dwarves are the best race for dual wielding. Berserker gives good damage, and one of the tier 4 skills of the runesmith allows you to dual wield two weapons at full damage.
Well Foursaken Media owe me 30 crystals to reset my Mage (Due to patch) because they ruined my skill build. One skill in particular is unstable magic, now whenever i cast a spell enemies will be knocked away from me rendering my spell completely useless.
Berserker-Runesmith hybrid from the dwarven race. Very high risk, high reward class in zerker, while being allowed to wield 2-handed weapons in one hand without penalties through the Runesmith class. Elven grandmaster are decent too. Lesser damage output than dwarven dual wielder, but has the slow skill which has a ton of uses for everything in-mission you want to do in this game.
Update Thanks Foursaken for the update... Some things you may not be aware of, but, if you have 6+ archers and activate the Elf ability 'Elven Arrows' the attack speed is SO HIGH that it bogs down my Iphone 6+ to unplayable until the duration is over. Also, Dwarf spell runes proc right in front of the character instead of the target when using a gun. Over all I like the changes of the new patch, however, (it may be a bug) mana no longer regenerating while any ability is on cool down makes half of the active abilities completely useless. I understand the need to prevent 100% uptime on certain overpowered skills, but now you cannot use active abilities that have an immediate effect as well as use an ability that has a duration. For Dwarves and Elves this is a debilitating mechanic as they predominantly rely on passive regeneration to utilize their spells. The only character this doesn't impact is Humans, because of Mage's 'Arcane Magic' ability that virtually gives them infinite mana. My recommendation is to revert the mana regen mechanic and simply add a longer cool down duration on specific abilities you don't want 100% uptime on. Alternatively you could implement a few more mechanics for Elves and Dwarves to allow them to actively regenerate mana as well as add some mana regen affixes to gear/runes or a proc like vampirism but for mana.
Have unit buffs (mainly graybeards) been adressed in this update? I haven't updated yet, since I'll have to boost my characters first.
Armor forging Another thing (bug?) I noticed was after I forged 2 epic pieces together on my dwarf to take advantage of the 'Rune Anvil' ability the 2 forged items resulted in the desired combination but now as the rarity of 'COMMON'. If you could look into this I would appreciate it as this could very easily result in being salvaged during mass crafting.
Agreed. Adding a cool down would fix the issues without ruining the characters. As it stands, mana channel for grandmasters highly mitigates the change anyway, so the time can still be almost permanently slowed
Yes, the Graybeards are now capped at 2 and the second one cost 200CP. You don't need to wait to update as the ability to power level characters is still possible.
True, however this is only possible when there are a lot of easily dispatched minions. However it is now 15% chance for 15 mana per kill (Nerfed*). To maintain 100% uptime you have to kill an average of 26.6 mobs in 17 seconds, so, basically you cannot maintain 100% uptime anymore.
Thanks. I'm sticking with this until I get my dwarf and human to 99. I just tried the berzerker and realized you can destroy the totem with one blow. It's hilarious. They nerfed some skills in the update so power leveling won't go as fast.
I actually find my Elf Grandmaster build to be more effective compared to my Dwarf Berserker. I have a 27/52/18 build that focuses on using Critical (buffed to 150% crit damage now), Warlock Blast, and dual wielding 20% crit/0 stamina cost VERY FAST attack speed daggers. The build chains magic damage all over the place and takes more advantage of the increase of static damage increases in normal attacks. The crits are THROUGH THE ROOF with this build and since you do very high physical dps as well as proc'ing a strong chain lightning all the time you can mow large packs of mobs down in a few seconds. Not to mention that you don't have to worry about magic/physical immune mobs at all because you do both.
Wall rushing on replay level 15/29 with a melee build character is still just as effective in the new patch. Dunno how you are farming your xp, but, on my elf I can clear the field and the castle wall in about 20 seconds. 30 seconds tops per lvl 29 run.
It takes about 3 seconds with my elf at wave 29, since you can shoot the totem without having to destroy the wall. It's boosting either way, and there's no reason I'd want to waste a second longer on doing that. With the dwarf it takes however long you need to run to the wall.
I love the update. New waves, enemies, a lot of balance.. Cool and all for free.. Don't forget to give them 5 stars in the appstore - you can rate after each update I love all of the changes despite of all the nerfs that hit me.. My favorite weapon (legendary rifle) was changed from 105dmg 10ÁP to 80dmg 12AP and reloads more slowly (that was a bug so no complain here). All ARM stats reduced (but I love it. Now you have to actually focus more on what do you want, you can't have it all). My secret dual magic projectile staff wielding druid build (which was really good) was nerfed by the 35% dmg instead of 50%. So 2 out of 3 characters (knight hybrid, druid, engineer) are less playable than before well, now the druid's dryads (not talking about active ability, but the tier3 passive) are good also the speed of weapons in % are good, I have 0sta 25%crit 15ap (not sure about damage) scythe that has +25% attack speed. Without the speed it wouldn't be that good
That wasn't changed - it always had knockback afaik. Let me check it out, might have inadvertently changed. Doh - I knew I forgot something when I changed the animations >_< +1 damage is only for maces on Paladin, which hit multiple enemies I believe. Everyone else has +2 per level (for weapon type upgrades), meaning at max is 25% the damage of a legendary pure damage sword. Its also a T1 skill. I don't want people dipping into other classes and getting super hoss with T1 skills. Also balanced things a lot more mathematically in comparison to equipment. Finally, for almost everything to work in this game properly, damage cannot be the overwhelmingly desired stat. As it was, you could stack damage so high it was always the best option. Re: 2 handed swords, yes, its 35% in one hand now, which puts them slightly worse (slower attack rate) in one hand than a 1 handed sword, but equal damage. Now you actually have to wield 2 handed weapons in 2 hands if you want that sweet high damage ARM cap is 95. Armor in general has been toned down, as it was way too plentiful for what it does. Druid id +6 and not +5, as he needs the extra mana I thought I got all those ++, doh! With the phantom attack, you can still play the new waves, right? Red Guard: known bug. Torch Bearers: ahh, yeah we had to change their behavior for something and this was an inadvertent side effect. doh! Can you still play normally? confirmed. That might be a bit lucky, but the % is a bit higher now for all players, but especially end game players. What abilities does the mana change make "100% useless" exactly? In fact, we lowered the mana cost on many of the duration abilities so in fact many of them still consume the same overall mana as they did before. Also, yes, max mana is now more important. And yes, non magic users cant use as many abilities. This is intended. And actually Arcane Magic is the only ability with a cooldown precisely so you cant spam it - it also has situational utility, meaning if you're in a heated battle and actually need your units, you can't just keep using it - in fact, often you have to specifically build (using footmen) to use it. Yep. 2 max, significant scaling cost. Still gives the option for super high damage output, but its going to be tough to get in a heated battle. I think we can't retroactively change this, as the rarity information is lost at that point (in game logic, the forged item counts as a new item, so now the game thinks its common and there is no reference to epic anymore) >_< That said, I believe this forging bug was fixed for this update for future forged stuff, so hopefully you can get a new anvil armor and re-forge.
I really don't see why anyone wouldn't update? Just so you can speed level your character to level 99 surely isn't fun while doing it or in the long term. for me the fun is actually playing the game normally and not rushing though to max level as that's most likely when it would get boring. Which is why I've got 9 characters all on the go. One from watch race and specialising in one skill tree each. Hopefully I'll get some more time to play tomorrow morning before work Edit. Is there a tutorial on forging anywhere? As I've not tried it at all and don't understand if there's any benefits to using it. Thanks.
Yeah also keep in mind that with attack speed, you're getting bonus 25% dps from ALL your damage stat mods, such as runes and skills - so attack speed now might actually be better than raw damage on a weapon, depending on your loadout and skills.
Ill be curious to know what you guys think - difficulty wise - of the new campaign waves? Hard or cake?
Digging this new update. Grandmaster nerfs I think are pretty fair but it'll take some time to get used to. No more parry and kill everything anymore he's now squishy as he should be and not pulling off neo moves everytime he's outnumbered all my legendaries are more awesome which is nice. Although does mobility cap at 63% now? Since my 85% went down to 63%.
Because I'd still boost, it would just take longer. I pretty much experienced all singleplayer had to offer (beat the main campaign with all 3 races and respeced into several different classes). Once I'll reach 99 with the 3 races I'll make new characters to experience the new update. Luckily all my units are still at level 1, so I'll truly get to see if they fixed the balance and if the game is harder. With forging you combine one item's appearance with another's stats. It can be used purely for cosmetic reasons, but it can also have practical uses, because some passive skills rely on specific armor appearance.