The Storm Guard: Darkness is Coming

The Storm Guard: Darkness is Coming

Some tips
- Taunt counts as Condition (non-archer groups need conditions), is AOE and never blocked
- Taunt doesnt mean that mob will go 100% for tank, if it cant get to tank, it will go for another target
- AI is decent, so be ready for mobs changing targets to finish off wounded heroes
- Potions are very usefull in fight, especially remove conditions ones
- Knockdown is only effect that cant be removed, thats why Dwarf tank is so important with AOE immunity buff
- DOT damage per target caps to 100 health/turn. This includes all DOTs, be it poison, burn, bleed or magical. Do not overdot.
- Bleed is always 12 heath per turn damage.
- Always do all 3 above (expect 4th for 100 xp which is optional) duties each day, you can hire guards for 0 gold for that, then dismiss when they low stamina and hire new ones will full stamina.
- All heroes have different amount of skills. Archer has like 20 skills, assasin around 11. But it is harder to slot skills for asssin that for archer. Some archer skills are never used (arrow that never miss on long cd, archer rarely miss anyway), but for assasins all skills are useful.
- Dwarf tank is best with Shield stance but if you remove "change weapons" skill from bar he loses he bonus (+shield block, + armor). BUG? Or intended, not sure.
- Weaken is probably most important dot
- Be sure to be able to destroy enchantments (hexes) once you get to lvl 3 missions.
- Draining mana is more important then draining adrenaline.
- Assasins need any enchantment to be usefull, simple healing dot from healer will do.
- Best witch spells is clumsiness and 2nd clumsiness with blind.
- Archer team is OP, best utility and damage but boring. Spam poison on everyone and burn large creatures, finish with needle shots with no cooldown.
- Assasin team is constant positioning and skill use, more fun but more challenging.
- Few enemies avoid bow shots but some constantly block/parry, so gank such enemies with 2 dps, they cant defend from flank/behind.
- I didnt try berserker but with Endurance system they can be crazy to use.
- The more damage you take, the more Endurance you lose, avoid taking much damage. This system favour range party (constant 120% endurance) or very carefull melee groups.
- Dwarf healer is not enough to solo heal, you need 1 pure healer for group.
Last edited by kirill-busidow; Aug 28, 2016 @ 12:31pm
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Showing 1-11 of 11 comments
kirill-busidow Aug 28, 2016 @ 12:34pm 
This impressions are from playing full archer group and full assasin group. I didnt test berserker (and not sure if will, Endurance system and also he is very squishy, almost no armor). I plan to test ninja. Other classes i tested, human tank lacks controll (cant reliably weaken and has less knockdowns), rune priest have 2 decent dmg skills but both on long CDs and his healing and buffs are so-so.
Rabid Urko Aug 28, 2016 @ 2:21pm 
Good tips.
kirill-busidow Aug 30, 2016 @ 11:45am 
Berserkers and ninjas are actually decent, on par with assasins. I am not sure how Utter berserk works, how many attacks at 15% hp?

kirill-busidow Aug 30, 2016 @ 11:46am 
If you dont want boring play avoid more than 1 archer in team (but to cheese dragon maybe you need 2 of them).
Dragon punish full mage groups or full melee groups, but do not punish full archer groups in any way.
Last edited by kirill-busidow; Aug 30, 2016 @ 11:46am
Bitmen Studios  [developer] Aug 30, 2016 @ 12:43pm 
Good analysis there, kirill-busido. You should have joined us in Early Access. :)
I think Utter berserk does 6 attacks at 15% IIRC, it's risky to go so low but equally devastating.

I really tried to make all heroes unique so they are not just visually different. As far as the elven hunter is concerned, she was an early design and may need some slight adjustments. For one, the dragon (who indeed is supposed to punish groups that are not diverse enough) could be modified to punish pure ranged groups (e.g. in the 2nd form).

I wondering if the normal gameplay also needs some adjustments to make the hunter less OP, maybe an increase in dodge rates for some monsters so she has to flank like other DPS and a slight rebalancing of her skills as well as maybe less full mana with full gear.
kirill-busidow Aug 30, 2016 @ 2:41pm 
Originally posted by Bitmen Studios:
Good analysis there, kirill-busido. You should have joined us in Early Access. :)
I think Utter berserk does 6 attacks at 15% IIRC, it's risky to go so low but equally devastating.

I really tried to make all heroes unique so they are not just visually different. As far as the elven hunter is concerned, she was an early design and may need some slight adjustments. For one, the dragon (who indeed is supposed to punish groups that are not diverse enough) could be modified to punish pure ranged groups (e.g. in the 2nd form).

I wondering if the normal gameplay also needs some adjustments to make the hunter less OP, maybe an increase in dodge rates for some monsters so she has to flank like other DPS and a slight rebalancing of her skills as well as maybe less full mana with full gear.

I never flanked with archer and was OK (except for evil watchers, sometimes they are missed by archer).

But with melee unless you flank, you will miss a lot (parry, block, evade).


Maybe because versus archer only evade works, but vs melee works parry, block, melee evade.


Hunter is OP because fire arrows and needle shots.
Humble Aug 30, 2016 @ 2:49pm 
I don't think hunter is OP, I think it's fine as it is, of coures i do taken one, not two or all team, because enemies might kill you in melee, if anything, don't nerf archer, but rather buff enemies to catch up archer, maybe? I am sick of nerf this, nerf that. so go on to point game is unplay and boring lose, or too long each battle, as some player want quick as posslie, or want easy battle, so go on.
I beat the game with full melee party (ninja/assassin/slayer etc) The boss was aloft 90% of the time which it annoying. My assassin and slayer can't hit him all the time.
Dwarven Priest is a must for the final battle. Bloom is such a decent skill that prevent you from any debuffs for a long time.The boss is immune to taunt, (he was on my ninja all the time) so tank is pretty pointless for the final battle. Get an archer or with and they will do their job.
Last edited by ♪~くまモン~♪; Aug 30, 2016 @ 6:15pm
kirill-busidow Aug 30, 2016 @ 8:05pm 
Originally posted by Travis:
I don't think hunter is OP, I think it's fine as it is, of coures i do taken one, not two or all team, because enemies might kill you in melee, if anything, don't nerf archer, but rather buff enemies to catch up archer, maybe? I am sick of nerf this, nerf that. so go on to point game is unplay and boring lose, or too long each battle, as some player want quick as posslie, or want easy battle, so go on.

I didnt ask to nerf archer, i just explain that archer lets skip some mechanics. With archer you never need to flank enemies or care much about zones of control, etc. Also last boss is cheeses with archers.

If i wanted to nerf archer, i would point out that archer has best unique buffs, like only archer can easily poison (do not require action) or that only archer can drain 15 mana in 1 turn (most of what enemies have), while mage or other dps can drain like 5-10 mana. Archer can always poison and do heavy dmg on 3 enemies at once at start of any combat etc.
Rendalar Aug 31, 2016 @ 3:03pm 
I do find elven hunters to be quite powerful, but I've discovered that there's nothing like a flying creature (eg: Griffin) or creatures that can ignore Attacks of Opportunity and are fast (eg: those with dash) to knock elven hunters (or any range attacker or spell caster for that matter) down a peg or two...

Perhaps lowering the energy reward of Scavanging Shot somewhat may be an option - I do find that I run into low energy issues far less often with the Elven Hunter because of that skill and can often run the table with her skills.... Being forced to pick one or two options between several powerful skills during a fight rather than generally being able to use them all? As noted, there always is reducing the energy benefit of equipment too.

On a side note, I am finding that gold is balanced quite well, I am forced to choose which skills and equipment on which characters to improve as I can't just spam max out every character. Course I am spreading the gold out amongst all of my heroes for the most part (currently 13), as opposed to focusing only on a select few. However, food never really has been an issue for me - currently on Day 15 of my first playthrough I have 232 food and am not concerned about running out at all during missions (nor have I earlier in my game, except right at the beginning). Just my 2 cents worth...

Cheers!
Last edited by Rendalar; Aug 31, 2016 @ 3:32pm
Lampros Oct 16, 2016 @ 8:28pm 
Very interesting. So one class parties are actually better than well-balanced parties?!

Edit: Any more guides?
Last edited by Lampros; Jul 10, 2017 @ 7:24pm
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