That was a joke- they are only useful as a distraction in endless. My actual guess of what EP is doing is having 4 ice mages with 2 Gray beards (or elven snipers) and having black holes lining the walls. Things get frozen inside the black holes so there's very little chance they won't get teleported back to their spawn. Eventually all the enemies would die I suppose.
Nope... Im just taking my time but im going to send FM an email. It takes a bit of strategy and right timings to pull off, but the bottomline is it's an exploit.
Black holes by the wall? It could, but that means Catapults, Rocketeers, and those targetting your hero when you run out to them will give you problems. Miners dont last long when the trolls come out together with the catapults (it's not uncommon in endless), but the miners still are good in groups of 3 or 4 every few minutes.
I sent an email to info@foursaken about the endless mode exploit. Hopefully it gets fixed soon. And i hope i sent it to the right email address.
Can someome help me with math? I need help finding out the max fire mage damage with pathfinder assist while buffing it with a runesmith.All I know is: Fire mage Damage=350 +50% damage Mage's Fortune +50% damage Mankinds Resolve +60% damage Rune Anvil +100% damage Pathfinder assist +900% damage Steadfast defense I'm getting around 30k damage, or is my order wrong.Someone please confirm this.
Bug report (?) Foursaken Bros, big fan from back to bug heroes the first. I think I've stumbled on an annoying bug: while buying armors in bulk I've sometimes equipped a new one in the blacksmith screen and exited to view it in town, when I open up the inventory, my previous armor has vanished. This happened twice in maybe a 10 minute span and cost me two sweet legendary paladin(cape) armors that i'd rolled entirely too many crystals to find.
I got my knight to level 50. I would like some advice on the optimal way to build him hereon, whether some points would be better invested in the mage and paladin branches instead of the knight. What I am mainly looking for is balance, good armor and health while being able to dish out decent damage. Would I be limiting the hero's potential in any way by going this route? These are the hero stats. Any suggestions?
Best human build ive played so far is still the Knight tank with heal and arcane mastery. At 99 you can take the paladin path to get holy shield. Most fun is with Gunmage.
I think sword striker is the main knight build. It doesn't take a lot of points (maybe ~20), and has plenty of room to branch out to do other things. So if you've got sword strike maxed, with mana marker and arcane magic, you should be set. Paladins have a lot of good supporting spells, so that's what I would invest into next. Holy shield and Vengeance Aura are extremely good and easy to maintain with arcane magic + footmen.
dwarf RuneSmith Tips and play 2 [CARTOON GIRL] Subscribe to the TouchArcade YouTube channel This is RuneSmith Second tip & information video i made~ have a fun
iOS v1.1 bug report: UI omitting Forge Master iOS v1.1 (tested in non-free version) bug report: UI omitting Forge Master in memories after switching dwarf characters... Reproducible procedure: have 2+ dwarf heroes, one level 20+ and the other under 20 switched to --20 hero in memory of level 1: no forge master, as expected Switched to 20+ hero in memory of level 1; still no forge master! turns out it suffices to go talk to the npc who manages troops (no message about FM but then, however, returning to memory 1 FM UI works) [note: when missing in the UI there isn't a locked unit icon either] I ran into this because of testing a display text bug (if as intended) or perhaps an actual oversight bug... The high level skill for dwarf engineers granting a max 25% unit cost discount states it applies to: siege units, gunpowder units, and mechanical units this is similar to what the forge master claims to buff in his description and he does indeed buff siege units (as of iOS v1.0.3 at least) such as: dreadnaught, siege archer, plainsman (if I recall correctly; however I never tested the rhino, nor the dwarf turret skill psuedo "unit")... another poster noted FM's buff works at any distance even though his description says "nearby" (happily! Please don't nerf!) However the dwarf engineer skill discount actually applies to blunderbusses, dwarf riflemen, dwarf canon, catapult and rhino The dwarf graybeard is omitted, even though he clearly is a gunpowder user, and only the rhino of the "siege" units was discounted As usual: great game! The revised Paladin unit is quite effective, and fun to watch
Now that you mention the Rhino, I didn't see anybody using Rhinos lately. 350 command points are probably too much. Even in siege missions the Rhino doesn't really help. 3 catapults or 5 dreadnaughts are much more efficient. I don't understand why Rhinos now cost so much.
Some interesting trivia about Staffs; misc notes on quirks/bugs [ios v1.1 non-free, but probably early and android and ad-supported version as well] All staffs are interesting for delivering Magic type damage (physical Defense stat bypassing). Melee staffs are interesting because they have long reach--and ranged staffs have really long range too. But most interesting, to me, is that staffs are both melee and ranged. By this I don't just mean that there are separate versions. I mean that ranged staffs quality as melee under a number of circumstances... Some skill/spells such as Tremor and Sword Striker that require a "melee weapon equipped" will be satisfied with a ranged staff [especially amusing is to dual wield a ranged staff and a shortbow and switch between those two ranged weapons and try the skills: bow gives error messages, ranged staff acts successfully like a melee weapon] It really is melee, since with a ranged staff equiped +ranged vs +melee bonuses can be seen to sort themselves out (eg Sword Striker). Also a ranged staff is the only ranged weapon with the UI button for user activated block. And because you can manually block, you seem to be able to get the bonus for the counter attack skills... yes, ranged, so a weenie enemy blocked to your side powers you up (2 seconds) to shoot a better staff shot at your real, distant, target. [however the elf Grandmaster skill Offensive Stance will not activate--that's block bar full for 10 seconds for boost to AP & damage +% self aura--this is the only exception case I've noticed discriminating against ranged staffs vs melee]. The interactions with Sword Stiker is intriguing, because that skill also ignores that all staffs spec being "magic" damage, so the melee attack does physical damage--unless Magi-Blood procs, or the Magic Imbuement research effect is active [see odd note at end re "active" research]. Also amusing, a human Mage with a melee staff looks like they're using a ranged staff when they melee-whiff and release a charged-up ranged magic bolt (this is actually useful with UI "auto aim" option turned on, but really hard to manually aim successfully without it). If Foursaken is reading, I'd like to mention that the understandable early nerf to Staff Prowess (as with other weapon favoring skills) to be just 5 skill levels x +2 on-weapon staff damage is rather small to also be penalizing (reducing to 35% of the +10) for using a 2h staff as 1h (ie with shield or dual). I don't think shortbow swapping (rather underused for good reason) should penalize damage for the primary in "2h" use (and if you fix that, magic versions of shortbows, like their bow cousins have, would be nice) since the loss of the shield stats/perks for using a shortbow is already severe. In practical story mechanic terms: put the weenie shortbow on your back already and just swap to it occasionally, don't carry the damn thing around in your hand and impede your primary weapon. Of course, of you agree with any of that, then you might consider making an offhand "shortbow" that is a miniaturized-blunderbuss pistol graphic/anim with appropriately low stats/range but that qualifies for dwarf hero gun skill mods when you swap to it. I'm thinking: short range, low damage, Hollywood melodramatic heavy knock back, no wide angle... but that's just my humorous/non-OP viewpoint, ymmv. Think: the famous duel scene vs fancy swordsman in Indiana Jones. (probably quick on the draw but slow to reload?) I'd really like to have the UI option to only activate "Auto Aim" when I'm both using a ranged weapon and I'm standing still. As it is, I don't use it because it's too annoying and rarely worth turning it on and off situationally. As usual, great game! [side note on "active" research: in earlier versions I had a bug/feature occur if I pressed Wave UI button from the ashes of a victorious wave battlefield then the pending research item would carry over intact--intended? I'm too preoccupied to retest it... it's one of those quirks after battle like vanishing castle walls that I didn't pay much attention to]
I've yet to find a PvP match. I thought something may have been wrong. At times it says I need to log in? I've been trying to find a match since I was level 5; now at 33 I still can't find one. Is this simply due to the low player population? EDIT: How do we switch servers? I'm on Android version...
I agree it would be great for any 2-handed weapon + short bow to not get the 35% damage penalty. Maybe then people would start to use short bows. PvP: I didn't find a match yet. But endless matches are harder to find, too. I believe the small player population has been reduced to 1/3 - us east, europe, asia...
I see lots of people wanting to PvP, coop, etc. Why don't ya'll just schedule some times to do that then? Pick a few and make it happen... Used to do that all the time with old multiplayer PC games.. EDIT: Wow, I was #3000. Yippee skippy! T