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Thread: Physical Attack vs Magical Attack runes

  1. #1
    Hopebringer
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    Aug 2013
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    Physical Attack vs Magical Attack runes

    By the time you put an Endurance, Vengence (correct spelling vengeance), Advantage, Reliability, Preciseness, Nimbleness, and Resistance it only leaves one additional rune slot for Physical Attack heroes.

    Yet a magical attack hero can have an Endurance (for added health over the same level Vitality), Intenseness, Reliability, Preciseness, Nimbleness, and can still have all the defensive runes simply by not having a Resistance rune on the Magic attack hero.

    It would be nice if there were a way to be able to have ALL the rune attributes for all the different heroes without having to “pick and chose” what defense runes to use.

    I can see at least 3 obvious solutions to this problem:

    1. A “Rune Locker” where there could be 2 or 3 dozen runes stored, even of the same type, without having to risk them being merged by mistake being there.

    2. Having more double runes, perhaps Burliness and Flintiness in the same rune and maybe Resistance and Nimbleness and maybe Advantage and Messiness to round out the double runes and make it so that Magic Attack and Physical Attack heroes could all have ALL the possible rune attributes. (The downfall of this is that if anyone has a lot of power, say over 300 million or so, they more than likely already have at least one of these runes to level 12, so adding would waste a lot of rune experience unless perhaps runes were to change and go to “lucky” level 13.)

    3. The other option, is to make it so that there would be move than 12 heroes NOT in the Heroes Inn. At least that way, you could store runes on unused heroes and still manage to have all the runes to equip all you're heroes with the necessary attributes based on need. However this isn't the option of choice, no matter how nice it would be to be able to have more than 5 heroes beyond the 7 currently in my formation.

    Personally, I would like to see more double runes. And not like the Reliability where the same level Dexterousness or Infallibility adds the same amount to the runes attribute. But more like an Endurance or Vengence where it “steps it up” a bit over the same level of the Vitality/Righteousness/Bane/Adept runes.


    (Currently level 118 - questline completed - Sirius Relic - current unbeaten HR boss - Ezekial recruited but not in use [Herja "looks" more the part of a "morale booster"])
    HappyJamez - Still4FUN - Truth of Baldur

  2. #2
    Quote Originally Posted by tell_me_quickly_6420072 View Post
    Yet a magical attack hero can have an Endurance (for added health over the same level Vitality), Intenseness, Reliability, Preciseness, Nimbleness, and can still have all the defensive runes simply by not having a Resistance rune on the Magic attack hero.
    Why would you not use resistance, it reduces damage by over 20 thousand in my experience.

  3. #3
    Champion
    Join Date
    Jun 2013
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    Server 122
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    65
    Nobody uses Messiness anyways except in certain HR bosses. Resistance all the way.

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