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  #501  
Old 08-11-2011, 04:43 AM
fma_lvr fma_lvr is offline
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Quote:
Originally Posted by GamingGuy99 View Post
Yeah, I understand what you think about it. One problem with your abilaties is that your level 20 skill corosponds with only one of your level 15 skills. Other than that, great ideas.

And no, I have not played diablo >.<

I just hope mikamobile will keep the updates coming.
thats a good point, but i honestly ran out of relevant ideas to fix that :P
and yea im sure they will; what else do they have to do? the site doesnt say theres another project coming, so they might as well do more.
and you should play diablo 1/2, this gaame reminds me of it except with more ppl and no mp.
im more of an idealist personally, i give detail to everything until i run out of ideas, which is great for giving strategies on a site like this
but right now i hope the other main posters come back XD
it's not a thread with just 2 or 3 ppl.
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  #502  
Old 08-11-2011, 03:05 PM
GamingGuy99 GamingGuy99 is offline
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Originally Posted by fma_lvr View Post
thats a good point, but i honestly ran out of relevant ideas to fix that :P
and yea im sure they will; what else do they have to do? the site doesnt say theres another project coming, so they might as well do more.
and you should play diablo 1/2, this gaame reminds me of it except with more ppl and no mp.
im more of an idealist personally, i give detail to everything until i run out of ideas, which is great for giving strategies on a site like this
but right now i hope the other main posters come back XD
it's not a thread with just 2 or 3 ppl.
Lol yeah, 3 ppl is sorta boring unless on an interesting subject.

Wanna do some planning for the necromancer, incase mikamobile decides to make one?

You know how you said that the paladin and necromancer are like opposites? Well they are similar in one way. The paladin keeps you alive but the necromancer revives?

So maybe the it can have an ability that serves more use in arena like... Reviving a random ally that has died (LONG cooldown)
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  #503  
Old 08-11-2011, 03:14 PM
GamingGuy99 GamingGuy99 is offline
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Oh, i've also thought of good level one and 25 skills.

Hands pop from the ground and damage mobs. 100% damage? Or maybe 110% damage?

Level 25 skill can be passive and effects the level one skill. Immobilizes the mobs for 7 seconds
(Still is useful if mobs are in a packed group because abilaties like the ranger's fire arrow will have greater effect if kiting)
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  #504  
Old 08-11-2011, 07:45 PM
fma_lvr fma_lvr is offline
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Quote:
Originally Posted by GamingGuy99 View Post
Oh, i've also thought of good level one and 25 skills.

Hands pop from the ground and damage mobs. 100% damage? Or maybe 110% damage?

Level 25 skill can be passive and effects the level one skill. Immobilizes the mobs for 7 seconds
(Still is useful if mobs are in a packed group because abilaties like the ranger's fire arrow will have greater effect if kiting)
good ideas but we have to respect the system. Reviving allies is too strong, and necromancer isnt usually a reviver really, hes a summoner. also i mentioned something like the hands thing, the horde of undead ravaging the field. but of course there need to be more fear-based skills.
and lv25 passive could affect the active skills, but not adding a super-effect like that; Prey on the weak boosts power under conditions, Blitz refreshes abilities when another is used;favored soul grants immunity to damage every 60 seconds, Prestissimo adds an amazing effect concerning cooldowns, and you know canine ally and sentinel. lv25 passive abilities seem to be the overall best and most effective of all 7 passive abilities; they have to make things much stronger, but the only abilities that immobilize enemies for more than maybe 2 or 3 seconds(like radiance) have either no damage but huge cooldown(horror, time stop) or only one target(apollo strike, incinerate)
and there is, to my knowledge, no passive ability that creates that much advantage or power, but they can be amazing like sentinel, canine ally, blitz and prestissimo. in other words, i dont think that could ever happen, as im sure they take immense power possibilities into consideration; i think we're very lucky sentinel happened at all let alone 25%.
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  #505  
Old 08-11-2011, 07:59 PM
GamingGuy99 GamingGuy99 is offline
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Quote:
Originally Posted by fma_lvr View Post
good ideas but we have to respect the system. Reviving allies is too strong, and necromancer isnt usually a reviver really, hes a summoner. also i mentioned something like the hands thing, the horde of undead ravaging the field. but of course there need to be more fear-based skills.
and lv25 passive could affect the active skills, but not adding a super-effect like that; Prey on the weak boosts power under conditions, Blitz refreshes abilities when another is used;favored soul grants immunity to damage every 60 seconds, Prestissimo adds an amazing effect concerning cooldowns, and you know canine ally and sentinel. lv25 passive abilities seem to be the overall best and most effective of all 7 passive abilities; they have to make things much stronger, but the only abilities that immobilize enemies for more than maybe 2 or 3 seconds(like radiance) have either no damage but huge cooldown(horror, time stop) or only one target(apollo strike, incinerate)
and there is, to my knowledge, no passive ability that creates that much advantage or power, but they can be amazing like sentinel, canine ally, blitz and prestissimo. in other words, i dont think that could ever happen, as im sure they take immense power possibilities into consideration; i think we're very lucky sentinel happened at all let alone 25%.
Well if the immobalization lasts 3 seconds, I could see that to be balanced. It's like wind walk but instead of getting another ability, the skill is slightly upgraded.

The first skill is like wind walk. The level 25 skill upgrades it (not overpowered). Just remember that the level 30 skills for the ranger act like this.

Btw, sentinal isn't that great. The paladin is meant to be a tank. Who is gonna have another worrior in there line up with higher defense. Even if it's for training, i'ts not like the other tank needs that boost (at a low level, the paladin isn't going to help that much anyways). Personaly, I don't think that sentinal is that great.

But yes, more fear based skills would make for a good necromancer.
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  #506  
Old 08-12-2011, 03:32 AM
fma_lvr fma_lvr is offline
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Quote:
Originally Posted by GamingGuy99 View Post
Well if the immobalization lasts 3 seconds, I could see that to be balanced. It's like wind walk but instead of getting another ability, the skill is slightly upgraded.

The first skill is like wind walk. The level 25 skill upgrades it (not overpowered). Just remember that the level 30 skills for the ranger act like this.

Btw, sentinal isn't that great. The paladin is meant to be a tank. Who is gonna have another worrior in there line up with higher defense. Even if it's for training, i'ts not like the other tank needs that boost (at a low level, the paladin isn't going to help that much anyways). Personaly, I don't think that sentinal is that great.

But yes, more fear based skills would make for a good necromancer.
i dont understand what you mean; Sentinel gives 25% of Paladins def to the rest of the party. With 2x sharkels skull mine has 148def, and 148/4 is 37; my witch has only normally 77 def, bard has 86, and ranger 93. so 37 added defense is a huge bonus; its what keeps my whole party alive past 60 kills in the arena. my current record is 94 in arena 3, and having the paladin replace the monk(monk higher level in fact) is what boosted my record up from 71.

also, wind walk is normally damaging to all foes at some percent damage, but the lv30 passive abilities cause wind walk to either deal 50% more damage, or to slow enemies down a bit. what your suggesting sounds more like wizard's fireball, but only with the 3sec knockdown of the lv30 passive Concussion Shockwave. and the ranger's lv30 passive abilities concern the dog reducing damage of enemies or having an area effect of spread damage, similar im sure to paladin's Wrath or the lv10 passive skill of the wizard, Enveloping Flames.perhaps you are confused with the Rogue, whos lv30 skills either do 10% more damage overall, or 40% more with 2 strong skills. also, Lethality does not affect Paralytic Knife; my idea about a passive skil only affecting 1 lv15 active skill remains logical, as it has been done before

Last edited by fma_lvr; 08-12-2011 at 03:34 AM..
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  #507  
Old 08-12-2011, 09:06 AM
Dave in the basement Dave in the basement is offline
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Quote:
Originally Posted by Bikx View Post
Dave what causes your death? Do one of your characters die from his AoE spell or do you die from meteors? If you give some more info I can help fix your problem.
Hello Bikx,

Sorry for the delay in getting back to you; I wanted play through one more time and see how I died, and jot down my equipment and skills.

It appears I tend to die the most from the meteors, although my tank tends to die from the AoE spell occasionally. I need to time it better, and have the Monk get out of dodge, faster. And without further ado, here is my current group:

Level 44 Wizard
-Azamoth's Cursed Eyeball x2
+Time Stop
+Enveloping Flames
+Conflagrate
+Fire Shield
+Flaming Meteor

L41 Monk
-30% life draining amulets x2
+Ki Blast
+Tiger Claw
+Spirit Trance
+Dragon Style
+Solar Strike

L43 Cleric
-Tempest Stone (bad choice)
-+10 Magic power jewel
+Power Infusion
+Discipline
+Vengeful Angel
+Holy Embrace
+Binding Heal

L32 Barbarian
-30% life drain jewels x2
+Whirlwind
+Iron Skin
+Savage Pounce
+Bloodthirsty
+Dismemberment

I'll try out the tips/items you suggested, and any additional insight from anyone would be appreciated. I think I *should* be able to beat the game by now, so I am guessing my tactics aren't that great. I don't have a problem levelling up any other members, so if any of the above toons aren't cutting the mustard, I can replace them.

Many thanks in advance!

Dave
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  #508  
Old 08-12-2011, 09:37 AM
Dazarath Dazarath is offline
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One big thing I would change with that setup is your barbarian's skills. Skills like Whirlwind/Savage Pounce/Bloodthirsty are pretty mediocre, especially when compared to what you're giving up. The Enrage/Frenzy/Power Infusion combo is such ridiculous DPS. Using Death Wish is preferable too, but if he ends up killing himself, then Iron Skin is fine.

On your monk, you could also switch Ki Blast for Evasion and just eat the AoE attack so that you only need to run your barbarian away. You could also try taking Guardian Angel and Desperate Prayer on your Cleric. The Guardian Angel/Group Heal combo makes for a great emergency heal.

If you have any of the dodge trinkets, I'd put them on your monk. If you have any -CD time trinkets, I'd put them on your cleric (this actually helps a lot). For your DPS, I'd put any DPS trinkets that you have (crit/haste/etc).

Hope this helps a bit.

Last edited by Dazarath; 08-12-2011 at 09:40 AM..
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  #509  
Old 08-12-2011, 11:53 AM
Dave in the basement Dave in the basement is offline
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Thanks very much for the suggestions, Dazarath! I'll try to swap out those skills and items and I'll give it another go this weekend. I have around 3,000 gold, so I may have to do a little shopping first.

Dave
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  #510  
Old 08-12-2011, 02:49 PM
iC3D iC3D is offline
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Would this strategy work to get 70 kills in Doomvale Arena?

Bard with Codex of Jabe x 2
Skills:Song of Vigor, Gusto, Song of War, Healing Chords, and Echo of Renewal

Barbarian with Codex of Jabe x 2
Skills:Whirlwind, Death Wish, Reckless Blow, Bloodthirsty, and Dismemberment

Knight with Codex of Jabe x 2
Skills: Cleave, Chivalry, War Cry, Sunder Armor, and Fortress

Witch with Choker of the Red Feast x 2
Skills: Plague, Life Leech, Horror, Terrifying Presence, and Crushing Despair

The bard will always buff the barbarian. Try to keep Enrage and Shield wall up at all times. If your Barbarian is being swarmed or if there are Red Slimes chasing him, activate War Cry. The witch is for more damage, and with 2 chokers she can survive pretty well.
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