
Various Tips and Hints
Pure Theory Crafting
What is Theory Crafting?
You know how sometimes it just feels so right? Like if you change your party to have all dps and no tank or heals it might be unstoppable? Or have 20k dodge on your tank but no defense gems?
Theory Crafting is technically when we take those ideas and feelings and try to determine how the mechanics of the game will work with them. Every game has "ideal" stats, hidden damage coefficients and subtle mechanics for class balancing. In this section we post ideas we would like to test or have tested and what we found.

World boss/Guild boss/ Guantlet
Switch formation for more damage. Put your main character in the back corner, best dps in the other and move your weakest dps heros to the front row (healers front and center). Don't forget to switch back to your usual formation after the event.
Make sure to use an Aegis that works for you, remember the boss is immune to stuns etc. Best best Aegis to use will be either the shields or crit most likely.
If you have a totems, switch to a dps one. If the boss is one shotting your team, you either have full health and so need no heals or he just killed you. I use fire.
Team Dungeon
Always do the highest possible level if you can get at least a silver medal. For example silver medal lv35 is better than gold medal lv25. Preferably do the TDs together with other guild members. If you have a player strong enough to kill the final boss when you know you can't, then always let them go first. They can actually kill both the 1st and 3rd bosses (and providing you and/or the 3rd party memeber kill the middle mob) you'll end up with gold.
Wyrm race
Before you start, always ask for escort from guild members as often as you can because they will receive a small gold bonus. Both of you will get a better bonus the better wyrm you have. You will get two free
chances to change wyrms. If you have the blue,
change twice to try to get purple. If you start with
green, than it's up to you if you want to risk the
blue for a purple or maybe green.
Also, be aware you may lose to a lower BR player
on a purple wyrm if you're on agreen/blue wyrm.
The type of wyrm grantsyou a defense bonus, so
even if you can defeat them in CoM or arena it's
not a sure thing if they have purple.
Also if you want to attack another guild member
please ask him/her, before you attack if it's ok with them. Personally, I prefer a guild member attack me 10 times than a random person.
Skipping VIP levels
At some point you might decide to spend $5 on ViP. If so the best thing to do is do a diamond recharge. This will give you some loot, plus a ViP 7 day card. For whatever reason if you use the card first, it unlocks ViP1. You can then go tothe ViP renew screen and click renew. You will now be ViP 4 and able to blitz CoM and arena and Elite ES.



Party Composition- What are our options?
Which heroes you choose will have a huge impact on your performance and game play, especially at higher levels. (At lower levels you show your mount and yourself all the love).
As I see it you have a few main builds.
Build 1: Basic "Do everything but excell at nothing"
This is the build you find most often because you'll do ok in most situations. It will consist of a tank, a healer, a support class, and two dps. You pick one of these roles for yourself, the others are heros.
Build 2: Dps Focused
Exactly as it says. In this build you cut out the healer, the support, or both in order to kill your enemies faster. This means no heals at all except self heals (such as nether knight or dark pally) or the heals you get from a totem at 60.
If you choose this build you further need to decide if you want single target or AoE damage. AoE typically hurts them more up front but is less effective as you kill them off. Also be aware that you can have front row or backrow dps. You can decide to balance everything or focus on one aspect.
Build 3: Defensive Focused
You know how your angel hurts them so damn good? Or you have that one hero with an unstoppable ability if only you can stay alive long enough to keep using it? This build is all about just outlasting your enemy. You would want to have two tanks (or gear one dps heavily as an offtank). Healers are optional, but typically you would include one.
Build 4: Infinate Rage
Very interesting concept but requires planning and some sneakiness. I throughly approve, especially for free players. The gist is thus: Sometimes our mains do most of the damage and most of the tanking and most of the healing depending on our gear and abilities. All our other heros are 2 or more levels behind the main. Why not just make the main unstoppable? Well it turns out you can if you're careful. For full details on the build go here http://forum.r2games.com/showthread.php?146380-tutorial-on-rage-build
Here are the basics: Get Astral Child (AC) before you can't easily get garnet herosouls (i.e. before 60). If you are over 60, sigh... x-server daily until you get enough). Next get 4 tons of blessed stones. You can either use AC when you get her or pick a different garnet hero to upgrade/level.
When you hit 65 and can buy Nerida, get her. You can even get her before the wolf or whatever else you plan on. Now here's the trick. You need to inherit two of your current heros (One garnet level to AC unless you've been using her of course) and another to Nereida. For this build to work, you will need Nereida upgraded to 18 and AC to 15.
Finally, you either need a dragonlord totem to give you and Nereida rage or you need to have a warrior with 50/50 or 80/80 DS die for you. Personally, I like the 2nd option since it means you can use a dps or healing totem and you have one less hero to upgrade and gear. (uhm... speaking of, if you use the warrior death method, strip off his gear and gems and just let him die. Another benefit of this is you'll have level 60 gear ready for your backup hero once you get one). As you level AC and Nereida higher, 21 & 18, you can stop using the warrior or totem. Eventually, you might also choose to replace AC with Light Envoy since her price in HoC keeps dropping, with the same impact and better buffs. If so, it is CRITICAL that she have more agility then Nereida (or as I just found out you go from 80m a hit to 17m)
One thought, there are several awakening skills that give rage. How might they allow flexability of this build? In order to time everything right, I'm leaning towards not useful unless AC or Ner goes down. However, there are rage angel artifacts, the horn of prosperity gives you 49 rage (at the garnet level). These drop from events and might mean you could use a healer or dps in place of the warrior or totem. I plan to try it out, ask me how it goes.
Party Formation- When should we switch our party around?
Knowing how to position your party can be the difference between downing a tricky fight, or beating someone in Domination. Basic early formations depend pretty much on angel Halo, check out the angel guide for that. I'm going to focus on more advance tricks here. Alright let's break this up into PvP and Pve.
Focusing on pvp, there are a few things to remember. Most people stick with the same basic formation they start with. Which means main is in center either tanking or behind the tank. If they have a totem, 9 times out of 10 it's in the same row as the main. And if nothing else, click compare and watch the fight to see there posistions.
Pvp Sneaky Stuff: 1) Shift your party to maximize your totem while hurting the enemy. As an example, say they are using a fire totem. It increases their damage/attack and decreases yours. When that get's applied to your main it's killer... but if it's applied to a tank with a healer behind it? Now you're happily stunning or debuffing or attacking their top dps or heals while they steal attack from your tank. pfft.
2) Does their wolf just one shot your back row? And almost always it's in their front row yes? Shift things around a bit. Maybe put the hunters or mages in the back row. Hunter DS abilties defelect the entire incoming attack and Mage DS is a rez with 100% rage. Sometimes, I laugh when my mages with 80/80 get one shot by the wolf and then rez at full rage to stun and slaughter. Meanwhile, my angel artifacts fully heal them and there you go. Also, if your wolf is rocking the DS stun/daze ability then chances are there wolf is stunned after that first devastating strike the get in.
3) Play with what hero you have as your backup. Sometimes it's better to just let them kill off a weaker dps early in the fight. Often you have killed their stronger dps heros or the healer by this point. Also your backup will hit his/her rage before the other side can do whatever devastating attack they have a 2nd time.
4) Sometimes shifting a hero or main to the front or back may be the way to go. If you don'thave a pure tank, then maybe moving yourself forward into say the top front and putting your healer or squishy but dps hero behind you will save the day. Some heros also have useful skills and abilities, they may be immune to stuns for instance. If shifting them to the front (or back if the enemy is backrow stuns) might help you out.
Don't be afraid to loose a few thousand BR by the way, you can put it back later and since you died the 1st time around, what do you have to loose?
PvE Sneaky tricks: 1) The gods be damned WB or guantlet. Alright people, I've mentioned it like 6 times through the site, but here's what to do and why again. If your main has enough def/dodge to survive the boss attacks then you move your main front and center. This basically means that your main keeps the rest of the party alive and you do full party dps. Because I have the IR build, sometimes it's better to swap the warrior (rage death) for Santa
If however, your main is prone to finding itself face down with paw prints on it's back after a row of wolves go by... here's what you do.
A) Protect the main by moving it into the back row. Which ever slot has the best halo buff for your class.
B) Move your lowest DPS hero to the front and center tank position. Basically, in this strat the boss kills your weakest heros one by one. Allowing the stronger to build rage and get shields and buffs. If you have a healer, she'll be the first to die. A weak support (or just low gemmed/geared) dps or tank would be next in the front
C) Move your strongest (DPS!) hero to the back row.
Again I have the IR build, but this is supposing I didn't ok? Note that LE, Zweil, and Ner are all going to die fast in rounds 1, 2, and 3. However, this leaves my 3 dps the longest amount of time to attack and enough time to build rage of at least 1 ability.
2) Eternal Spire & Zodiac - your biggest problems here will probably be lack of hit or getting entire rows or colums one shot. The nice thing about them is they pretty much do exactly the same thing, in exactly the same order. Make sure to shift your party around as needed. Remember, the game usually has you attack whatever is in front of you in the first row first. Having trouble with a healer? Move your highest dps in front of them and they have a better chance of targeting them. Shift totems so you can stun or debuff the boss (or whatever is causing problem).
DS can be great for this since you can always swap in more dodge or hit. Even briefly exchanging a gem or two is worth it if it means you get it down and then have it on farm. Also, remember those angel artifacts I've mentioned? If their killer ability happens on the 3rd round for instance, on the 2 round use the eenemy attack debuff and on the 3rd round the self heal.

