense, my monk who I am targeting, now has +50 on top of both of his stats? ... If that is true, if I attach damage or defense items on my bard, do those carry forward?
Is it me, or is the monk a better tank than the knight? Mainly because Ki Blast and Wind Walk are fantastic for controlling agro. Is there a tanking advantage to the knight I'm just not seeing? (I haven't gotten the knight above lvl 15 yet.)
Great game. Very simple and very complex. I like that it is a certain homage to WoW. Taking thta further, you could definitely list some more classes off of them. Paladin: Make him based on his auras. One that heals, one that raises def, one thta raises movement speed, yadda yadda yadda. Another decent option for a tank, but would make his attack power low. Ranger: Stick with just ranged. changing the mechanics of how weapons work would probably disrupt the other classes (ie, having a ranged and melee weapon) and you already have a class devoted to dual wielding. Give him a pet he can call that fights at his side for like 15 seconds and maybe some traps. Druid: Would have him autoheal as well with no attack in normal form. Can shift to feral to tank or dps. Of course, he can only do one thing at a time and the key to him would be having abilities across from each other that would significantly reduce the power of each form. Thus, if you take the skill to tank, then the skill to dps would be opposite it. Shaman: Make each ability a new totem. That is really lifted off of WoW, but could make for very interesting dynamics. The first 4 abilities learned could be each of the 4 elemental totems, and then diverge from there. Still, and awesome game. Even better would be a game+ with even the same boards, just harder and some even more ridiculous high level skills.
Just the attack rating gets transferred, they said. The defense stat for the Bard is for his own protection. And it is my understanding that the Bard's attack rating will buff a portion of the target's attack and defense. There is also a Bard passive ability you can pick that will increase either the defense or the attack bonus that the Bard buff conveys.