Battleheart Legacy: Tips & Strategies

Discussion in 'General Game Discussion and Questions' started by KiddToKmart, May 27, 2014.

  1. Ha... I just died with 5 potions still unused in the Arena bc I was getting all cocky, not paying attention to my HP. Oops!
     
  2. Wisely

    Wisely Well-Known Member

    Jan 24, 2013
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    #382 Wisely, Jun 6, 2014
    Last edited: Jun 6, 2014
    Anyone knows how Life Steal from MOr'doth Doomplate work?

    Does it stack to Life Drain or Life Leech of the Witch skill?

    Horror is a lot more effective than Mass Hysteria due to Horror effect has a much wider radius.
    For Mass Hysteria, if the minions are slightly scattered it is difficult to get them to attack each other.
     
  3. Werebite870

    Werebite870 Well-Known Member

    Feb 7, 2011
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    We have just discovered that you can scroll down the stats panel to check for yourself
     
  4. I use both Horror and Mass Hysteria. I don't think they attack each other with Horror, do they? Looks to me like they just run around in a frenzy, buying you some time. I find Mass Hysteria works basically like Charm, since a charmed beast will be attacked by other enemies.
     
  5. FateRiddle

    FateRiddle Well-Known Member

    Jun 3, 2014
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    #385 FateRiddle, Jun 6, 2014
    Last edited: Jun 6, 2014
    Check out post #322
    post #323

    I have a few thoughts about what is unbalanced right now:

    1. In NG+, one hand sword and axe are useless for an optimist. If u have 100 stats point u can choose between:
    wear a witherstrike(40 base AP).100 points all in STR(maximum damage), end up with 110 AP.
    Or wear a tombcaller(39 base AP), 100 DEX, end up with 109 AP, 30%dodge and access to shadowstep and sneak attack(two of top 3 single target skills), I believe everyone will choose dagger over sword or axe.
    Suggestions: add more weapon exclusive skills to sword and axe, or simply twist the ratio.

    2. Fist is seriously underpowered. No matter how you invest your 100 stats, Fist will end up with around 75 damage. In the long run, fist stays below 66% damage of dagger, both autoattack or skill wise. Surely fist carries great skills, but so does dagger and colossal weapon, it can't justify such sharp disadvantage. I think the damage mechanics has one flaw, that it assumes players will invest equally in STR and DEX, and admittedly it is well balanced under that assumption. But IMO, giving 0.5 ratio to both STR and DEX is bad idea, because only the higher one is what matters. You can give dagger 0.6 ratio from STR, reasonable players will still choose to invest all in DEX.

    3. Flame weapon and Envenom seems to affect the recognition of whether a weapon is "bladed", causing Deep Wound can't be triggered.

    4. although most skills count the damage modifier from Flame Weapon, Ki blast(and those skills who have no restriction in weapon choice) only count the basic weapon power.

    5. battlemage is supposed to be a playstyle not just a set of skills. Players using Flame weapon merely for its 10% crit, and mage adopt Aegis and Arcane Potency. But there are no viable battlemage playstyle so far. If you force a battlemage style right now, surely you have access to all spells but none is doing decent damage. It lacks exclusive benefits.

    6. Ranger skills need to be buffed.
    Edit: I was wrong about Tombcaller's base AP, which is 32, so it's 8 less than Witherstrike. Still Dagger build is better, you will retain the 8 AP difference only if you want no dodge chance on your character.
     
  6. Narziss

    Narziss Well-Known Member

    Nov 28, 2009
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    #386 Narziss, Jun 6, 2014
    Last edited: Jun 6, 2014
    @FateRiddle, I like your suggestions

    This is my own wishlist:

    1. a 7th passive slot

    2. buff duration indicator (nice to see when conditional passive buffs trigger and when all buffs elapse)

    3. shorter active buff skills casting delay (if you're running several buffs, it's almost not worth it because casting each buff delays your character so much that you lose time on your elapsing buffs and have to tediously recast over and over)

    4. harder difficulty bonuses (would be nice if there were some benefits to cranking up the difficulty slider: could simply be an exp bonus and maybe double colosseum awards for playing at highest difficulty)

    5. Favored Soul buff (I really like this Bard passive, but I'd like to see the benefit increased from +25% to providing somewhere between 50% and 100% buff duration length)
     
  7. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    Fully agree with that.
    I'm currently playing Battlemage/Barbarian in NG+, with skills from all across the board (went to level 19 to get Bard's Generalist, then shopped before starting NG+) ; I'm phasing those from other classes out whenever I get a BM/Barb skill that looks promising.
    While the Battlemage skills - especially the elemental weapon ones - are nice and good flavor, they aren't enough to make a whole playstyle.
    I don't even know if Passives that affect spell damage - like the BM's Arcane Potency - affect those skills or not. Didn't have time to test it, but I should be able to tell from the description.

    Not to mention that most BM skills feel seriously underpowered:
    I'm not wasting a precious Passive slot for an extra +5% instant CD.
    Same goes for Spelleater and Twin Disciplines. The trigger chances are just too low to be really worth it.
    Example: If Spelleater's trigger chance would either be flatout higher, or scale with your INT stat (say, 25+2xINT %, up to 75%), it would be much more interesting and make for a viable magekiller build.
     
  8. FateRiddle

    FateRiddle Well-Known Member

    Jun 3, 2014
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    #388 FateRiddle, Jun 6, 2014
    Last edited: Jun 6, 2014
    ONE SHOT down the Final Boss :D
    Character lvl 40. And it is an overkill. That one hit along with the bleeding damage should net in around 35k damage.

    [​IMG]
    [​IMG]
    [​IMG]

    I also find a great Arena ninja build, focus both on crit and dodge. I'll post it later.
    I hope Mica Moblie will release some major updates, or I'm done with this game, at least for now.
     
  9. Bamboo

    Bamboo Well-Known Member

    Sep 10, 2011
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    Woah, you put all the points in to DEX... interesting. Surely it must of been a drag at the start of the game? Please tell me how do you did this, i'm fascinated, i started a new game and i level up so slowly. What did you do differently?
     
  10. FateRiddle

    FateRiddle Well-Known Member

    Jun 3, 2014
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    All DEX is because that will maximum dagger damage(seems 10 DEX for 7 Dagger damage, but 10 STR for only 3.), and DEX provide some decent dodge chance along the way. The best way to level up was mentioned before, just stealth into the Sealed Cave and do premed + song + radiance combo, monk's windwalk will do the same. after lvl 10, pick up some move speed gear and run through some high level dungeons to pick up decent equipment. After that, as an rogue/ninja, you can just use similar way as shown above to 2-3 shots a high level boss, it will take only 30s, but yield 400,600,800 XP. At last, grinding Arena of madness for ultimate gears. Barbarian can do the same, only invest all in STR. If you are a monk(not recommended currently) or mage or battlemage(not recommended) or somehow a one hand sword user(not recomended), you may start grinding Arena much sooner, since it is more cost effective than killing bosses.
     
  11. hotzp

    hotzp Active Member

    Jan 5, 2012
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    #391 hotzp, Jun 6, 2014
    Last edited: Jun 6, 2014
    Dex Dagger Build in Colosseum

    Here's a quick Colosseum run with a Dex Dagger build that also utilizes Stealth. I made a few mistakes at the end that cost me the run, but you should have a good idea of how the build works. I was able to start hitting the 200 kill mark around level 25 with this build. On a very good run, I can get to 300, but enemies start almost one-shotting me at that point. As I continue to level this character, I am going to start stacking more END.

    As far as Stealth is concerned, your worst enemies are the ones that can prevent you from stealthing for the next wave. Oozes and Ogres both summon adds and those adds do not count towards defeating the current wave. The next wave can pop while the adds are still in play, preventing you from re-entering stealth. You also need to be mindful of poison, fire damage, and impending meteors, anything that will damage you and de-stealth you before the start of the next wave.

    Finally, be careful with using Mana Strike as an attack against the final enemy of a wave. If you kill it on the first spin, you will be stuck spinning for the second attack while the next wave pops, and you won't have time to stealth.



    YouTube: video
     
  12. justtesting

    justtesting Active Member

    May 13, 2014
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    #392 justtesting, Jun 6, 2014
    Last edited: Jun 6, 2014
    Does anyone have any good advice for playing a Battlemage/Wizard/Ninja mix?

    I've got:

    Lvl 11 (3 points still unspent)

    Active

    - Cleave (Knight)
    - Flame Weapon (Battlemage)
    - Arctic Weapon (Battlemage)
    - Mana Strike (Battlemage)
    - Chain Lightning (Wizard)
    - Meteor (Wizard)
    - Twin Strike (Ninja)
    - Drain Life (Witch)

    Passive

    - Staff Master (currently useless because I dual wield)
    - Shield Training (again, useless)
    - Dual Wield
    - Arcane Potency
    - Wild Magic

    Equipment

    - 1 x Rusty Carver
    - 1 x Stone Hammer
    - Mage Armor
    - 2 x Elder Wreath

    Points: STR 13, DEX 8, INT 12, SKL 10, END 8, CHA 6.
    Attack: 20 x 2 (2 hands)
    Armor: 20
    Spell Power: 34

    I tried doing the Arena to get some items, but for some reason enemies heal like crazy at the second spawn.

    Any idea on how to further develop close combat and also maximize spell damage?

    Do passive abilities like Arcane Potency only work on cast spells, or do they apply to spell-weapons like Flame Weapon also?
     
  13. Bamboo

    Bamboo Well-Known Member

    Sep 10, 2011
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    Where the arena of madness? ty btw
     
  14. FateRiddle

    FateRiddle Well-Known Member

    Jun 3, 2014
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    #394 FateRiddle, Jun 6, 2014
    Last edited: Jun 6, 2014
    I can't give any advice on how to hit hard in both physical and maigical. Because it's not possible, lol. But now that I think of it, in first run, when u invest ur stats diversely, it is actually the best choice to be a battlemage. As for Arcane Potency, it only works for spells.
     
  15. FateRiddle

    FateRiddle Well-Known Member

    Jun 3, 2014
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    There's a mage tower on left side of castle, across the river, Arena is a tent just below the tower.
     
  16. hotzp

    hotzp Active Member

    Jan 5, 2012
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    Rochester, NY
    I'd avoid this combination for your first play-through, unless you just want to grab Flame Weapon and Mana Strike from Battlemage and then focus on Ninja and Rogue the rest of the way through.

    Battlemage requires fairly equal amounts of STR and INT, while Ninja is primarily DEX. You're forced to diversify your stat points too much among the 3 different scaling damage stats, which can water down your character's focus.
     
  17. It's the tent right below the Mage Tower. If you still can't find it, ther'a a photo of it here. Just scroll down.
     
  18. FateRiddle

    FateRiddle Well-Known Member

    Jun 3, 2014
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    Watched. I think I have a better build :D. Wait, how do you record your screen? My suggestions regarding the build: I think you should focus more on damage, just think about it, if you deal 3 times the damage, 5% life leech may just be enough for you to survive. And swap radiance for lullaby at least. Lullaby give you 10 seconds to rest, and more importantly, when everyone's asleep, you can use stealth again:D Lullaby+stealth is actually a nice combo.
     
  19. Wisely

    Wisely Well-Known Member

    Jan 24, 2013
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    #399 Wisely, Jun 6, 2014
    Last edited: Jun 6, 2014

    Interesting...does Lullaby has a wide radius like Horror?

    Has anyone gotten a legendary dagger yet? So far I have gotten blade, axe, staff, colossal weapon but no dagger...

    I was having so much fun with Colosseum I have forgotten about the main quest, and now I am level 54....ha ha

    I am thinking if I can create a pure caster for the arena with aura of light. He won't have blade rush but should be able to work if he has high AOE damage.
     
  20. justtesting

    justtesting Active Member

    May 13, 2014
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    Thanks Fate. I wanted to play a Spellsword anyway, so Battlemage came in handy.

    I'll edit the original post, the loadout is now this:

    Lvl 11 (3 points still unspent)

    Active

    - Cleave (Knight)
    - Flame Weapon (Battlemage)
    - Arctic Weapon (Battlemage)
    - Mana Strike (Battlemage)
    - Chain Lightning (Wizard)
    - Meteor (Wizard)
    - Twin Strike (Ninja)
    - Drain Life (Witch)

    Passive

    - Staff Master (currently useless because I dual wield)
    - Shield Training (again, useless)
    - Dual Wield
    - Arcane Potency
    - Wild Magic

    Equipment

    - 1 x Rusty Carver
    - 1 x Stone Hammer
    - Mage Armor
    - 2 x Elder Wreath

    Points: STR 13, DEX 8, INT 12, SKL 10, END 8, CHA 6.
    Attack: 20 x 2 (2 hands)
    Armor: 20
    Spell Power: 34

    Overall, elemental weapons seem to really help. Flame Weapon with Dual Wield and Mana Strike is good for crowd control, then the second you cast it you can switch to Arctic Weapon with Mana Strike (which has no cooldown anymore) to damage single opponents. Twin Strike is also useful for this. Chain Lightning further gets the crowd down, as does Meteor.

    I think I'll develop the Battlemage and Wizard further, starting with Blizzard. Ninja was useful so far mostly for Dual Wield and Twin Strike.
     

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