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Old 02-13-2011, 03:13 PM
Joechamone Joechamone is offline
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Default Battleheart arena guide/tips

Hey guys,

I managed to get 85 kills on the third arena today. Someone else has probably beaten that by now, but I was pretty chuffed with myself so I decided to write a guide incase anyone else needs help. I'll start by talking about the character setup that I used then go into strategies and monster details for the arena itself.

All of my characters were lv 30+.

Shepherd
Equip: Ancient Crystal Sword, Valiant Plate, Phasing Lodestone x 2 or Sharkul's Skull x 2.

Skills: Shield Wall, Intimidate, Chivalry, War Cry, Crippling Blows, Blitz, Fortress.

At first I thought that the Loadstones negated 20% of an attacks damage, but I think that they negate a full attack 20% of the time. This does stack so two of them means that you'll be taking no damage from almost half of all attacks that you receive. This is pretty cool but when you get into the 50's on the third arena and you do get hit, you're really going to miss those extra 20 defence points, so its up to you which trinkets you want to go with.

Lucille
Equip: Rod of Singing Sapphires, Truth-Seeker's Wrap, Codex of Jabe x 2.

Skills: Group Heal, Shield, Discipline, Guardian Angel, Holy Embrace, Favored Soul, Desperate Prayer.

Garrick
Equip: Wyvern's Bite, Assassin's Garb, Ancient Dragon Tooth, Choker of the Red Feast.

Skills: Enrage, Frenzy, Death Wish, Reckless Blow, Precision Strikes, Adrenaline Rush, Dismemberment.

Since Lucille's group heal spell only has an 8 sec cooldown with the Codex's, you can always substitute the Choker of the Red Feast for an attack/crit chance enhancing trinket if you want, you'll just have to pay closer attention to his health.

Thistle
Equip: Ill Omen, Truth-Seeker's Wrap, Kaimani's Bloodstone x 2.

Skills: Meteor, Time Stop, Impact, Conflagrate, Mage Armor, Teleport, Concussive Shockwave.

You can change the Bloodstones for anything you want, the higher magic just helps her beat stuff down faster.

So that's the character setup, here's some info on monsters in priority order (in my opinion anyway).

Skeleton Mage/Healer
Take these out as soon as they appear! They can be a pretty big pain in the ass if you leave them unchecked. Set everyone to attack them straight away, if you have trouble with them either pop time stop, meteor or conflagrate to disable them. Garrick's combo of enrage, then reckless blow, then frenzy all in a row will beat almost any enemy to a bloody pulp within seconds, just remember to pop group heal afterwards.

Skeleton Archers
These guys can be a major pain if they appear in groups, and after the 50 mark just one can cause you a lot of trouble if left alone. They attack your whole party at random and aren't affected by war cry or melee attacks, so if a group all decide to attack Lucille or Thistle at once you're gonna be in for trouble. As with the mage, set everyone to attack it straight away if one appears, they go down pretty quickly. If two appear, pop conflagrate on one to disable it and give you time to take out the other. If three or more appear, pop time stop and every other skill at your disposal, focus on one at a time until they're all dead.

Red Bats
These guys only switch they're attention by using war cry, so they can be annoying if it's on cooldown. If war cry is on cooldown then focus all of your attacks on the bat that isn't attacking Shepherd, they also go down pretty quick when you gang up on them. If war cry is available, just pop it and they're no problem to handle.

Red Slime
Slimes also only switch they're attention by using war cry, and they pack a hell of a punch if you get hit! But they're pretty slow so they are easy to avoid.

Those are the only noteworthy monsters in my opinion, I'll go through the rest in the strategy.

STRATEGY

OK, so as soon as the fight begins start Lucille healing Shepherd and keep her that way for the rest of the battle. Also, constantly alternate popping Lucille's Shield and Shepherds Shield Wall when that runs out, for the entire fight. Shield Wall lasts for 20 seconds and Shield lasts for 10, so the other should always be ready when one runs out. For the melee mobs like blue goblins, skeleton swordsmen and green ogres, just have Shepherd attack them rather than wasting war cry to draw their attention, unless a large group of mobs appears all at once, use war cry if that happens. If a slime appears while war cry is on cooldown just use whichever character it is trying to attack to kite it around the arena (keep running laps of the arena so that it chases you but never gets close enough to attack you) until it's ready again.

It starts getting pretty tough once you get to around the late 40's in kills. Once you hit this mark don't use Shepherd to attack slimes and green ogres as he will go down pretty quick, instead use him to get their attention then kite them around while Garrick and Thistle take them out one at a time. This does take a little bit longer but is a lot safer than trying to stand up to them. The archers can be pretty dangerous at this point too. If one or two show up and take you by surprise, Thistle's time stop followed by Lucille's guardian angel then group heal can be a major lifesaver. Shepherd's intimidate can also be a big help at this late stage as it incapacitates enemies for quite a lengthy period of time, this is great on archers if they appear grouped together. If you get to the point that the enemies are damaging Shepherd more than he's being healed even when Lucille is using Shield and Guardian Angel, Keep him kiting enemies from then on and only use him to attack during time stop or intimidate.

And that's about it. I hope this helps, if I've missed anything or something is too brief then please let me know. Also, in another battleheart post MikaMobile said that the best weapons are given as rewards once you get past 50 kills in the third arena. The first time I did it I got about 55 kills and got Hammers of the Underkings, a 53 attack weapon for Garrick, then today when I got 85 kills I got the Armageddon Blades, a 60 attack weapon for Garrick. I was just wondering how many tiers of weapons there are as prizes for the arena and if they are given at random or if they get better in 10 kill increments after 50 or something like that?
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  #2  
Old 02-14-2011, 01:18 AM
dseb dseb is offline
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Quote:
Originally Posted by Joechamone View Post
Hey guys,

And that's about it. I hope this helps, if I've missed anything or something is too brief then please let me know. Also, in another battleheart post MikaMobile said that the best weapons are given as rewards once you get past 50 kills in the third arena. The first time I did it I got about 55 kills and got Hammers of the Underkings, a 53 attack weapon for Garrick, then today when I got 85 kills I got the Armageddon Blades, a 60 attack weapon for Garrick. I was just wondering how many tiers of weapons there are as prizes for the arena and if they are given at random or if they get better in 10 kill increments after 50 or something like that?
Good tips! And also, the highest level of items (Tier 9) start at 70 kills in the Doomvale arena, while Tier 8's start at 50 kills.
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  #3  
Old 02-14-2011, 01:38 AM
hypervision hypervision is offline
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My setup , highest record @ 105..

All characters at lvl 30

Warrior - 2 codex (-12 sec cooldown)
intimidate- war cry - fortress (to replace with revenge come 1.04)

Strategy : 2 codex with bard's buff (20% cooldown reduction rate) will give all warrior's skill a 12sec cooldown. I can keep shield wall up at all times and also spam fear (refresh with war cry to cast fear again) Any mobs above lvl 80 should not be tanked but rather feared when possible. Fortress is taken now at patch 1.03 due to revenge bug.

Bard - 2 codex
song of vigor - stoicism -song of war - echo of renewal

Strategy : Buff warrior with stoicism, main healer. 2 Codex allows both songs to be up almost all the time


Witch - cursed eyeballs x2
debilitate - horror - crushing despair

Strategy : Cursed eyeballs over codex here due to her skills having longer cooldowns. On a lucky streak, i can spam horror 2-3 times. The beauty here is that if you are lucky , you can get lifedrain + debilitate (added dmg) over 5 times on a single target. That with crushing despair (40% added dmg to lifedrain) can easily take out those archers at a faster rate



Mage - cursed eyeballs x2
blizzard - conflagrate - concussive shockwave

Strategy : Blizzard whenever theres an archer mob, followed by conflagarate if there are multiple ones.

Last edited by hypervision; 02-14-2011 at 01:41 AM..
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Old 02-15-2011, 08:04 PM
130393 130393 is offline
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I suggest you to take 2 cursed eyeballs (30% remove cooldown) on mage with time stop,
so when archers/slimes appear you have a 30% to use double or even triple time stop
so you take WAY LESS damage or kill them by then.

there is also a good combinaton(in my opinion) of a barbarian and a rogue,
the rouge expose weaknes + barbarians enrage+frenzy, a powerfull combo that kills everything in
4-5 sec.

119 doomvale arena personal best score xd
also forget about bard as healer =]

Last edited by 130393; 02-15-2011 at 08:11 PM..
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Old 02-16-2011, 07:44 AM
wolpak wolpak is offline
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Quote:
Originally Posted by 130393 View Post
I suggest you to take 2 cursed eyeballs (30% remove cooldown) on mage with time stop,
so when archers/slimes appear you have a 30% to use double or even triple time stop
so you take WAY LESS damage or kill them by then.

there is also a good combinaton(in my opinion) of a barbarian and a rogue,
the rouge expose weaknes + barbarians enrage+frenzy, a powerfull combo that kills everything in
4-5 sec.

119 doomvale arena personal best score xd
also forget about bard as healer =]
Due to the multiplicative mechanic it appears that mika uses, each additional percent trinket (since you only have 2 slots, so that makes one additional) has either diminishing or increasing value.

Since this is giving a chance for no cooldown, I'd assume it would be decreased...

"Code for cooldown"...multiplier = 1 (where 1 means 100% chance for cooldown).

Wearing 1 trinket = 1 * .85 = 85% chance for no cooldown

Wearing 2 trinkets = 1 * .85 * .85 = 72.25% chance for no cooldown

Thus 1 trinkey is 15% and the second trinket is 12.25%.

Mika, if you are reading this, is this how it works?
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Old 02-16-2011, 09:14 AM
dalbertson dalbertson is offline
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Great strategy guide, as more and more people beat the final boss the arena is where the replay action is. One strategy I use is to leave the Skeleton Healer for last (as long as he not causing too much trouble). As he can't harm anyone he just floats around healing himself allowing you to regroup, cool down and get ready for the next wave. Once everyone is healed and ready I'll pick him off with my monk and wizard.
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Old 02-16-2011, 11:26 AM
130393 130393 is offline
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so 2 cursed eyes wont give you 30% for no cool down?
i didnt get it

Last edited by 130393; 02-16-2011 at 11:33 AM..
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  #8  
Old 02-16-2011, 03:11 PM
wolpak wolpak is offline
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Quote:
Originally Posted by 130393 View Post
so 2 cursed eyes wont give you 30% for no cool down?
i didnt get it
They give you like 28% cooldown. Not a huge difference, but maybe considering the alternative.

Btw, the knight and revenge are now sick against ogres and red slimes if you have the cleric shield him.
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  #9  
Old 02-17-2011, 01:06 PM
Joechamone Joechamone is offline
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@hypervision

Nice setup dude, Levelled and geared my bard and witch to give it a try and got 108 on doomvale! Wanted to get a braggable score on the 2nd arena but got bored at 160. Revenge is awesome with the new update. Also, I switched blizzard for time stop as blizzard only seems to affect movement speed, not attack speed. Could be wrong but time stop seems to work better.
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  #10  
Old 02-17-2011, 01:43 PM
130393 130393 is offline
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lol, its so funny.
you can get over 1000 kills in 1st and 2nd arena, just put everyone a life stealing trink
and go afk.
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