Thanks for your reply, this is really helpful! As a rogue(/ranger) I was planning on sticking to nimble handweapons, but I didn't realise they were connected to Dexterity instead of Strength, so I might have "dumped" a few stats incorrectly into the Strength pool (and Endurance as well, but that's not too bad, because it's not weapon-related, right?). Should I keep the Strength stat at its humble 5 starter-level all the time then? Or will there be a time that my Rogue/Ranger will need more power? Or are nimble handweapons combined with bows and arrows too underpowered to win the game? If I have to start over I'd rather do it now rather than waste my time on a character that will get stuck eventually...
If you have strength added to your Skill and Dex, you can take on the Ninja skills in addition to your rogue and ranger.
Do the Ninja skill involve nimble weapons? Otherwise I'll need a third hand to carry a melee weapon next to my nimble weapon and bow
I'm still playing around with my Rogue/Ranger/Ninja skills, but yes, you do have to choose between bow or dual wield. Certain Ninja skills can work even if you stick to bow, but others require two blades. So you can mix them up if you don't want to get rid of your bow completely. I'm not sure it'll make sense in the long run, but for now I like my bow so I'm holding onto it (mostly for Barrage, because Rogue/Ninja doesn't seem to have too many multi-shot attacks).
Endurance will add HP and enable you to wear heavier armor, regardless of class, but it's not strictly required for Rogue/Ranger/Ninja. If you add some Str, you can use a sword in your off-hand and a dagger in your main hand. Keeping a dagger in your main hand will enable you to still use your Rogue skills, and an off-hand sword will still benefit from your Rogue passive that grants +10% CHC for swords and daggers. But you can also just dual wield daggers. Dagger/Dagger with Ninja and Rogue skills just absolutely stomps Tower bosses and the final boss (I listed an Assassin build earlier that can kill the bosses before they summon their adds). I thought the Bow skills from Ranger were a little underwhelming compared to some of the other classes, but, honestly, if you just stick primarily to 2 classes, you should be able to beat the game at level 30 with the skills to which you have access.
At lower levels, go through whichever dungeon you can survive. For XP, kill everything. For money/equipment, rush toward the reward chest and ignore everything else as much as possible. For farming/grinding places where the monsters are really concentrated in one room are the best option. Below level 10 or so (or whenever your build can survive the Sealed Cave), I recommend the Brigand Camp, which is south of Dunshire/Eston and forms a triangle with them. For levels ~12+, the Razor Clan Camp in the same location is quite good, too. But Sealed Cave beats all in terms of speed, especially when you can survive spawning all monsters at once (by activating the switch when you are stealthed via the Rogue skill). I think it's worth it to invest into getting the two Bard skills that give +25%Gold and +10%XP. If you absolutely don't want to waste the skillpoints, start a Newgame+ once you have them. And if you beeline for the last Bard skill - which gives a discount on all other stat requirements for skills - you can have it by level 17.
Knockdown Build Played around with a new build. Very fun and extremely effective in the Colosseum. Not meant to fight tower bosses but works fine in dungeons. Sledgehammer - I Get Knocked Down, But I Get Up Again Skills: Divine Hammer (Paladin) Mana Strike (Battlemage) Apollo Strike (Ranger) Ki Blast (Monk) Thunderbolt (Wizard) Radiance (Paladin) Holy Word (Paladin) Flame Weapon (Battlemage) Passive: Punishment (Paladin) Thundering Blows (Monk) Concussion (Monk) - currently broken? Archery (Ranger) Coup De Grace (Rogue) Impending Doom (Ninja) This build requires skills from all over the place, but it's pretty fun in action, especially in the Colosseum. It's not great against tower bosses because they're immune to knockdown, but works fine for dungeons. Dungeons, in fact, will seem super easy because enemies will be constantly knocked down and you can probably progress through most of the dungeon without taking any damage. Concussion currently seems to be a broken talent (doesn't seem to ever proc), but I'm leaving it the build for now as it should be a capstone skill once working as intended. You primarily want to focus on Str and a blunt weapon for this build. Focus on gearing should be +crit to help trigger reduced cooldowns from Impending Doom and Concussion (when fixed). A touch of life drain will help with survivability at higher waves in the Colosseum as well. Apollo Strike and Archery from Ranger seem like overkill, but it's also nice to have a longer single target knockdown at range, but you'll want to put some points into Dex if you want this or your bow auto-attacks to do any damage. If you remove Ranger, I'd suggest the following substitutions: Apollo Strike -> Savage Pounce (Barbarian) or Song of Inspiration (Bard) Archery -> Dual Wield (Ninja) or Shield Mastery (Knight)
I seemed to have gimped myself at level 7. I wanted to try straight ranger. I have the wolf summon, which makes a huge difference, but having to invest the most in the END stat to keep up with the requirements per level, I'm probably lacking in damage output, even with a pretty high DEX. I've got the -10% cooldown and +15% attack bonus, which seems a pretty good combo to get more damage in as attackers close in. I've wondered about the speed shoes but the cash comes too slowly to just to try something. Any thoughts? Frost Wyrm has me stuck (can barely get halfway) and poison enemies give me problems.
I didn't like straight Ranger as a starting class, either. I restarted a rogue and took on some ranger skills when I had overlap already (so all they cost was the gold). But I'm not sure why you're pumping END for Ranger? Should need only DEX and SKL.
My Google docs in my signature is now updated with 114/156 skills in the game, name, requirements, description, etc. I'm mostly just missing the 4 Int classes and Knight/Paladin.
Monk wind kick and paladin aura of light are a wonderful combo. When there are many minions around it means i deal massive amount of damage and I am back to full health. I use 2 items with 20% faster cooldown which means I can use aura of light and monk damage feats regularly. I read in earlier replies that I can activate different elements sword of the battlemage at the same time. Is this true?
No, you can only activate one of the Battlemage's weapon auras at a time, but each time you switch to a different element, you automatically refresh Mana Strike. So, there's a viable build that has all 3 weapon auras on it with Mana Strike. Basically, you just toggle between the 3 and use Mana Strike each time in-between.
Ng+ Made a new game+ but cant see my skills from before. Was level 30 with 49 skills after first playthrough... Do i get them back later in game? Is there anything else you could take with you into ng+ like equipment or gold?
I keep hearing that Mika is going to close 'The Infinite Radiance' attack. Wonder how he's going to implement it. Will he change the function of Premidiate or Song? Maybe kill one of the abilities completely? Its bad that he feels the need to do so. Maybe he'll simply increase the points it takes to achieve these skills. I understand that it takes a way from the gameplay when you have abilities like these, but it's actually kind of cool that we all had to try various combos to stumble across this method. Most people probably won't even be aware of try 'The Infinite Radiance' because of the three wholly different skill paths that require it. Honestly, how many people are going to use Knight, Bard and Ranger?
Battleheart Legacy: Tips & Strategies I could get you those if you need them, I have a NG+ Rogue / Ninja / Barbarian that I've been hoarding stat points with. It's obvious that Mika has to remove this skill exploit when you consider that he's planning to add leaderboards to Arena mode. That means he needs to remove any methods that allow a player to continue through the Arena indefinitely, such as the Premed > Inspiration > Radiance loop, because the leaderboard would be more about endurance than skill and creativity. So breaking this combo probably isn't targeted at New Game players, but New Game+ players running the arena with optimized stats / equips / skills. Game breaking stuff like this is fun in isolation, but become impermissible in a competitive setting.
Make sure you are creating a New Game+ from the gear menu available through your existing character instead of simply just creating a New Game from the options below the characters listing. Only skills transfer over in a NG+.
So there is still no equipment guide? I'd like to know what the most powerful weapons and armor are in each class, for both legendary as well as non-legendary items.