The storyline is not terribly long. The replay value comes from tweaking your build and messing with the arena. I'd compare the arena a bit to Solomon's Boneyard -- trying to beat your high score.
By pure mage do you mean pure Wizard or are you referring to pure INT character? Always play melee until now, may try INT based char in the next run.
People are claiming it takes about 20-30 hours to complete the game. The way the game allows you to mix and match skills, I can see myself replaying several times to try out various builds. One problem I do see is that leveling areas past lv 10 seem quite sparse. I was doing repeated lost cave runs for lv 10-12 as there weren't other better places to farm for xp. I would like to see additional content added in a future update. I don't mind paying more as the game actually had quite solid fundamentals and I think it's worth further developing for.
You will probably finish every quest in about 10 hours. As for replay value, you can head over to the endless arena to get highscores or make a new class and replay the game in a different style.
The first character I have taken all the way through the game is Wizard/Witch/Necro. Teleport is very useful, particularly for the final story/boss fight. For the arena, using only Wiz/Witch/Necro skills, my highest score is 163. I've now got this character to level 51 and I'm using it as NG+ starting point.
As much as I like my Necromancer, I think the Mummy needs a big upgrade. I just swapped him out with a wolf and it's working out a million times better. The mummy is just dead weight.
Crash report: You probably already fixed this one, but when I have dual wielding equipped and bow passive equipped, and equip a weapon in my main hand that unequips the bow, then put the bow back in my offhand slot, then when I tap the mainhand slot, the game crashed, every time.
If you do this, please consider buffing the HoT effect items. They aren't great items to wear around a dungeon currently, and if they stopped healing outside of combat, they'd be junk. (Also, I like that the value of these items changes depending on the size of your HP pool, but it seems they are pretty lackluster on Endurance characters.)
To me, it makes more sense to allow Monks to equip a second fist slot in the offhand. Maybe it averages damage with the mainhand, or maybe the damages are halves and it acts like duel-wielding. But it seems odd to me from a UI standpoint to equip a single glove.
Just stick Battlemage's flame power on and you have burning fists o' fury. You'll soon stop fretting about UI aesthetics. And, yes, you can use mana strike with fists.
Sorry if this has already been addressed on this huge thread, but I had a question re: the Deep Vein quest. I've gone through it a few times and vanquished the bandits. I haven't found the ore, though; just the key. Am I doing something wrong and/or is there a specific way to get the ore? Thanks in advance for any info or advice.
Arena build At level 41 I've found a pretty decent arena build. I've managed to get to around 300 with it without using a single potion, and without a single legendary. Here it is! Skills: Monk: ki blast 1000 palms Wind walk Barbarian: Savage pounce Ninja: Smoke bomb Knight: Victory banner Ranger: Premeditate Paladin: Aura of light Passive: Monk: Thundering blows Concussion Barbarian: adrenaline rush Ninja: Lethality Impending doom Paladin: Punishment I'm using 2 alamanacs and wraps of the dragon to get me up to 50% cool down reduction. The main rotation is to use premeditate and victory banner, then all of your damaging abilities other than ki blast, as soon as premeditate is off cool down use it with ki blast to get 2 of them. And then again use it with victory banner once it's up again and keep repeating this. Always keep up smoke bomb and aura of light. With the 50% cool down reduction everything works smoothly, you won't be left open at all once you get used to these rotations. I had been using last stand with premeditate but that requires you constantly being low on health and I don't like that. This build keeps you at full health with the huge healing of aura of light. Oh and you have about 76% crit with this build so with the ninja passive people will be being knocked over almost every time you hit them! Let me know what you guys think!
I've gone through some of the comments and why on Earth would you want to cap leveling? There's tons of us still having fun around level 40, and many people will take their characters even higher (I will because 20 hours in, I'm still having too much fun to put it down). Why? Because we can. And we like seeing the same character grow to epic levels. The amount of modular stuff that you can do in this game along with endless combinations are some of the things that make it so amazing, no point in taking that away. If someone doesn't want to level, you'd think it would be simple enough not to, just cap your own characters at whichever level you want and done. For my part, I started out fairly diverse, but narrowed it down to Battlemage/Wizard... Went full Wizard around level 20. The idea was to be a good protector of the realm but I ended up dressed in Shadowmancer's Robes, with 2 x Choker and blasting things to bits with Abyss Mika, if you're reading this... THANK YOU for making the best app game I've ever seen and please make more content. I'd pay double the original price for both the game and additional content if it came out and I'm sure I'm not alone. Also.. How about actually creating a whole storyline somewhat like some PC/console RPGs do? Perhaps try releasing some bigger, paid expansions and taking it from there if it's profitable... (I'd say anything to get more content at this point, really )
Love this game. Thoughts on how the current gameplay can be expanded and added to. Hopefully mika is thinking about an expansion when they are done with the small tweaks and big fixes. For classes, I think 3 new would be interesting. Druid, Shaman and Archer. Druid is self explanatory and would focus on shape changing. Maybe a no-go because of the added animations, but would sync well with Hunter and Possibly Monk. Shaman would be interesting if the ideology of how Wow handles totems is employed. Endless possibilities and definitely a good mix in class. Last would be archer that focuses on crossbows, which would be a new item. Id like to see ranged synergy like how melee synergy exists for skills and weapons. Would be a definite boon to ranger skills. Current gameplay would be better enhanced if there was more of a stark differentiation between weapons. Have lighter weapons hit faster, but do less damage. Bigger weapons hit harder but do more damage. That way weapons effects attack speed as well. Also, lighter weapons crit more but heavier weapons crit harder. Something to make me choose a specific weapon for my build. Id also like to are a hardcore mode. Maybe not hardcore as you die and it is gone, but something like you can learn 40 skills max. Or you can only choose the skills of 3 classes. Something to make more of a challenge. Also, I don't know how others feel, but charm is the single most important starting skill in my opinion. The extra charisma helps with prices and negotiations too.
I don't see why a dagger must do the same amount of damage as a huge axe over time. I think that's a great tradeoff. Daggers deal less damage, but make up for it with the rogue skills which deal more damage. Axes hit harder, and is the reward for using both hands and giving up a shield or bow. Likewise, if you want to limit your skill pool, you can always do it yourself. Why need to have the game enforce it for you? Plus, when you die, it's possible to cheat the system for force-quitting the game, so I am not sure how useful a hardcore mode is when there is by multiplayer mode to boast off.
You get it wrong. Duel wield is not a passive too double your damage, but rather a skill to make swords/daggers/axes attack as fast as gloves. Gloves already are "duel wield".
If you are in NG+ and can invest stats freely, dagger actually deals only 3 less damage than any other one hand weapons, no matter how far the level goes, which is hardly any difference. Well, that calculation is based on the assumption that sword users don't want the benefit of DEX, dodge, while dagger users as a trade-off shares 30% max dodge rate. So for those who understand how the damage is calculated in this game, swords, axes, ninjablades are all pointless weapon choice against daggers. Dagger is the only viable one hand weapon in NG+ for an optimist.
The latter one. Mages may not be able to kill bosses as fast as ninja/rogue( I can one shot the final boss with ninja/rogue at level 25 if I can get hand on the best gear, 2 shots for normal gears, mage can never do that) but mage is born for the Arena. Check this http://forums.toucharcade.com/showpost.php?p=3249722&postcount=388