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...

Friday, April 14, 2017

Rune Guide for Rune Usages

Yes, an actual guidance post!

2 setter runes: Tree, Rock, Mist, Blood, and Hail

4 setter runes: Flame, Ocean, Bolt, and River

Blood = Life Steal, Life Steal affects physical damage only.

Durability Runes:
  • Tree (+15% Max Health)
  • Rock (+20% Armor)
  • Mist (+ 20% Magic Resistance)
Usually used as an extra bonus accompanying a 4 set rune, or all three put together for heavy tanks.

Let's go down the line with viability for certain heroes!

1. Flame (25% + Basic Damage): Useful for heroes who rely on their basic attack and usually not their skills. Not that great for support heroes, and usually not viable for magic users. Flame is good for a hero who has skills with an ORANGE color. Orange colored skills are based off basic damage.

2. Ocean (25% + Skill Power): Useful for heroes who rely on skills. Mostly viable for magic users. Ocean only affects skills with a GREEN color. Green colored skills are based off skill power.

3. Bolt (15% + Attack Speed): Useful for heroes with high attack speed or good basic attack. Not viable for heroes with low attack speed or some slow tanky heroes.

4. River (20% + Energy Gain): Useful for heroes with a top tier white skill. Not viable on heroes that cannot be stacked with effects, like Shaman's or Bard's white skills. Great for high damage white skills like Wee Witch, or support/shield skills like Orc or Plant Soul.

5. Tree (+15% Max Health): Useful for basically all heroes. Usually accompanied with a 4 set rune or with another durability rune. A handy alternative if you can't decide between Mist or Rock.

6. Rock (+20% Armor): Remember that armor only defends against physical attacks, not magical attacks. Rock is useful for heroes without enough armor, or heroes with a lot of armor (because the more armor, the more armor rock gives). Remember to not use rock on Spectral Drake. Never. Spectral Drake is immune to physical attack.

7. Mist (+20% Magic Resis): Remember that magic resis only defends against.... magic attacks. Pretty much the same as rock, but with magic resis. (Always use on Spectral Drake)

8. Blood (+200 Life Steal): Remember that blood only affects physical attacks. Not magical attacks. That's magic vamp! Blood isn't needed if you have good nuff' runes with high life steal, but if not, blood's always welcome.

9. Hail (+30 Accuracy): A well hated rune. +30 accuracy isn't good at all compared to the 300 accuracy Eye of the Prize item gives at O6. I mean, it's fine for lower levels. But hail is unlocked higher. Accuracy reduces the dodge of the targeted foe by the amount of accuracy your hero has. It just makes hitting targets easier.



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