Ранние сборки героев

GHub Platform · Гайд · 0 ответов · 17 просмотров

As I was playing the early and mid game, I found it hard to find good advice on how early hero teams synergize with each other. Most good guides tend to focus on the late game, but by the late game players have already played for a long time and have familiarity with different hero classes. As is usual with guides, this reflects my experience and does not claim to be definitive, take all the advice you can find and do what works best for you. Heroes classes are defined by their base stats, gear they can equip and skills they can get Individual heroes are further defined by the skills they actually get - which are the most important factor overall It's often mentioned that with good gear any class can shine. That's well and good but you can save yourself a lot of expensive gear by having a better hero class with better skills At different points of the game your best heroes will plateu and struggle to advance. (level cap due to training hall, not having good enough gear, poor class/skills, dungeon unlocks, ect.) This is the time to "clean house" - choose your worst 1-2 heroes, fire them and replace them Usually the best tier of heroes you have access to is the best to hire. However, delaying the purge until you unlock the next tier is rarely justified, as there's simply no good reason not to use the large number of hero slots at your disposal to have 1-2 new heroes being leveled. Asking "when is the right time to do it" is the wrong question as it should be a constant process. You can get the new heroes to level 5/10 fast. You are looking for rare skill or skills you really like. If they don't get those, just fire and rehire. Once you get the skills you like, let them level higher. These heroes will generally surpass your strongest faster than you would expect, due to having better base stats and skills, but the same level up xp requirements Be careful when trusting the "star power" shown for each hero. It's the game estimating their individual strength without much context. It's a useful quick shortcut to understanding who your strong and weak heroes are but bear in mind it currently tends to overestimate the value of pure tanks and glass cannons The game naturally divides the classes into three types - red, green and blue based on what is essentially their most important class-based stat - Threat. However, while similar-coded heroes will attract similar amount of direct enemy damage, their roles are more nuanced and each tier of hero of the same color is not a direct upgrade to the capabilities of the previous one. The random skills you get while leveling further branch out the stereotypes. Defence tank - this is the natural role of the Knight, though most red types can emulate him with defence skills. Defence can soak up up to 70% of damage received, making them suited for prolonged battles. However you need to constantly increase defence via equipment to keep up with harder content, otherwise the damage reduction falls to 50%, or less if you're very underequipped. Evasive tank - Ranger if they get good evasive skills. Buffing evasion to 75% is hard but the rewards are worth it - ignoring 3/4 of damage. Advantages of evasion is that on average it blocks more damage, and once you commit to it, it gives increasing returns until you hit the cap. Disadvantages is that it's less useful in small quantities, it's more random, and when you do get hit you get a big chunk of damage at once. Also the green types which have high evasion also have lower Threat, making them less suited to a tank role Offensive tank - most red types with most skill builds will mostly just try to do damage instead of tanking it. While a bad match for their high Threat stat, that's perfectly fine if you seek a short battle - they do their part DPSing, they can take some hits due to naturally high HP and defence, and then the battle is over before they get into real trouble. However don't be surprised if they struggle holding the ground in harder, longer battles. Green quasi-tank - green types with high evasion skills and low attack/criticals. They take some pressure off the red types and further protect the blue types. But overall the role is not a good match for green types due to red tanks having more Threat. Critical DPSer - green types with high attack, critical chance and damage. With good skills green types can do quite a bit of punch. They also naturally attract some damage their way - which is good news for the rest of the party, bad news for the green type itself - it needs to have at least some HP/defence/evasion to survive, as their Threat is too high to make green class cannons an option. Most of them have naturally high evasion and access to good evasion skills for this reason. Tough Spellcaster - blue types sporting enough HP to take a hit or two and survive in long battles. HP is much more important for them than defence/evasion as their low Threat means they need to survive the relatively few hits they will take, not to prepare to be a constant punching bag. They still need as much attack as possible as this is their main reason for being in the party in the first place. Their main weakness is that if paired with an offensive tank, they won't finish the battle before the tank kicks it and they'll die in turn. Glass cannons - blue types that have low HP but very high damage. Best at nuking the enemy in a short time, but the longer the battle drags on, the more likely they'll get hit randomly or die from AOEs. Having a pure glass cannon in the party means also going for more offensive red and green types because the glass cannon will die before them anyway, making the long-term survivability of the tanks irrelevant unless they can do some damage themselves and finish the job. Main stats are HP, Attack, Defence. Those are calculated via this formula: Stat = StatBonus * ( Natural + ItemValue*ItemBonus) Natural - Stats your hero gains on leveling, generally not very high ItemValue - stats you get from the items you're wearing ItemBonus - added up % bonuses like +50% from shields or spells StatBonus - added up % bonuses like +50% attack Secondary stats are not all visible - Evasion, Threat, Critical Chance, Critical Multiplier. Those are purely additive. What those stats actually mean for your hero though is another topic. Basically each hero has two main functions - tankiness and damage and all stats contribute to one of these. Tankiness Threat determines the tankiness you really need in the context of a party. As a crude rule, greens need to be 2x as tanky as blues and reds need to be 2x as tanky as greens for the party to do their job properly. The way you build tankines is: HP - HP is the base stat for your tankiness all else is a multiplier. All other methods of defence rely on the hero already having high HP, which they effectively multiply. Also, HP is the only defence method where it's worth it to get just a bit of a boost - for defence or evasion, once you start accumulating it, you should try and go all the way for increasing returns the closer you get to the cap Def - The damage reduction translates to an effective HP multiplier of 1/(1 - Def/QuestDefCap), up to 3x max. QuestDefCap is apparently a well-guarded secret though, but the late dungeons need 4k-6k defence to get that sweet 3x bonus. Evasion - Translates to effective HP multiplier of 1/(1-Evasion), up to 4x max. No hidden stats so easy to calculate. As mentioned before, you should try and max out either evasion or defence. Regeneration - If your battle lasts X turns normally, X*RegenAmount is how much regeneration improves your base HP value additively Damage Attack - Similar to HP, the main stat from which others build up Crit Chance -multiplies effective attack by 1+ (CritChance*(CritMultiplier - 1)) CritMultiplier - same as above. These two stats can multiply attack a lot if you have them together. But only one of them by itself is a minor buff and also you need to

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GHub Platform · автор10.09.2026, 17:00:02

As I was playing the early and mid game, I found it hard to find good advice on how early hero teams synergize with each other. Most good guides tend to focus on the late game, but by the late game players have already played for a long time and have familiarity with different he…

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