#Hero Skills
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First thing to note is that you're likely going to be tempted to start rerolling skills on every hero as soon as you pick up Roland. This is understandable but not really optimal. Roland's ability to pick a skill is best used for either heroes who are one skill away from perfection (and you'll never touch them again) or for heroes you know you're going to retire (making them better workhorses in the meantime).
The first thing about your roster that stands out immediately is elemental coverage. You want to have a minimum of three heroes per element, ideally two different archetypes for each. You're heavy on Earth and Dark while being very light on the other four elements. I would recommend that your two empty slots be used to pick up a Geomancer and a Berserker since that will get you at least two heroes per element. Then you can work on phasing out other heroes.
I'd also recommend picking up a few more Fighters in general, since you only have three right now. Fighters are very important and you want to aim to have one per team if possible.
The heroes you have are all generally pretty solid. Nobody stands out as needing to be retired right now but you can probably trim a couple heroes to make space for more elemental coverage. At a glance, Sorc3 and Wanderer3 are probably your weakest of their respective classes. Otherwise everybody except for your Ninja and all three Fighters is worth promoting. Go for the Monk first. Don't reroll skills on anybody just yet - wait until they have their full promoted skillset.
Could you elaborate on why wanderer 3 and sorc 3 being the weakest?
For example i thought that wanderer 3 is the best one i got, and sorc 3 is way better than sorc 1&2
I am not questioning your judgement but I just want to understand where it came from
Also a side note, for some reason my monk seems to be dying literally at every quest and i am not sure why
Wanderer 3: 1 is promoted and 2 has
. 3 has higher total Attack but that's about it.
on 2 helps a lot with staying alive.
Sorcerer 3: Damage output. I checked the Sorcs in the sim and this one has the lowest average damage.
You have a lot of bonus Defense in her gear but minimal bonus HP. No Spirits either.
I see
So the plan for me is to retire sorc 3, wanderer 3
Now that i will have 4 unused slots what I should build is
2 breserkers
1 Geomancer
1 Dancer
That way i would have atleast 2 per element
3x light
2x air
2x water
3x fire
4x earth
4x dark
I started with geomancer and I believe I got a good one, next will be breserker, should I aim for tank? Dps? Or hybrid
dont really aim for anything specific, just see what it gets and go from there
berserkers can work with any of those builds
I see
As for this, it’s worth keeping right
Very much.
(Well, not "worth keeping" quite yet, but definitely worth checking S3.)
Also - remember to put Spirits on your heroes!
You're missing out on a ton of free stat power by not doing that.
Just a heads up, but you want a weapon skill on a geomancer. Weapon skills are basically mandatory for DPS classes with some minor exceptions such as sorcerers (Only if a sorcerer's total bonus attack from skills is less than 350%)
However - it's OK to not have one immediately.
Not right now of course!
Just, you will want one down the line, whether it be S3 or S4 or if you use Roland on S1/S2
(Also it's generally easier to just say "weapon skills are basically mandatory for attackers" and leave it at that, dealing with the exceptions as they come up.)
Okay, got it!
Haven’t rly built one before, is this a good set?
I can only buy up to t9 spirits (my market max is 11) and i am not rly sure which spirits at that level are for which archetypes yet lol
check s3
Bear on everyone is a decent easy button.
Mammoth on Fighters, Lion on Rogues, and Bear on Spellcasters works well.
Thank you for the tip, applied it and i noticed a huge improvement
Yeah. It's not small.
Enchantments increase the base stats of the item they're applied to (which is then further multiplied by their skills).
Enchantments also have a great secondary effect.
- For Elements, increasing the hero's Element stat is how their skills level up. This is also how you deal with elemental barriers later one.
- For Spirits, they have an additional stat effect depending on the Spirit itself. Bear gives flat HP and Atk%, Mammoth gives Def% and Threat, etc.
Both are keepers I hope?
Absolutely keepers!
Should I wait for S4 and hope for a comeback or just retire and startover?
Keep going.
has a very bad reputation but is a solid choice on Fighters.
also i see three heroes with no spirits
Yeah i just slap any gear till 23 and if i am not retiring them i am building them properly
Sure, but spirits help you get to 23 a lot easier.
Especially when you gain Market access to T12 items at 56 - that's when you can start using the extremely strong (for levelling) Hydra.
What bonuses it give?
Flat HP and flat Defense.
It doesn't sound like a big deal, but it makes a HUGE difference for low level heroes since they don't have access to higher tier gear that grants those stats nor do they have a lot of skills to multiply them.
Which stats am i looking for when building a dancer?
They're an attacker, so weapon skill and Attack are mandatory.
Rogues generally want Evasion and / or CHC as well.
Good start? Warlord gives bonuses to multiple weapons of which only dagger is usable for a dancer
I just feel like daggers are a bit mehh i might be mistaken lol
This is a phenomenal start for two reasons.
- Dual Wield exists, so you're not forced to use Daggers.
- You're nowhere near late enough in the game to where you need the best possible weapon skill. The difference between the top and the bottom weapons is only about 10-15%.
I never got the mechanics of dual wields, you’re saying if i use it i would still get the bonus from warlord?
A Dual Wield weapon essentially has two different weapon types (sometimes only one). The T13 Crystal Destroyers for example combines a Mace and an Axe.
If a hero can use either weapon type, they can use a Dual Wield weapon. The example here would be Geomancers. Geos can use Maces but not Axes. However, they can use one of the weapons, so they can equip this item (even though they can't use the other).
This means that a Dancer can use a Dual Wield item if one of the components is a Dagger.
Ooooo
As far as weapon skills go, they gain bonuses from weapon skills if the weapon skill boosts one of their component weapons. In the case of Crystal Destroyers, it would be boosted by any of
or
(although each weapon skill only affects it once)
But that means not every tier of dual wields would have a dagger right?
Correct.
You can tap the "Estimated Success" text itself to see the team it's using.
(Also just seeing the screenshots of your heroes like this quite frankly doesn't tell anything.
does basically nothing.)
It's basically using the same setup as the quest prediction faces, so it's reasonably accurate.
Which would serve as a better tank?

My thoughts:
If we're talking about literal tanking then Knight2.
Knight1 has battering blows which serves as a nice hybrid option since knights can already easily tank hits, it lets them do slightly more damage.
It also gives health which doesn't run into the issue of too much defense resulting in diminishing returns, since defense has a cap on max damage reduction (I think, Archon please confirm)
If we're talking about literal tanking then Knight2.
Incorrect. At present, the first set has more overall bulk.
is effectively a weapon skill (but for Defense) so having
as the only source of a % version of this stat means it's not doing a ton. The first set survives slightly longer assuming identical conditions - 19 hits against the Terror Titan vs 17 of the second.
Now, notice the keyword "at present".
When promoted, the second set can be superior if slot 4 is an HP / Def skill.
The first set has better overall bulk in most conditions and
being a hybrid offense / defense skill is extremely useful assuming the Fighter has enough bulk to reliably survive the quests you throw them into.
Noted! I think I can sorta wrap my head around this!
since defense has a cap on max damage reduction
Yes, but the cap is so high that you usually can't get anywhere close to it in endgame conditions. Jungle Extreme's 75% mitigation cap is 132K which is just barely possible to hit with a Knight that's focused on maxing out Defense.
If you go full
equipment and
, a Knight can hit 155K.
But that does seem quite unlikely and unrealistic to target, since you'd be lacking in HP, unless I'm mistaken?
You still end up with pretty good HP due to the abundance of Def / HP Fighter items and three of those skills having HP% on them.
It's very doable for Fighters to get that much bulk.
On the other hand though, there generally isn't much need to put that much investment in them. Dropping the equipment down to
(and keeping everything else the same) still lets you survive nearly 50 hits against the Terror Titan which is MORE than enough.
Heck, even
lets you still break 40 hits.
Oh, and just to clarify, I go by ‘her’. Though it is kinda rare to see someone not assuming that I'm a guy and using him haha
Understood. I typically refer to people by "they". Makes things a bit simpler.
I remember the article saying that flawless can do the job as well, as long as it's the right equipment
Also, are we getting a bit sidetracked in pyro's question haha, we're still in topic right 👀
Actually that has been very helpful 😁
Glad to hear that! Just ask away if you have any questions at all!
I am about to get a titan soul in a few mins and @azure sage recommended to use the soul on my monk and i have a question
Is this an optimum start or should i rehire for a somewhat perfect start?
Things to note:
i have 7x Mega Skill Die
I have 3x Perfect skill die
I don’t have roland but i will buy him by the end of the month