Huh... I've just completed Wave30 with the fresh gunmage, and im really dosappointed with the tweak on this wave. I didnt even have to summon ground units to complete. I was actually waiting for the horde of Trolls to summon my usual response of 3 pathfinders and a slew of fire mages, only to find out they dropped it to like 6 or something trolls. Please dont tell me you are dropping the difficulty of 31-35 to this level coz this is pathetically easy. One suggestion i'd make is to label the 31-35 list as Hardcore or something like that. At least if they say it's too difficult, the game already told them so.
The thing fire blast has going for it is that it deals pure damage, unlike ice shard that deals magic damage only. Prior to the mana nerf it's one of mages main weapon, but since then it's effectiveness drops quite a bit. In VS play it's still deadly due to its long range and "heat-seeking" ability. Combine that with first hit stun passive, you can lock up an enemy and move in for a quick kill.
Like i said it's a good spell for what it does, but it isnt worth making a character build around it as it isnt viable. Tis basically a win-more rather than an essential spell in the kit. It's good, but it's not necessary for a strong mage build.
Uh... My pure mage human cant do squat against Wave32 as there is no way to stop the wall damage. The new unstoppable siege orcs are pretty OP without a way to either kill them quick, or keep saving your walls. Add to the fact that if you manage to draw aggro they shred your HP too fast. They are invulnerable to stuns which is what my mage was equiped to do. And while hitting you, their AOE weapon swings also kill bannermen and may even still damage your walls. Your wall units wont have enough damage early on to take them out before they could crumble your walls down too. I didnt notice how difficult this wave was in my first 2 characters coz 1 was a lv99 human sword strike caster to taunt them off your walls and the second one was a Dwarf Gunner who can make walls invulnerable for a good duration. Will keep trying other strats against wave32. Maybe going Imbuement first to increase my own damage can help... Will try that out later too.
You need a high level mage, as in... a paladin. Both knights and mages borrow heavily into the paladin tree.
If you still dont see it, im trying single tree-focused strategies to see if it is possible to complete pre-level 30.
The armor you are wearing. It adds 25% of its base armor value (which does not include the bonus armor you may have on the second line of stats in the armor description) to your total armor.
Just completed a 26 minutes coop run, without any exploit (such as Elven arrows bug). Real fun! Miners are a must the whole game and key to success. Tip: don't send them out the wrong moment. If there are trolls, miners will focus on them and will die, wait for catapults/goblins to show up instead. Btw, albeit I've already reported it to FM, miners bug at the castle gate is annoying, some of them won't leave castle at all.
Yup. Miners make huge difference when there are tons of snipers and catapults. Sure they eventually die to snipers, but only after they killed afew
Uh... I cant beat 32 and 33 with my Lv28 Human Gunmage. Was able to complete waves 1-31, 34 and 35. Maybe i could still do 33, but i got lazy and went on to 34 after failing 33 twice. Wave32 seems impossible at this point with a Mage-tree only build. Will need at least a cross class skill like taunt or make invulnerable Elf Warriors. My Engineer-only Dwarf was able to complete it at character Lv26 because his Wall Invulnerability seems to be made for Wave 32.
Well, apparently I cheesed the absolute hell out of W35. Dwarfzerker's still insane, and personally, makes W35 a cheesefest. Just grab a couple axes, get full Runic Curse and Forge, and get full: Bloodlust, Dual Wield, Axeman, Warrior Blow, Rage, and Berzerk. (This will require level 48-56, you don't EXACTLY need full Bloodlust or Rage, but the more the better, right?) I'd also recommend Feral Instincts, but more on that later. Basically, Bloodlust is there to help you regain health. For doing this, you'll want to act as a meatshield for a good minute. I'd also recommend having both Greybeards and at LEAST one or two Ice Mages up ASAP, and have Mage's Fortune researched by your second Beard or first Ice Mage. While you're waiting, you'll want as many Bannermen up as you can. If you have EVEN ONE attacked, interrupt your Banners and get an Ice Mage. When the Orc Savages show up (Which is going to be very soon), you'll want to draw their aggro and get hit to proc Berzerk. When you get that, run to any other enemy up and draw their aggro. Rinse and repeat, retreating to your crystal when you're low on health (And trust me, you will be A LOT of the time.), and all that jazz. Now, when you're getting the horde of everything at you, you SHOULD have at least a Greybeard or two up, and possibly an Ice Mage at this point. When this happens, send all the anti-magic units you can use, and not necessarily the most powerful ones. Why I say this is because you'll always want some CP on hand for emergency purposes. When you get the Siege units, proc Berzerk (And possibly Adrenaline Rush if you have it), hit your Rage, and go after them. You'll want to do this because again, Anti-Magic units, they're important here. Catapults spawning? You know what to do, hit them miners and make them do their work! Note about Feral Instincts: This is meant mostly only for regenning Health. The damage enemies do is quite pathetic compared to their health, and honestly, it's not worth using for anything other than a GTFO or if you want some health regen on the spot. Also, Forge because more damage, and passive stacking damage reduction as well. And that's about it for Dwarfzerking. I did this using Elven Warriors, but as far as I know, any Anti-Magic unit works as well. I'd also recommend having a squad or two of Elf Assassins for the big hitters, like the Savages. Their dodge chance is insane, and they can plug a Savage or two really long. This was done with a +20 AP and 10% Unit Discount Rune as well.
I'm still having major crash issues on all the lowest settings on my iPod 5th gen, even after the update. Is this supposed to be happening??
^Pretty much. But i did it with a Lv29 Dwarf going full Engineer skills too. I actually was just maintaining a full wall team (4 elf archers, 3 snipers, 2 graybeards) and my ground troops are maintaining 4-6 Dwarf Miners and 2-4 Shield Knights. CP always go to the ground troops, coz the wall troops are mostly protected by my wall invulnerability skill. I also was able to complete w35 with a Lv26 Human going full Mage skills. Only active is Ice Shards, and i dont use Arcane Magic. EDIT: Was referring to Myndflame's w35 post.
Wave 11 Help Hi guys, am having major difficulties with Wave 11. Using either Elf Ranger or Human Paladin, I find the enemy spawn too many Ghosts and Cultists right at the start. I don't seem to have enough time to spawn enough units to engage whilst one is susceptible to magic attacks, the other isn't. Cultists are a total pain since they're pretty mobile and steal all your Mana but they're like this since they use magic daggers and have moved so far to the dark side that they're barely human anymore! Damn those Cultists!! Any pointers would be greatly appreciated otherwise am gonna carry on taking and defending as much of the surrounding land as possible
You should summon units that only deal either magic or physical damage, not both (at least not at the start). Use magic imbuement if you want to take care of the other type of enemies. Wood Elf Warriors are a good idea for that, but your hero must focus on the cultists then and at this level I think you can take care of the majority of them. Also, Blunderbusses are really helpful in this wave.
Yup... In any of the early waves that usually throw skeletons, ghouls, cultists, and any other small enemies, Blunderbuss works wonders. 2 may be enough, but you can summon 3 or 4 to make sure none of those smaller monsters get close to the wall. In H&C2 Blunderbusses are really underrated. They were at one point overpowered in H&C1 until they got hit hard with the nerf stick. They cant provide damage, but they buy you lots of time through the utility they provide.
Nice one Elsa and Exact-Psience Makes sense, will give it a go. Am gonna smash up those Cultists with they're "barely human" status with some Dwarven 'busses'