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I am probably wrong but the conclusion I have come to so far is there are Melee, Magic and Attribute runes of differing qualities. When you are of a low level you are forced to combine runes. You want to put Melee runes on Melee heroes and magic defense as well since the melee hero can be attack by magic. You want to put magic attack and defense runes on magic heroes if you have a third or more slots you want a melee defense rune on your magic hero since they can be attacked by a melee hero. Now attribute runes ones like break (what does that mean?) if you are low level you will want to combine them in to useful runes that will take precedence so you get the exp but the main rune stays. Later with more slots separating runes is recommended in my mind anyway. A good test of a rune is to move it in and out of a hero and see the change of power. Go with what increases power. Hope this clarifies things.
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