Normally when you die you get a reward screen just like the end of any normal Wave or History or whatever that shows your XP bar and the reward. I'm guessing with the crash you're not even seeing that screen? Yeah, that would be very frustrating.
Android users will not be able to finish the arena mode. Surrendering or dying will crash the app. I guess android has to wait for a patch.
If you complete 10 waves do you get 10 rewards? If not I'd imagine the best strategy is to die after you beat every wave to get more items unless it gives you equipment quality based on win streak. still no patch for android to fix the crash, tested on tablet and phone.
Reaching round 13 to 24 (inclusive) I've gotten all Legendary items (including runes) with no apparent difference in quality. I've been hoping to reach Round 26 or 27 to see if I'd get two items (I doubt it, very much). For time investment to reward ratio, it would seem that just getting to Round 13 repeatedly would net the fastest earning... it took me 6.5 minutes to make it to Round 13, so half a minute a round is about right. I advise *carefully* noting the enemy list and headcount before starting each round, since avoidance and ASAP termination-with-extreme-prejudice of enemies that can harm you is vital. I also change my rune as I judge best, both having +25 melee, and also with either +25 Goblin or +25 Undead. BTW, vs. Goblin includes Orcs, and vs. Undead includes Mummies and misc. I've never checked if Goblin includes spiders [edit: no, vs Goblin or vs Undead does *not* improve damage vs eg leopard spider; ditto no help vs eg Ghoul], or which enemies aren't covered by either. (This is apparently not just a rune thing, but true of all racially biased skills). For anyone, especially crashing Android players... I recommend you get to Round 13 (alive), start fight, immediately pause, then Surrender, (Android users: this avoid the crash?)... in which case you should get a legendary reward, and be able to begin again. At least on Android Foursaken can push out a crash-bugfix release fast, eh?
wait a second, you start from the beginning after you get your reward?! that's awesome. On android since it crashes after you die it'll keep you at that same wave when you load it up again..
Yes, and I recommend you get to Round 13 (alive), start fight, immediately pause, then Surrender, to see if you don't crash... in which case you should get a legendary reward, and be able to begin again. At least on Android Foursaken can push out a crash-bugfix release fast, eh?
Okay, my Paladin stinks. I don't know what weapons to give him. I don't understand the perks with the hammers, as in, how is a +2 damage worth the skill point? I had him as a gunner, but really feel like he should be more "in the thick of it" weapon-wise... maybe a blunderbuss instead? I've tried to go "pure bred" for the first 30 levels for each hero, only sprinkling in necessities like Arcane Magic, fortify, etc. so I really want to make a pure Paladin, but
early on almost any weapon can do fine depending on how you play, but i'd recommend one handed club or mace as they are both AOE damage (hits every enemy in the swinging radius). what level are you currently?
One of my favorite paladin skills is Trauma which makes heavy attacks knockdown and stun. other paladin skills like retribution benefit from the highest possible raw damage(%based) Soni recommend 2 handers, and whichever's power attack suits you best.
I have gotten to round 29. Apparently, the reward is the same -- one legendary random reward. I have not noticed any improvement in the quality. I do not see the point for going beyond round 13. Later in the rounds, enemy hits you for over 800. basically, you get hit -- you die. That knight's skill to reduce damage when your health is below 25% is totally useless. do not waste your points on that. seriously, it is full health or 0 health scenarios. I used 3 invincible ability during round 29 -- thats 20s each for total of 1 min. I still did not manage to kill all of the enemies. it was like 5 berserkers and a bunch of skeleton knights(more than 3). It seemed impossible. Anyone has gotten beyond 29 please share.
I don't want to say that Arena Mode is unbalanced but it is unbalanced, lol. Well, actually what it is unbalanced is Humans Juggernaut skill. It's all about casting it and progressively killing ranged first, I save Giants for the last ones to die. It seems that armor/defense becomes useless after they get somewhat stronger. There comes a moment when 1 mistake means death. Albeit I like that, nothing can compare to Juggernaut. As if that wasn't enough, Mana Marker works very well for mana recharge and therefore a lot of heals if you are lucky. Btw, uninhibited magic does not work. (Round 50 for the moment, with 0 equipment changes)
yep humans are just OP in this mode. I'm at wave 49 right now and do exactly the same strat as you. heavy blow stun lockdown is great as well as silence. edit: my wave 50 has different enemies, so it must be completely randomized.
Your getting to Round 29 is very impressive! My Elf [level 98] has only 177 HP and 57 armor when playing Arena, so I'm 1hit fodder pretty early on and I feel your pain! I have changed his gear slightly, but I've not rebuilt his skill set from scratch to reflect Arena realities. Still, I took a few points and added on more Tree Retinue (was only 1 point wonder skill before, now summons more dryads at once) and learned Wisp... primarily because the distraction fodder is invaluable, but also because the dryads are almost as good at taking out berserkers as I am--and a lot safer! It isn't true, by the way, on units that the bestiary says "can't be debuffed" that they are immune to all effects... I've yet to notice anything that can't be silenced, for example. In Arena, when I luck out a Silence on an enemy, I immediately switch targets most of the time. If I were to level up and rebuild my human hero [now only level 52 since I restarted] to take on Arena, I'd use both Silence and Shimmer for sure (and everyone uses stun from first hit and heavy hit skills, right?) also, I did test Arena mode Mana Save, which can (48% at max skill) work, and gives double your current mana as HP when it revives you. If you use +Ranged and either +Goblin/+Undead gear then AoE effects, like 5 mana for Arcane Magic when you have Unstable Magic (radius of AoE fixed in patch v1.2!) could be very effective... the more you "touch" enemies the more chances to trigger Vampiric... but the main thing is, when the last enemy falls, you have a second to throw a Heal from your remaining mana, and that would be huge. I've yet to level up a fighting Dwarf enough to even comment. I could rebuild my level 72, but my point is, he's support mode, so I just don't know (yet!) how to play Dwarf attack-hero style and skills. Also Dwarf gets the rawest deal on Magic or Physical attack modes, and the occasional Round has Cultists, which bites if you simply chose to use a Staff to solve this problem in general. My melee elf is a glass canon already, so the first time I just jumped right in and played Arena using my normal skills and gear, without looking at what I'd be facing (frankly, I didn't even think to read the text, I just kept pressing Fight!--that should be "To Battle!" BTW, if Foursaken is reading this!), and even so I made it to Round 12... So my advice is, don't stop moving; veer at an angle if moving toward a ranged attacker & dash at the end; "watch your back" aka never have an enemy at your back that can hurt you... and play a glass canon build, because, if you get high enough, like Rounds 20+, your HP are tissue paper thin anyway. Edit: I mentioned I have not re-spec'ed my Elf... in particular, I got to Round 19 before ever casting Heightened Senses (which I don't bother to use in non-Arena play, btw) and I only have it at skill level 1... yes, this means I have only 5 seconds of slowed time at the beginning of a Round to identify and dash to the primary threat targets. Obviously I will rebuild my Elf at some point to see how far past Round 24 that takes him... Human Heal is a huge racial edge in Arena. Your Mana Marker fueled Juggernauts seem pretty unmatchable as well. With your Human, maybe try some play without Juggernaut, which is 50 base mana for 20 seconds, to instead use Time Shift at 30 base mana for 30 seconds. You might subsequently decide to open battles with Juggernaut to take out the dangerous glass canon enemies, then switch to Time Shifts. Let me know what you learn as you keep trying to improve your amazing 29 Round score! Of course, just getting reliably and quickly to Round 13 for the Legendary reward probably has a bunch of Human/Elf/Dwarf builds that work just fine. It might be worth mentioning to some folks that simply getting to round 3 grants a Crystal (ie sell the common item!) and any build/equip should be able to do that fast... of course that's probably still slower than doing the "surrender" speed up for Outpost crystal earnings (which some may find cheesy).
Indeed, rounds are absolutely random. It seems that enemy boosts have to do with the number of enemy units. Anyway, after a certain round even a skeleton can kill me (around 1000 HP), so not to worry about enemy bonus at all. Seems that humans are in Arena what Dwarfs are in coop/endless.
Wow, impressive! So Juggernauts are lasting long enough for you, meaning your effective DPS must be really good... what is your damage/gear/skill like? I've mostly done only unit support on Human heroes, so I'm curious. Ditto to pottersmash [round 49]! Oh, and if you don't mind, how long do you take to get to Round 50, usually? [and how long to 13?] Edit... As I mentioned in an edit, above, my Elf got to Round 19 before ever casting Heightened Senses (which I don't bother to use in non-Arena play, btw) and I only have it at skill level 1... yes, this means I have only 5 seconds of slowed time at the beginning of a Round, now that I've gotten as high as Round 24 often opening with it. So my challenge is: I will stop using Heightened Senses, or any Time slowing skill, and post how high I can get with an Elf, if you expert Human Hero players try skipping Juggernaut and any Time slowing skill, and post your best. Your edge, then, is Mana Marker & Heal. My edge is minions, Dash mania and mind blowing AoE kill & stun speeds. I'm betting you'll still easily win this contest, because you have great HP & heal, but I'm curious just how far the gap will be?!
Seriously, i got to 5 hours endless on my dwarf before i finally just surrendered and said it was too silly to continue. human is at round 58 arena now and I'll probably just keep going to see if theres a cap at 100 or not.
it takes a hybrid of almost all classes. Maxing out +Mana and having mana marker are both essential for getting 3-4 juggernauts per arena. you just focus whoever has a mana marker and it replenishes you back to full. if a tank has mana marker then its an easy game, just keep spamming abilities on them while keeping jugger up the whole time. hybrid damage is super strong, you need to have both physical and magic damage without relying on abilities if you run out of mana. once you run out of mana there should be no ranged enemies left, no orc riders and no commander skeletons. group everyone up that's left and use power attack to keep them stun locked (which lasts 5-7 seconds). edit: oh and against those new guys that die randomly you should have mace/club on for aoe spam to kill them faster. edit2: forgot to say you also have to be pretty on point with blocking and understand which units can cut through your block and which ones are unable to be stunned. edit3: on round 71 now, theres been at least 1 bone giant in about 95% of these so far. it starts getting fairly hard around the 60-65 range
ideally a one handed club or mace w/ low stamina usage and increased attack speed. or anything that throws out lots of attacks like barrage possibly or the lightning mage?