Heroes of Dire Guide

Class Introduction and Tips for the Beginning for Heroes of Dire

Class Introduction and Tips for the Beginning

Overview

Your basic group is made of archer, healer and hero. But you will like to try more classes. Read about their strategic use and personal rating to buy the correct one, because silver is very expensive in the beginning. Find new ways to hire fighters!

Forsaken by Tutorial, Tips

I just wanted to mention that it is sometimes better to attack with just one weapon. Tutorial doesn’t say how to do it. Right click that weapon (keep pushed for mobiles). It is much better if you combine ranged and meele weapon for the same fighter.

You get silver from scraping / selling equipment and you can mine resources to sell.

Killing for example frost giants will more-likely give you frost weapons etc. Killing humans is not worth anything.

If you find a treasure map, after using it, you have to search the given area or rumours are spread saying other players about treasure. You search by clicking your squad and then clicking search. All treasures are in the maps of level of their map. Ask guildies to help you look for heroic and higher rarity maps.

You add your new fighters into a group by creating new group and following your old one with it. NPCs from up to two squires away will join the fight against your two or more groups if they don’t guard. Your allies from that range are also included in a fight if they don’t wear too high-level equipment.

Create a new group by clicking menu -> fighters -> create new group, you need 3 fighters for each.

You can use equipment one level above the map you want to be in. You will be attacked by NPCs in areas, which are 3 levels above your lowest lvl fighter.

Back to searching a map. It worths to sometimes randomly push search, because you can capture a unique fighter or unearth an item. You can also discover unique fighter by hiring any and being incredibly lucky.

Here is a list of other web resources made by Mythra: [link]

Class Composition in General

Your starting group of a healer, an archer and hero is pretty good for 3 vs 3. But your will want to grow your squad and also, you will likely want to hire uncommon healer and archer instead of these starting ones. To do so, whatever group you want to make, I recommend you to include one flanker (mage / rogues), one meele fighter with defensive capabilities (warrior / paladin) and one support (healer / archer).

Healer is very handy at boss fights, so it is very important to include him in one of your 4 fighting groups as you have more and more fighters.

Archers is just support and I prefer not to play him much. I used to and they got easily overrun by mages and meele classes. Therefore, I recommend to play just one or two and you may want to equip rogues with one ranged weapon too. Other classes may also use weapon with volley and point-blank, so they can easily substitute an archer with just slightly worse aim statistic.

I found it best to use your hero as paladin and I play for rest of my meele defenders just warriors. But they are obviously both excellent choice for a roadblock. You find a place, where you will be able to attack with two against one AI controlled target and healer will be quickly healing your paladin / warrior. That’s usual strategy in large-scale battles. If it is not that large and you play one or two groups against other two, you will not need to include any.

Mages and rogues are excellent in any sittuation. they can quickly leave their starting position allowing your heavily armored fighters to move better. And they can take down ranged enemies, healers and whoever needs to be flanked. Then, they easily run back. I recommend to include some in any fight. But having missile advantage with more archers can be also a way. Just make sure, you are not flanked yourself.

Hero

Hero is your best fighter. His defenses are highest and hist attack may be also almost best in your squad. Heroes don’t come with abilities, but they can use any weapon with decent power. The most usual way to arm them is tower shield in one hand and any rather slow weapon in the other. With plate armor, they will be really strong roadblock. Using magic is not recommended because of plate armor, but it can be done if you use different sort. Wall shield is best anyway though, so if you run for magic, use just one handed magic weapon.

Paladin

Paladin is an excellent tank. He has acess to the most feared wall shields and impenetrable plate armor. But this leaves him less movable and vulnerable to magic.

Weapons: Paladin is best armed with wall shield and medium-speed weapon. This allows him to retaliate meele strakes with deadly shield bash. Shield covers him from the ranged projectiles and almost nullyfies magic vulnerability from the front. Weapon should be fast, so one attack will not make your Paladin unable to turn for long. And shield as an incredibly devastating weapon can be used for finishing opponents off anyway.

Other way to arm your Paladin is to wear two long cooldown weapons. Covered in plate armor, your Paladin will be capable to charge with incredibly devastating power and survive due to plate armor. It is much cheaper way as wall shields are very expensive.

Specialities: Acess to plate armor, unique two handed weapons with long cooldown and big damage

Warrior

Warrior has an advantage to use kite shields for more protection. But his true power lies in taunts. He can turn his enemies to face away and strike at their back with devastating power. And his nature makes him invulnerable to other taunts. And can move one more square in the front direction.

Weapons: You will usually look to arm your warrior with two weapons or medium-speed weapon with shield. The choice of two weapons makes warrior very strong damage dealer. Taunt ability just buffs the power of attack.

Equiping your warrior with kite shield is excellent choice. He will be capable of defense, but unlike Paladin, he will still have his taunt. Warrior doesn’t have to necessarily use a shield to retaliate, because it doesn’t deliver so much damage as Paladin’s and it can be substitued with offhand dagger or two-handed staff. Staff is my favourite weapon as it deals longer stuns, increases shield and has short cooldown.

Having many warriors will build up a blockade. So giving them one handed ranged weapon instead of shield to support their allies in front of them is also good idea. And they will protect dedicated rangers in the back too.

Specialities: taunt ability turning his foes away, can move one more square in the front

Healer

Healer is a need-to-have support unit if you look at killing leaders and deities. Healing is in general more efficient than attacking, because it does not trigger defensive stats (evasion, deflect, defense) and it stacks luck of both fighters if it is positive.

Weapons: Healers use staffs for ranged heal or orbs for better meele heal. But they can take also universal weapons and round shields to protect themselves and join fight on their own. They are still vulnerable, but killing damaged enemy is possible.

Specialities
: acess to good healing weapons, can move one more tile to the sides and around ally

Rogue

Rogue is nimble class. Their main advantage is ability to jump on the enemies at any distance and attack on the back. They are given double bonus for attacking from the flank or on the back (8 – flank / 16 – back). It allows them to deal critics so often that their foes will never hit them back. But they are vulnerable to retaliations from the front, because they use quick low cooldown weapons.

Weapons: You can equip rogues with quick meele weapons, flasks to take down Paladins or ranged quick weapons. I recommend to combine two of these three, to make your rogue more versaitile.

Specialities: they have ability to jump on the back of any foe, acess to the fastes weapon with increased stun duration, acess to quick extra stun dealing ranged weapons

Mage

Vulnerable to cold steel and archer, but capable to blink away and deal destroying damage. That’s mage.

Weapons: They can use staffs, wands + books for slightly better durability or orbs to deal extra meele damage. Usual strategy is to flank opponent who is already in the heat of battle, so he won’t pay attention to the mage. They also can amuse archers with their blink ability.

Another way to play mage is lighting damage. You can unleash a barrage of thunders agains your own allies increasing their taste for battle and allowing them to act earlier. This makes mage very versaitile, because they can boost anyone who has an advantage in the fight.

Specialities: blink, lighting damage, elemental weapons

Archer

Archer is best at hitting his targets from a far. They can volley over any obstacles with most of unique weapons and they are also nimble. They can move around their teammates on the sides.

Weapons
: Greatbow is only weapon allowing archers to knockback anyone except plate-armored paladins. It has good damage and can be used really well.

Shortbow on the other hand is very quick. Archer armed with shortbow is excellent for tracking down any less movable targets. They are able to shoot and run. Anyway, your archer will be excellent support from range.

Specialities
: In big-scale battles, ranged support is better than meele. They can volley over obstacles with most weapons.

Final Statement

I hope this guide helped you. Have a good luck and enjoy the game. Don’t forget to leave a feedback, from which new players can also learn (if the guide is bad or so).

This guide was made by Chosen of Castle from Chosen Swords guild. Ask for an invintation!

SteamSolo.com