How well does this party work? I've been running Monk, Rogue, Wizard, Cleric, and I'm curious as to what benefits you get from the Bard by putting it in for the rogue. I know my Rogue is a large part of my damage output - it seems like you'd have a hard time with a lot of things without her around to shank the enemies in the back. Also, does the Knight ever get a large area taunt? I've been using the Monk to tank because their first ability is the "hit every enemy", which allows me to grab (most) aggro from everyone if needed. However, I'd actually prefer the Knight as my tank, but he has no way to pull aggro like that.
The best party for farming high level Arenas: Bard + Witch + Wizard + Knight The best party for Arena high scores: Cleric + Bard + Witch + Knight The best party for boss killing: Cleric + Rogue + Barbarian + Monk/Knight (easier) Bard + Rogue + Barbarian + Monk/Knight (faster) At least, that's what I've culled from the forums and from my personal experience. I've done 125 in Doomvale Arena, farmed all but one Tier 9 items, and have gotten every character to at least 30, my A team past 50.
He does, but not till level 15. Weird, but there it is. Personally, I think War Cry should be the knight's first ability, but whatev. It's superior to the Monk's ability, because it will attract the attention of a few enemy types that the Monk's Wind Walk will not.
DPS (given Mika's attack speed numbers) for my characters, actual and/or calculated for level 46: Rogue: 144 (159 with talents) Monk: 121 (139 with talents) Barbarian: 109 Witch: 82 (94 with talents) Wizard: 93 (112 with talents) Knight: 107 (123 with talents) These are all raw "white" numbers: the damage output per second without using any abilities. Of note: Rogue DPS is really dang high. And rogue talents significantly increase damage. Barbarian is nowhere near as good, especially since the Barb's talents make him prone to instagib. Monk DPS is quite solid. I don't understand why it'd be better than Barbarian, but unless I am missing something, it is indeed. Witch and Wizard, given that you almost always have to manually target them, and require a lot of micro, seem a little low on the DPS scale. Yes, they don't have to go running after enemies. But there's downtime in targeting delays and having to run from most mobs, rather than fight them, as a melee (usually) would. (caveat: I only have the tier 8 weapon for my witch and wizard; not tier 9. Which probably adds 5-6 damage; roughly 4-5 dps)
For those of ya in the know : is a character's health the same as their armour number, or is it a separate stat? Is the latter, are there factors that affect this stat, or is it static and tied to the classes? Also, if the latter, what are the mechanics behind the armour number? (Damage reduction, a treshold mechanic, etc)
Like those stupid red bats? OMG, HATE THOSE. They're killing my party left and right because I can't get them under control. Need more crowd control. And yes, seems like that should be his first talent. Maybe I'll try bringing my knight up to 15 and seeing if I like him better than the Monk at that point.
I found two ways to combat this: 1) If a party member is being attacked by red bat move them next to the cleric. Then use the Cleric's "Vengeful Angel" Ability to damage the bats. The bats won't be able to touch because the unit is protected under the wave of vengeful angel. Then have your damage unit come and kill the bats from behind. (That's why I always keep wizard or bard next to the cleric.) 2) Warcry with knight brings all the bats to him. Then use the cleric to heal the unit. I also suggest using the cleric's shield to protect the unit for 75% damage too.
Yeah, I'm leveling up my knight to get Warcry. BUt yeah, Vengeful Angel would work too. Or possibly the ki blast from the Monk.
Every character except one starts with 1000 HP. Every level, they gain an additional 15 HP. I forget which character starts with less HP, but I know that they start with 800 HP. I'm thinking it's one of the mages. You can find the post that Mika made if you search back about ten pages from this post.
The female wizard has slightly higher attack power and yup: 800 life to start with. I think, btw, that the male wizard is better, since the increase in power doesn't seem to be a percent; but just a few (static) points more power. And in high level arenas, that 20% less HP can mean the difference between being one-shot or living through it. Personally, I hope Mika considers buffing her power just a smidge more (and making it %-based) and/or reduces the hit to her HPs.
While I understand your point, I think the sacrifice of HP for ATK makes the female mage much more valuable. The gain isn't that much as you pointed out, but I'll take what I can get. I've never had her be one-shotted or even two, or three, and her HP is still high enough for my other members to take the enemies down. Considering she has teleport, it's extremely helpful, unless you're against an archer. But then again, the other three members of my team (and many other team makeups) can generally take down those annoying enemies easily.
Ah, I feel much wiser already Mythanks! So, basically, all characters of the same class have the exact same stats and abilities, except in the case of the wizards?
No same class don't have the same stats, for example the black knight has 1+ in armor, while Shepperd has 1+ in attack.
Ah. Garrick and Baelrosh have the exact same armor and attack stats when equipped with the same items and at the same level. Is there hidden difference to them, perhaps? Might there even be a list of the differences between characters of the same class?
Anyone have any thoughts about Rogue vs. Barbarian? My party is currently: Shepherd Lucille Thistle ?????? I was using Robin (Rogue), but then I switched to Baelrosh (Barbarian). I'm just not sure which to ultimately use. Baelrosh seems to do better damage, especially to multiple targets, but I'm not really a fan of his seeming to trade defense of offense. But Robin doesn't have any good multi-enemy attacks, but has some nice single target offensive skills. Anyway, thoughts? My party is ~17th level (+/- 2, with the exception of Lucille, who is in the low 20's) if that makes a difference. I'm past the Slime Boss, and coming up on the next boss fairly quickly.
Check this out: DPS (given Mika's attack speed numbers) for my characters, actual and/or calculated for level 46: Rogue: 144 (159 with talents) Monk: 121 (139 with talents) Barbarian: 109 Witch: 82 (94 with talents) Wizard: 93 (112 with talents) Knight: 107 (123 with talents) These are all raw "white" numbers: the damage output per second without using any abilities.
I have some questions and feedback about the game. I searched the thread but didn't find definite answers, so I apologize in advance if they were already answered 100 times. How exactly does the bard song work? It raises it's target's both power and armor, but by how much? Does it add the bard's entire stat value or part of it? Do items stack? Like equipping 2 +10% to critical chance items, does it result in a total of +20%? Cleric's Holy Embrace- it heals the target for less HP than the full auto-heal of the cleric (meaning if you target an ally, wait for the cleric to heal him, and than target someone else, the 1st ally would still get healed for 8 seconds, but each heal would heal him less than the normal auto-heal targeting of the cleric)- how much less? Some feedback- the only thing that's killing my heroes is the inability to select them when they're bunched up and close to one another. Adding an interface of 4 icons for each hero to select them would be great. Also having the option to hide it would be nice. I noticed that people already suggested this, so I'll reinforce that request Another thing I saw people ask for is to add tapping on an enemy to target it, so you wouldn't end up having your hero walk somewhere instead of targeting an enemy/ally. That's a great idea. Also make targeting heroes possible by tapping on their icon. Useful for when trying to heal heroes that are close to each other (tap once to select and twice to target, for example). Increase gold gain after each level, or even better- add gold gain to arena fights! The gold you get after each level is too little, even with +gold items. The items and weapons and armor at the merchant are expensive (over 100 usually), the old item sell value is low (I bought the next level of a weapon for 100 and something gold and sold the old one for like 30), and there's upgrading equipment which I never get to do because just upgrading 1 item would usually take most of my money, when buying it would be cheaper. So I just wait for it to show up in the store. And if I need an upgrade badly, which almost never happens, you can shuffle the store again as easily as beating the first level of the first map, or just go into the arena, and either lose right at the beginning (to save time) or give it an effort- you'll get an item at the end. There's just no reason to upgrade, and a gold reward in the arena on top of the item would make it much more appealing- you only get 1 item when you have 4 heroes, and sometimes (if not usually) you fight 90-100 and more monsters, which takes a lot of time, and you can end up with an item you don't like or already have... not a suitable reward for your efforts. I noticed Mika mentioned there are 3 tank options- what is the 3rd, after the knight and monk? Only one I can think of is the barbarian, but I really don't think he's good for that. Also, more content would be much appreciated! Especially more levels/maps and/or harder modes, for replayability value. That would mean of course adding more character levels/skills... Last, and most important feedback- I LOVE the game!!! Made me an addict... I really hope to see it grow and develop and even become a franchise (Battleheart 2, battleheart 3... ) Amazing job, Mika, and thank you for making such an awesome game!
That's a good question. Way I see it, barbarian and rogue serve the same purpose in the party- a support class- they have a very high damage output (power rating is higher than the other melee classes'), but are poor on defense (both use leather armors too). There's no denying that they're different, but I find the rouge better. Barbarian's frenzy is great- but it makes him even more vulnerable, die even faster. There's the increase attack speed skill- combined with frenzy and passive ability to take less damage in frenzy- definitely make the barbarian a killing machine. However, with that skill combo (frenzy+attack speed increase), you'd be able to attack 2 targets at the most, so I consider it a combo against 1 single big target. The 15 level tier powers are a blow that does massive damage, but again, harms the barbarian a lot too, so I consider it useless, and an area attack. The area attack isn't THAT strong. in comparison, the rogue can dish out more damage to a single target- 1st skill 250% damage, combined with the show weakness skill, adds another 50%, compared to the 35% bonus of frenzy. Even with frenzy+attack speed increase, the rogue's attack is better- he does all his damage in an instant, not over time like the barbarian (so if one of your heroes is going to die it's important), doesn't take more damage in the process, and that 50% bonus to damage lasts longer than the barbarian's skills and makes all your heroes deal 50% more damage to the target. With the passive skills the rogue's regular attacks become fearsome too- 20% chance to critical is awesome, but that 15% increase to attack speed is great too! The rogue attacks real fast... At the 15 level tier skills we got one that deals 300% damage to a target. So it's like the barbarian's massive blow, only better coz you don't hurt yourself during And let's not forget you can add that 50% bonus and that 250%... And your other skill isn't useless (paralyzing an enemy is pretty useful).
New here. WoW. Just cataclysmically cool. MikaMobile, you have an awesome game. iTunes #1 spot. Spread the word! I like dboerens idea of having characters blink red when nearing death, or something like that. Mikas lookin into it. Danger, Will Robinson. Also, could the refreshed Skills icons blink louder? wback, I also like deadclowns commentary between the last-standing Cleric and Bard. Bang on. I can relate. Good post. To add on to that, yar already know, if alone (rare), Cleric can drastically auto-heal herself (drag away and back onto Cleric) and use Vengeful Angel offensively and Favored Soul (100% impervious to damage with Angels). Along with 2 Codex, the Cleric can Desperate Prayer and Group Heal herself dramatically every 8 seconds on top of auto-healing herself when Vengeful Angel isnt active. Use hit and run techniques. Cleric can run faster than red slimes and cant be touched with Angel. 10-foot pole. Use Cleric Shield to reduce 75% damage done to her in between cooldowns when necessary while waiting for Angel to refresh. Use Discipline to recover 15% more health to herself and Empowering Words to buff VA attack. Or, double buff VA with Power Infusion (doubles power!). Run down slimes. Now, if alone, shes an indirect tank, or only tank left, in the very loosest term. Though not that effective at higher levels when swarmed, or, with the dreaded Six-Pack Crew of Skeleton Archers. Cleric Tank? Could there be another Cleric healing character other than Lucille? (Though it may make the Bard redundant. Paladin?) There are already 2 Knights, 2 Wizards and 2 Barbarians. Lucille is a must in any party. So, when I try to level up my lower level toons (lv. 17), I naturally throw in Lucille (lv. 38, 2 Codex). But when that happens, Lucille is drawing aggro (radius?), as shes now the tank, due to armor spec?! Theyre ignoring my Knights. Cant draw away. Maybe aggro locked. 20+ levels (armor) too disproportionate? Anybody else have a similar experience? Also, the Bard can heal himself too, but thats it. Bard needs an offensive song to be more useful, similar to Cleric. If not, people may continue to graduate away from the Bard. Incentives? Song of War doesnt count, as he cant swing at anybody. Everyone should at least have one offensive and one defense skill and be able to use it themselves. Increase Bard specs? 35, 40? Expansion-wise, the Academy path has enough grid room for 35 and 40 levels. A level 35 Cleric could have a Resurrection spell. Resurrect a downed player during battle, or, replenish party health completely (Echo of Renewal)--dual purpose spell?, etc. Would be useful above. 40 could be group Vengeful Angel? Hopefully, the Paladin will have group effects. Thanks Mika. Was gonna add file, but instead, heres some highlighted ideas I have for discussion sake. Chime in. Its a completely different take. I had plenty ideas and time to kill while recovering from the hospital. Take it to the next leveleven with the #1 spot on the Charts and Game of the Week title: - APP ICON: Still functional nonetheless. IMO, it needs a spokesperson face and an identity for better brand recognition and marketing. Tweak War Cry with artistic license. A simplified Shepherd image should appear on the app icon striking the exact same pose, but slightly larger. Think Link. Its never too late. (i.e. Apple changed their logo and branding too.) Retain the same must-have yellow-orange background for fluid consistency. Dont just stand out. Jump out. No really. Now watch your product skyrocket even more, and longer, with just one tweak. - BUMPER SIZE: Adjustable Setting. Talks about solving character clutter. Toons just walk around it. No genie effect. - POTIONS: A one-shot trinket. i.e. Potion of Healing, Potion of Wind Walking (higher tiered). Anybody can use em. - TRINKETS WITH SKILLS: i.e. Necklace of Horror (40 sec cooldown). Also higher tiered. Class-specific trinks. - RELICS/ARTIFACTS: Weapons and Armor already have tier 8 and tier 9 levels. What about tier 8 and tier 9 Trinkets? - CRYSTALS: Genre. Random and rare Jewels (2,000 coins), Gems (1,000), Pearls (500) in addition to loot; not replace loot. Not insertable. - BATTLEFIELD ITEMS: Rare. Treasure chests, Potions, Pearls, Shrines/Totems. Variety, but KISS ruled. Also see Barriers below. - CARAVAN: Travelling Shopkeeper. Only accessible after every Boss (10 battles cooldown). Rarer stuff (x5+ $, T7+). Potions, etc. - PUNKED: Dwarven Steampunk with rifle or shotgun. Bomb/grenades and Autonomoton tree. Opposites attract. Magic arrow or shotgun anyone? - HIRE MERC: One-battle usage only. Uses Party Reserve clone. Changes synergies. Limited parameters and usage. Very expensive. - GRAY AREA: Gray/dim characters when bought from Tavern to keep stats and bio intact; not remove. Whered they go? - ICON ASSISTED: Add icons and color to the Town Menu. i.e. "Tavern a foaming beer mug. Keep a chess rook or castle. - BARRIERS: Add variety to gameplay. Limit occurrence. Small centerpiece objects: pond, log, campfire, boulder, stream, etc. - SCREEN SCROLLING: Two-screen battlefield. Limited usage (Boss?). Think narrow bridge battlefield. Adds variety. - QUESTS: Mika, did you say quests? My take: Doodle-Fit-like puzzle with random key objects/trinkets, etc. Opposites attract. - MINI-GAME: Change tempo. Timed Training Rounds with attack dummies; not Arenas. Think Gopher-like bashing, etc. and others. - MINI-GAME: Change tempo again. Duo team timed battles against AI. AI uses duo Party Reserve clones. Not PvP. Yet. - BATTLE OBJECTIVES: Infrequent. Uses KISS rule. i.e. Protect someone or something, Kill X amount of creature types, etc. - BATTLE MAP REGIONS. Differentiate. Group sections and types better. Add simple background map graphic to Battle page. - BUYING A VOWEL: Put very SHORT, brief, dialogue back in again. See Training. Dont slow or dilute gameplay. Story-mode? - IN-APP PURCHASE: Add one item only. No more. $0.99. It wouldnt be an Eagle, but could be. Im not a fan of in-app purchases at all unless they really have a special usage that the core game itself cannot or does not offer. Ask: is it solving an existing problem? - ADVANCED(HARD) CAMPAIGN: Adjusting variables; not really adding. Incentive adds to replay value. Motivates. Uber time. - BATTLEHEART SEASONS: $0.99 app. Halloween Zombies. Assets already exist for cross-promo. Or, other. Must eat brain. Nah. Whatever. Theyre just ideas. Sorry for the long post. BTW when Wynter has low life and I trigger her Drain Life spell as it hits her target, and while in the middle of melee, Wynter dies, the actual Drain Life essence blob doesnt fly back to her (if shes the only ally) in time in order to renew her health before she dies--even though I hit my target well before she dies--regardless of the amount of essence. I like the clear animation and all, but would it be possible to speed up the return by x2? Just asking. Cant wait for Ranger class and Paladin class. Mika, did you also say pet wolf?... Later.