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my thraex had 25 more hp, 30 more attack, more total defense, and 100 AI level and still got absolutely destroyed by the retiarius. i even have the polearm defense skill. and you just can't get away with a full defense build because if they get a lucky crit you just die or you don't do enough damage to finish them off before they wittle you down.
if you want to win easily my best suggestion is just take every skill that makes murmillos strong, get them to ~190-200 hp then just max weapon stats so they do the most damage possible. their defense agiilty blah blah won't matter when they are hitting for 170+ and two shotting any enemy you face.
oh and from my experience base health is one of the best stats to roll. i try not to keep any slave/gladiator that is below 160. i try to aim for the 170's.
That way I have a couple of fast big hitters ... as far as I can tell,the further one goes in the game the less important armor and defense is as twohanders one shot low-mid HP and two shot anything else with non critical hits.(besides bosses).
It was pretty evident to me how overpowered multiple twohand fighters are for AOE swings when I went up against the Twin Behemoths wielding twohanders......I just copied that strategy from the AI and profit. lol
=P
EDIT: I'm playing on normal difficulty,without brutal battles but the game still takes longer than I have to play in one session.
That's impossible. You get a lot of them in 1 playthrough.
Murmillo: Agi and Weapon on mid while Strength and Def on low.
Beat the game the first time using nearly 8 hours and uncountable tries :D
Keep training a gladiator on strength after they're max level, and they'll keep gaining more HP despite being unable to gain more strength. Bonus points if your thraex has a high (70-99) aggro stat with turtle as a secondary attribute. It causes their AI to be super agressive, and with around 60 turtle, they block most hits. I've sent two thraex at the final championship match and had them come out without a scratch. If you play endless mode long enough, it may become necessary to hit for 2200 because the enemies will keep ramping up difficulty to match your best gladiators, unless you lose on purpose to lower the difficulty.
Thraex setup:
70-90 aggro, 50-60 turtle, low evasiveness is preferred
Just train strength the whole game. The other stats take care of themselves if you're smart with your matches. Aimed defense, defensive roll, increased attack speed, and polearm defense should be researched at the dottore.
3x weapon master
1x AI boost, or perhaps a curse of mycae if you prefer controlling the gladiator
Murmillo setup:
60-90 aggro, low turtle is preferred, 60-70 evasiveness
Again, just train strength. The other stats will level in combat. Make sure that turtle stat is as low as possible, because murmillo attack slower after blocking with a two handed weapon. It also helps to have offensive roll. Increased attack speed is a MUST. I don't put AI boost on murmillo because I prefer controlling them personally. With this setup, you can win a chariot race by eliminating all the opponents before they reach their horses. You could replace one of the weapon master cards with an AI boost if you prefer. The extra damage wouldn't mean much until the third or fourth year of endless mode, anyway.
1x curse of mycae
2x weapon master (or 1x weapon master and 1x poison blade)
1x Wild animal
Retiarius setup:
70-99 aggro, balanced turtle and evasiveness
All classes should just train strength all day erryday. Retiarius should be HIGHLY aggressive without sacrificing the turtle and evasiveness stats. My best retiarius had 80 aggro and around 50 in turtle and evasiveness. He rarely got hit, even against more skilled opponents. He also often timed out matches because spears are easy to block. I find this class most useful if they're alongside other classes in a many man match. That being said, they're probably the best class to use in the super late game because they rarely get hit. As for cards, I recommend the roll master card so that the gladiator ends his roll animation in time to hit the opponent as they finish their counter roll. AI boost is always a good idea, and weapon master is the bread and butter
I never use the poison cards if I can help it. You'll sometimes kill submitted fighters by mistake, which leaves you with fewer rewards if you fight a brute match. Also, 35% more immediate damage is better than 25% of your total damage done over time. The only exception is Murmillo in chariot races. The poison damage can be as much as 500 per tick, and this helps eliminate your competition in case they manage to make it to their chariot with just a scratch.