Legendary Quests Guide

Legendary Quest Guide for up to 2.13

A full update on the soon-coming 2.13 update. Quests in alphabetical order. Any information on the quests I don't have would be ton...

Tuesday, January 31, 2017

Boss Pit Aurum Stage 3

All piercing damage heroes:
Hydra, Shadow Assassin, Rot Beard, Spikey Dragon, Wild Satyr, Pole, Trio, Druid, Frost Giant, Dwarven Archer, Brozerker, Snap Dragon, Thief, Spirit Wolf, Plant, and Dracul all have piercing damage (Including only heroes from Server 9 at the moment) 

Effective Aurum Piercing Damage heroes:
Hydra, Spikey, Dwarven, Rot Beard, Assassin, Thief, Dracul

Effective Aurum Piercing Support heroes: 
Plant, Satyr (Can also deal heavy piercing), Brozerker

All other heroes on the list have piercing, but are usually not good for Aurum Stage 3. Maybe when his shield is down though.

Recommended Team:
Satyr, Bardbarian, Hydra, Dwarven Archer/Rot Beard, Spikey/Plant

If Hydra Legend, then Satyr/Plant, Hydra, Dracul, Shaman, Bardbarian

Or just a solid team would be at least two good tanks (If a tank is knocked back, Aurum will almost immediately start shooting random heroes with his pellet thingies), 2 piercing heroes/ 1 piercing and a bard, and maybe a healer if the tank of choice isn't already one.

Bardbarian is a good pair for the damagers. Orc Monk is good for shielding Aurum's attacks, healing, and tanking, Skeleton King's also a good healer and can summon practically infinite tanks. An alternate option to the solid team would be a tank, skeleton king as the healer, piercing, bard, and a heavy damage hero. This hero will widdle down Aurum's health when his shields are down. Remember not to focus solely on taking down the shield, for Aurum himself is the true foe you're supposed to kill.

Effective Damage Dealers (For When Aurum's Shield is Down) (Including heroes from other servers):
Pixie Queen, Shaman, Electroyeti if Legendary, Rabid Dragon, Rot Beard, Dwarven Archer, Satyr, Hydra (If Legend, pair with DoT like Dracul, Shaman, etc.), Bardbarian, Megataur, Thief (With stacking Basic Damage, after shields are down she can deal a hefty amount with her Basics [WHICH PIERCE!]), Bone Dragon, Understudy (Paired with good tanks, UU has low defense and health), Kaiju?, Unicorgi (Unreliable, Green Skill does immense damage, but it doesn't proc manually), Goblin Trio, Catapult, Genie (Low Damage, but paired with Bard, possibly could widdle down health), Vulture (Ehhhhh, deals good damage with special, possibly good green skill with Hydra Legend, but you'd hafta sacrifice a hero to make him viable), Spectral Drake (Actually no, this isn't good, I've tested Drake on Aurum, his spec insta kills him, but it glitches and crashes the game), Frost Giant (I personally do not know if his Legendary affects Aurum, but if it does, it may be worth it, but if not, then Frosty goes down the drain), Cosmic Elf (Only for a strong basic attack), Banshee (Stacking Death Fingers will destroy Aurum to bits as soon as his shield goes down).

Seems a little weird for me to just start immediately on Aurum 3 than rather scale it from Invokus to Venusia to Aurum Stage 1 - 3, but a guildie was asking for help on that specific stage and I couldn't help but budge my head in (Even though Ezio got it). I'd already written quite a lot on Aurum 3 after, so I decided to move it all here.
Legendary Skill quests and tiers come next!

Sunday, January 29, 2017

Legendary Skill Groups, Comboes, and Lineups

Skills only affecting the hero them self:
  • Dark Dracul
  • Pixie Queen
  • Roller Warrior
  • Cosmic Elf
  • Skeleton King
  • Snap Dragon
  • Unstable Understudy
  • Wild Satyr
  • Dragon Lady
  • Dwarven Archer
  • Frost Giant
  • Rot Beard
  • Magic Dragon
  • Groovy Druid
  • Polemaster
  • Rabid Dragon
Skills affecting allies (and themselves)
  • Bardbarian
  • Ninja Dwarf
  • Medusa
  • Electroyeti
  • Dark Horse
  • Orc Monk
  • Unicorgi
  • Hydra
  • Brozerker
  • Aquatic Man
  • Moon Drake
  • Shadow Assassin
  • Dust Devil
  • Zombie Squire
  • Catapult Knight
Skills affecting the enemies (or debuffing)
  • Electroyeti
  • Shadow Assassin
  • Dust Devil
  • Catapult Knight
  • Frost Giant
  • Aquatic Man
  • Spirit Wolf
  • Bone Dragon
Legendary Skills which affect enemies/allies are great combo skillers. There's a different team that works with every skill, and below are some of my favorites that I've dropped out of my head.

Legendary Skill Comboers
  • Electricity Crew: Electroyeti, Rabid Dragon, Cyclops Shaman, Ancient Idol        (Recommended Lineups:
    • Yeti, Shaman, Hydra, Ancient Idol, Mogul/Tank (Electricity DoT)
    • Yeti, Rabid Dragon, Revenant, Bardbarian, Shaman (Electrical Basic Bash)
  • DoT Crew: Hydra, Dark Dracul, Cyclops Shaman, Ambush Spider, Plaque Mogul, Bone Dragon, Snap, Frost Giant, Vulture Dragon, Dust Devil, Kaiju, Ancient Idol.            (Recommended Lineups: 
    • Hydra, Dracul, Cyclops, Mogul, Frost/Idol/Tank (Pure DoT Damage)
    • Hydra, Cyclops, Yeti, Idol, Mogul/Tank (Electricity DoT)
    • Hydra, Mogul, Snap, Bone, Spider/Vulture (Toxic DoT)
    • Hydra, Banshee, Frost Giant, Spider, Ancient Idol/Bone (Slow, Inevitable DoT Death)
  • Stun Crew: Dust Devil, Dark Horse, Skeleton King, Master Thief, Shaman, Genie (Only death), Spikey Dragon, Wild Satyr, Savage Cutie, Roller Warrior, Crimson Witch, Rot Beard, Polemaster, Dragon Lady, Shadow Assassin, Magic Dragon, Ancient Idol, Zombie Squire, Kraken Lord, Medusa?                                                                              (Recommended Lineups:
    • Dust Devil, Ancient Idol, Spikey Dragon, Crimson Witch, Dragon Lady (Solid Stuns)
    • Dust Devil, Shadow Assassin, Wild Satyr, Rot Beard, Pole Master (Piercing Stuns)
    • Dust Devil, Skeleton King, Wild Satyr, Dark Horse, Rot Beard (Wall/Damage Stunners)
    • Dust Devil, Medusa, Shaman, Rot Beard, Genie (Forever Stun, Massive Damage)
  • Piercing Crew: Shadow Assassin, Dark Dracul, Raging Revenant, Plant Soul, Spirit Wolf, Hydra, Spikey Dragon, Wild Satyr, Manicure, Mogul, Snap Dragon, Brozerker, Frost Giant, Rot Beard, Polemaster, Silent Spirit, Groovy Druid, Dwarven Archer, Trio    (Recommended Lineups:
    • Shadow Assassin, Dark Dracul, Manicure, Rot Beard, Silent Spirit/Tank (AoE Piercing Death)
    • Shadow Assassin, Dwarven Archer, Raging Revenant, Rot Beard, Silent Spirit/Plant/Tank (Basic Piercing Massacre)
    • Shadow Assassin, Mogul, Hydra, Snap Dragon, Dwarven Archer/Other (Toxic Piercing)
    • Shadow Assassin, Brozerker, Frost Giant, Wild Satyr, Plant Soul (Piercing Wall)
  • Water Crew: Aquatic Man, Rot Beard, Doppleganger, Wyrm, Frost Giant, Kraken    (Recommended Lineups:
    • Aquatic Man, Rot Beard, Kraken Lord, Frost Giant, Tank (Catch n' Kill)
    • Aquatic Man, Frost Giant, Water Wyrm, Kraken Lord, Tank (Water Wall)
    • Aquatic Man, Doppleganger, Rot Beard, Tank, Other (Mixed Water)
  • Disable Crew: Spirit Wolf, Medusa, Skeleton King, Raging Revenant, Dark Horse, Master Thief, Shaman, Golden Genie, Spikey Dragon, Wild Satyr, Savage Cutie, Roller, Catapult Knight, Crimson Witch, Rot Beard, Polemaster, Dragon Lady, Shadow Assassin, Magic Dragon, Ancient Idol, Zombie Squire, Kraken Lord, Plague Mogul, Understudy, Moon Drake, Wee Witch, Cosmic Elf, Centaur, Banshee, Dust Devil            (Recommended Lineups:
    • Spirit Wolf, Ancient Idol, Medusa, Crimson Witch, Cosmic (Forever Immobile)
    • Spirit Wolf, Cosmic Elf, Wee Witch, Centaur, Banshee (Silence!)
    • Spirit Wolf, Shaman, Moon Drake, Bone Dragon, Cosmic Elf (Energy Gain/Removal)
    • Spirit Wolf, Raging Revenant, Dark Horse,Skeleton King, Banshee (Slow Deathly Wall)
    • Spirit Wolf, Medusa, Crimson Witch, Dragon Lady/Dark Horse, Dust Devil (Stun Crew 2.0)
  • Shielded Crew: Brozerker, Dark Horse, Orc Monk                                                        (Recommended Lineups:
    • Bro, Horse, Orc, Two Damagers
    • Bro, Horse, Orc, Damager, Healer
    • Bro, Horse, Orc, Damager, Control
That's all folks. Please note that Shadow Assassin's legendary only procs whenever the enemies are below 50%.
Water Crew and Shielded Crew have very few members, but they still work well enough.

Friday, January 27, 2017

Unicorgi

Unicorgi
This is the last one before I start working on other mechanics (I'll still be writing about other heroes). Unicorgi's a much loved hero, ever since her buff. Before, her skills activated very slowly, taking about four or five basic attacks for her Green. Now, it only takes a single basic, just like most other heroes. A scary opponent to face in crypt, coliseum, and pit, now receives the legendary skill that'll sweep your team, keeping her team unscathed. 


Skills:



Corgi's special, "Fetch", sends her flying straight through the enemy line, knocking them all back, dealing physical slashing damage. During this run, she is immune to all damage and stun. This skill gives a dilemma for me to activate, as she does knock enemies back, but by roughly the knockback of Dark Horse's special. As she hits the enemies, they start moving again, practically deleting all knockback given and actually helping them advance forward. It does mediocre damage, so sometimes this skill just isn't worth it to activate. Although it does pair well with Medusa. Corgi's green skill, her most dangerous skill, makes her spin in a circle for three seconds, repeatedly dealing physical damage to all foes within the spinning radius. The damage ticks very fast, and it can easily shred even the most durable of tanks. She is immune to all physical damage during this. Since she's immune to only physical attacks during these three seconds, a good stunner or magic dealer can finish her off. If stunned during her spin, she'll sometimes just pause in place while supposedly moving around in the spinning circle. Unicorgi's blue skill, "Nyandog", makes her bark twice, healing her entire team by a certain amount. With some good improve healing runes or a fully maxed PoL, she can easily heal her team to full. It activates straight after her green skill, making for a great easy full heal. All damage inflicted on her allies during her green skill attack is practically nullified. The only flaw with this is that it takes about seven seconds into the battle for the blue skill to activate, giving the enemy team time to easily debuff, stun, freeze, or disable healing. Corgi's quite fragile for a front liner. Her purple skill grants her extra agility. Each point of agility grants 0.4 Basic Damage, 0.075 armor, and 0.4 Crit Rating. This makes her deal more basic damage, survive better, and crit more. Crit's are especially useful on a Corgi as her green skill hits so much, meaning that if she has a high crit chance, she'll be critting most of the hits she deals on frontliners. Agility is her primary stat. Unicorgi's legendary skill affects her special, making it much more viable to use. Every time she activates "Fetch", she will also activate "Nyandog", her healing skill, twice. One on the run and one on the return pass. This makes for a good on hand healing skill, and the fact it activates twice makes for an even better full heal. This legendary will scrap what I said earlier about "Fetch", unless they don't apply to you yet.



Rune Sets: 



Recommended set is Bolt Blood, Bolt's good for quickly getting off the green skill early battle and more. Blood's just a major essential on Corgi. All of her attacks are physical (Life Steal only affects physical, Magic Vamp affects magic), so a Blood Set with her green skill will just instantly heal back all of her health. Although Bolt is good on Corgi, I prefer Tree Mist Blood on Corgi. Durability seems more important for her, as she is so fragile. Why mist instead of rock? Because during her green skill, she is immune to all physical, but not magic. Flame or Ocean can work on Corgi, Flame increases her basic (naturally), her special, and her green skill's damage. Ocean increases the amount of healing she and her team gets from her blue skill.


Rune Sub Bonuses:



Life Steal, Max Health, Magic Resistance, Armor Basic Damage, Skill Power, Crit Rating/ Damage, Dodge, Tenacity, Fury, Movement Speed, Slashing Damage, Improve Healing, Armor Penetration, Accuracy, Conservation, Attack Speed, Cooldown Reduction.



Unnecessary, but do have a positive effect bonuses: 

Expertise, Starting Energy.


Ending Note:

Unicorgi's always been almost everyone's favorite hero (or nightmare), ever since the buff. Now that she receives a new legendary skill that makes her special ever more viable, she'll be the top target for leveling, and the top priority for killing.

*Edit: Unicorgi's legendary has been delayed due to artwork problems.

Thursday, January 26, 2017

Rot Beard

Rot Beard
Rot Beard was on the shitlist of many back when he came out, and only a few acknowledged his real powers. He was just pure damage with a stunning move, along with a skill granting him energy and a five hit life shield, which only procs when Rot Beard kills a foe. The shield was unreliable as Rot Beard's kills may be stolen by an ally. However, his skills were only realized as worthy and useful right around this time; before his legendary skill update. Welcome to the new meta, true water pirate.


Skills: 



Rot Beard's special is a heavy shot of water fired at the enemy hero with the lowest health, splashing onto nearby enemies around it. It does massive true water damage. His green skill works well with this, in which the skill grants five shield charges, shielding Rot Beard against five attacks or five debuffs, but it only procs whenever he kills a foe. Shooting his special at the weakest enemy hero makes a very likely chance for a kill, activating his green. His shields are very annoying, as killing an ally makes it harder to kill him, and the fact he has five shield charges just makes him almost unsinkable. However, with a hero with good attack speed, such as Bardbarian, Dwarven Archer, or Trio, his shield will just melt like butter. I'm not sure whether Cosmic's legendary can destroy all of shields at once, but if so, that would be useful. As for Rot Beard's blue skill, he throws an anchor at the foe with the highest health, dealing magic bashing damage and stunning them for several seconds. This is very useful as he'll target Draculs (With practically the most health in the game with his purple skill), Dark Horses, all of the tankiest heroes. Rot Beard's purple skill turns him into an all around True Damager (except for his blue). His basic attacks become very powerful, dealing heavy true piercing damage to all foes in front of him. This is almost like his special, except it does less damage and splashes at the foes in front, not the weakest. Put this with some bolt runes and he'll be splashing for days. For the grand finale, Rot Beard's legendary skill, "Gun Salute". This skill causes Rot Beard's pirate ship to fire a bullet at Rot's last target, dealing unspecified but possibly true water damage. On Rot Beard's death, his ship fires a bullet at each of the remaining foes as a salute. This legendary skill is useful for killing off foes that survive his basics and specials, granting him his five shield charges. The after death gun salute is a nice add on, making it easier for the remaining allies to kill off the foes. I feel as if this skill isn't that useful, unless his legendary does massive amounts of damage, comparable to his special. 



Rune Sets: 



Bolt, Flame, and River are recommended for his four setter runes. Tree, Mist, Rock, and Hail are recommended for his two setters. I run Bolt Tree on my Rot Beard, allowing him to spam his basics more frequently and kill enemies faster. River would be useful for spamming Specials. Flame is good for increasing is overly massive basic attack damage. His true damage can miss sometimes, so Hail is useful (up until O5 and O6).


Rune Bonuses:



Basic Attack Growth, Water Damage, Piercing Damage, Accuracy, Attack Speed, Expertise, Fury, Conservation, Max Health, Armor, and Magic Resistance Growth, Starting Energy, Longer Disables, Cooldown Reduction.


Unnecessary, but do have a positive effect bonuses: 



Movement Speed, Bashing Damage, Tenacity, Skill Power Growth


Ending Note:



Rot Beard's your top true damager who can dish out massive damage and shield himself. With his new legendary, he'll be even more of a threat and a threat for killing. Killing him is a priority, but killing him practically kills your team too.

Edit: Rot's legend deals true piercing damage.

Wednesday, January 25, 2017

Skeleton King

Skeleton King

Skeleton King was a very useful hero back then. He still is now, but not as much due to other better support heroes. Known for his Flaming Deer, he now receives a booming legendary skill to add along with them.


Skills: 


His special, "Royal Summons", in which he is most known for, heals himself and summons a Skeledeer with a certain amount of health (And a lot of health, comparable to Dark Horse's) into battle. This keeps King alive and summons a viable tank, good for pairing up with Pixie Queen as when he summons the deer, Pixie can just special and become a backline instead of having to tank. The deer does magic bashing damage. His green skill, "Hail to the King", either heals an ally or damages a foe. It targets the ally or foe with the lowest health, healing the ally for a certain amount or damaging a foe for double. It does magic necrotic damage. This skill is somewhat unreliable for healing and damaging, as if an ally needs healing, King cannot target only them and will always hit the target with the lowest health. It's a downside as there are situations where an ally who's about to die doesn't get healed and dies anyway because King targeted the foe who would've died to his basic attack. However, it still is a good healing support skill. His blue skill, "Bewilderbeast", makes his Skeledeer charge into the farthest foe when summoned, and when stopping, the deer does physical damage and stuns the enemy it hits for two seconds. Every seven seconds the deer does the stunning attack again. This stunning attack does not rely on skill level, for it will almost always stun. It's perfect for stunning backline Genies, Spikies, Wolves, and other Kings. His purple skill, "Hot to Trot", creates a fire ring around his summoned deer. The fire ring does magic fire damage to all foes around the deer. This is good for some extra damage and for an emergency Cloud/Stone Imp killer. 


Rune Sets: 


Bolt Hail is recommended, but you know about Hail. Bolt could be good for his green skill, (It doesn't affect cooldown reduction, only animation speed, but still), but I'm not sure whether it affects his deer too or not. River could be good for him, so he could get out his deer faster and to replace it faster. As for his two setter runes, either Hail, Mist, Rock, or Tree. Blood's a no no, as it'll only affect his basic. Perhaps Ocean could help with the fire ring and his green. Ocean's also a preferred set for Skeleton King, affecting the Deer's health, the amount of healing and damage done by his green, amount of damage his deer's stunning skill does, amount of damage his deer's fire ring does, and the amount of damage his legendary does.


Rune Bonuses:


Improve Healing, Armor and Magic Resistance Growth, Magic Penetration, Fire Damage, Necrotic Damage, Skill Power, Fury, Conservation, Cooldown Reduction, Attack Speed, Longer Disables.


Unnecessary, but do have a positive effect bonuses: 


Tenacity, Dodge, Max Health Growth, Basic Damage Growth, Armor Penetration, Life Steal, Bashing Damage, Crit Rating and Damage, Starting Energy, Expertise, Movement Speed, Accuracy.


Ending Note:


Skeleton King's legendary'll mess up a lot of things soon. especially temples, and ruining Spectral Drake's anti deer.

Edit: Skeleton King's legendary deals about 10,000 at the early levels. Skeleton King's legendary now makes it so that you can kill the active deer (making the legendary trigger for the hefty magic damage) and spawning a new one by reactivating the special. This makes a River set viable. His legendary is reliant on skill power.
Extra Edit: His special's self healing is now reliant on skill level and cannot be affected by improve healing. It's a small amount. 

Tuesday, January 24, 2017

Dark Horse

Dark Horse

Dark Horse was a big beauty back then, and still is now. A necessity in almost every temple, great for Expedition, and a pure tank. He's most known for his humongous health and start-up shields. And for that booty. With his new incoming legendary skill, "Two Trick Pony", he'll be the star of many shows.

Skills: 


Dark Horse's special needs more of a buff. His special does physical damage to enemies in front of him and knocks them back (chanced by level). This may seem nice at first, but in my opinion and experience, it does very little and is trumped by his green skill. The knockback is a mere inch in size, and the damage is comparable to even his basic attacks. Dark Horse's green skill is his stunning skill. Kicks for quite the damage, stunning all foes in front of him. Honestly, his special and green skill should switch in my opinion. His blue skill is his most known skill. "Why the Long Face?" grants a shield to all allies at the start of battle (true shield, blocking all types of damage) that lasts for 6 seconds. The shield health depends on level and runes. His purple skill grants him a certain amount of strength. Each point of strength adds 18 max health and 0.15 armor. This makes him much more of tank then he already is. Note that armor only works with physical damage, and not magic. And finally, for his new legendary skill. "Two Trick Pony" extends the duration of his start up shields by a certain amount and gives them an energy-shielding effect. This means that the shields are energy reduction proof, or that the shields make it so that any enemy hero cannot reduce allies energy (I'm not sure whether they'll have a limit to how much energy they can block or if it's just full on energy reduction proof). This is perfect for fighting Bone Legendaries, Cosmics with no Legendary, Medusa, Ninjas and Silent Spirits.

Rune Sets: 


Preferably Tree, Mist, Rock runes. Making him an absolute fucking tank. Hail is recommended for him, I'm not sure why, but maybe it's to grant secure stuns and knock backs to his foes. But as they say, Hail's obsolete at O5 and O6. Too much dodge. Blood isn't useful on him, as his damage is quite low. It could work, but it's not effective.

Rune Bonuses:


Max Health, Armor, and Magic Resistance Growth, Dodge, Fury, Tenacity, Larger and Longer Shields, Expertise, Movement Speed, Cooldown Reduction, Bashing Damage, Longer Disables. Unnecessary, but do have a positive effect bonuses: Basic Damage Growth, Skill Power Growth, Crit Rating and Damage, Armor Penetration, Life Steal, Accuracy, Starting Energy, Conservation, Attack Speed.

Ending Note:


With the new legendary skill, Bone'll be pretty much gone now. There goes all of our Bone problems in Expedition. And imagine the comboes with Brozerker Legend.

Edit: Dark Horse's legend does not reduce energy drain. Energy drain is now only inflicted on actual damage to the hero's health, so all shields will block energy drain. So will dodge.
Dark Horse's new legend keeps the 10 second extention to his shields, while giving them a disable blocking effect. The shield will block disables below a certain level. (Level 1 is guaranteed to prevent any disables below level 69.06) The shields will lower all other disable's duration by 50%.

Dwarven Archer

Dwarven Archer
Dwarven Archer used to be unpopular, but nowadays she's crazy as hell. With her new legendary skill, she becomes a physical all targeting Gatling gun with Life Steal.


Skills: 


Her Basic Attack is all of her attacks. Special grants self-healing and extra stackable Basic Damage. Her Green Skill amplifies her next basic attack, and makes that attack Toxic. Her Blue Skill's quite notable, as she increases her Attack and Movement Speed by a lot. This helps her dish out basics. Her purple skill is quite the addition, a massive crit rating boost. This highly increases the chances of her Basics critting, and as she attacks extremely fast, she'll most likely be critting for every attack. With her future legendary skill, she'll be able to do piercing damage to all enemies in front of her with amplified power and gaining an amount of life steal. Life Steal is highly important to Dwarven as she dishes out only physical attacks at a very fast rate. This means she'll be healing herself faster than almost anything else. The only problem with this is her durability. She's very fragile, so Life Steal won't help against instant kills.


Rune Sets: 


The life steal may become obsolete once runes come into play. With Blood Runes, she gains 200 life steal. That'll be enough on its own. Her 4 setter rune recommendations are Flame and Bolt, Flame increasing Basic Attack dmg and Bolt increasing attack speed. You can choose one of them (I prefer Flame as she already has enough attack speed, and more damage equals more life stolen), and a 2 setter rune along with it. It's either Hail or Blood. Hail increases accuracy, so her Basic'll hit more often. But Hail becomes obsolete with the rising of Orange 5, and O5 heroes have a metric SHIT TON of dodge (690!). Hail won't even do anything then. It's more Blood for me. 
However minor runes can already give enough Life Steal, so the durability runes (Tree Rock Mist) would be nice too. Ocean runes will buff her green skill, so if you're really wanting to put Ocean on her, make sure she has plenty of CDR.

Rune Bonuses:


Basic Damage, Armor Penetration, Toxic Damage, Piercing Damage, Conservation, Fury, Life Steal, Accuracy, Crit Rating and Damage, Attack Speed, Cooldown Reduction, Max Health, Armor, and Magic Resistance, Skill Power, Dodge.

Unnecessary, but do have a positive effect bonuses: 


Tenacity, Starting Energy, Improve Healing, Expertise, Movement Speed.


Ending Note:


That'll be it for Dwarven. I'm going for the new legendary skillers next.

Wild Satyr

Wild Satyr

Satyr was a very underrated hero back in the day. She still is now, but with her new legendary skill, I'm expecting a lot more usage of her in the future.


Skills:


Satyr's special is more for the starts of battle. She deals damage and more damage to a foe for every percentage of health they have left. With this she can almost immediately kill a foe with full health. Her special also has a chance to stun, which is quite a good addition. It makes use of the special even when all foes are low on health. Satyr's green skill is her support skill. Practically the one reason she's considered a healer/supporter. She shoots out 3 darts at random foes, healing her allies by a certain amount plus 10% of the damage done. With good maxed improve healing gear (and runes) like PoL, she can heal her allies up to full better than faith's special. Her green skill procs quite often, usually after every 1 or 2 basic attacks. As for her blue and purple skills, they just add on to her durability. Blue skill increases max health, and her purple skill increases magic resistance. As for her incoming legendary skill, it's quite overpowered. A chance to stun and heal herself, the healing seems quite obsolete with life steal, but no one runs Blood on Satyr. The healing could be quite nice as it'll keep her alive. But the stun is the real star of the show. Her basic attack stunning will keep many dangerous tanks/front liners in line, like Aqua, Dragon Lady, Snap, Ninja Dwarf, Corgi, an incoming Bard, etc. I can see a rise in the usage of Bolt runes on Satyr. There is one flaw to this though. Many basic attacks only target one enemy, but many front liners' attacks splash. Satyr isn't one of them. I could see if Satyr's basic splashed, it would be way too overpowered. 

Rune Sets: 


Preferably Tree, Rock, and Mist. Tree increases Max Health, Rock increases Armor, Mist increases Magic Resistance. These runes are mainly used on tanks and fragile front liners. However, as I said earlier, Bolt would become a great asset to Satyr when her legendary comes out. Bolt increases Attack Speed, and this helps Satyr dish out basics faster. I can see an Ocean set on Satyr, as her special, her green skill, and her legendary (health gained) are reliant on skill power. Hail could be nice, but as they say, it becomes useless, and durability is more important on Satyr. Perhaps River could be useful on Satyr as it'll make her get her special up and deal more damage as the quicker the special is gained, the less damage inflicted on the enemies, meaning more health on the enemies, meaning more damage with Satyr's special. (Plus the stun) River Tree, Rock, or Mist might be good. But that's my opinion.

Rune Bonuses:


Improve Healing, Max Health, Armor, and Magic Resistance Growth, Piercing Damage, Magic Penetration, Tenacity, Fury, Accuracy, Conservation, Longer Disables, Expertise, Movement Speed, Attack Speed, Cooldown Reduction, Bashing Damage.


Unnecessary, but do have a positive effect bonuses: 


Armor Penetration, Basic Damage Growth, Life Steal, Starting Energy, Crit Rating and Damage.

Ending Note:

Wild Satyr's your mix of a healer, a tank, and damager. She can play many roles in your team, even a stunner. I've realized much more about Satyr while writing this, don't underestimate the goat.

*Edit: It was found that Satyr's legendary is not reliant on the skill level (partially), but it stuns based on percentage. Leveling up Satyr's legendary ups the percentage of her basic attack stunning. A level 1 Soothing Melody has a 44.88% chance to stun her target for 1 second. Leveling her legend also ups the amount of healing she received from each basic attack landed. The healing is reliant on skill power and is affected by improve healing (naturally).