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[Hart Floyd] A Musical Guide to Amp up your Hart, by Wonton
Автор: Nimble Neuron
A guide for aspiring Hart players that will go in detail of her abilities, my current thoughts on her, and showcasing builds for her. This guide will be focus on Solos, but I will mention tips for Duos/Squads.

Written By Wonton
   
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Who are you
My name is Wonton and I have been playing Black Survival since season 1 on mobile. After switching to PC in season 4, I peaked in season 5 managing to reach the highest league in the game, Dragon 1 as a top 250 player in the world (150-250 range).


What makes you qualified to write anything about this game?
As of Aug 10, I managed to crack the top 100 and am currently ranked 72nd in the world. While I’m still continuing to improve my craft, I like to think I have an understanding of the game.
16M-RFT22 aka Hart Floyd Overview

Hart is a mid range mage who uses one weapon archetype, the guitar. Hart’s kit consists of everything you would like in one character with a focus on mobility. Hart’s mobility allows her to kite her enemies and gap close allowing Hart to be unscathed in battles. She is also capable of one-shotting her enemies with certain builds (this build will focus on that), access to two forms of CC’s being able to charm her targets and an AOE ult that stops targets from targeting you for 5 seconds while healing.
Hart's Abilites
Probably the longest part of the guide, stats were mostly taken from custom games. Some stats were not displayed correctly in-game as well as the wiki not being up to date as of Patch 0.14.00 (Aug 11).
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Hart’s Passive: Feedback
Type: SP Regen (Evolution: Extra Auto)
Regen: 1%/1.5%/2% Stamina points (SP)
Casting Time: Instant
Evolution: 1/2/3 autos
Passive: Feedback
If Hart deals damage to an enemy with a normal attack, she recovers some SP.
Evolution Effect: An additional sound wave is discharged with every normal attack, dealing damage. She discharges one additional sound wave per Evolution point she has.
Hart earns an evolution point when she crafts an Uncommon, Rare, or Epic weapon for the first time.
With Hart’s innate slow attack speed as well as certain builds not relying on autoing her target, Hart won’t be reliably regaining her stamina early on or overall the whole game. However the best part of Hart’s passive is her evolution points. By upgrading your guitar, you will unlock upgrades to Hart’s abilities. Hart can upgrade her passive to throw an additional auto which is great for builds that focus on autoing her opponents.
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Hart’s Q: Delay
Type: Attack (Evolution: Slow)
Skill Damage: 70-210/90-270/110-330/130-390/150-450 + (25% AP - .75%AP)
Range: 8 m
Cost: 100 SP
Cooldown: 3 seconds
Evolution: 0/15%/30% reduce movement speed


Q: Delay
Hart strums her guitar. Charging her sound waves. When she strums the guitar again, the charged sound waves are released. She can charge for up to 4 seconds and the sound waves stay for 4 seconds. She deals damage, the amount depending on how long she charges.
Evolved Effect: Reduce the movement speed of enemies hit per number of evolution points.














This is Hart’s main damage ability. After activating her Q, Hart will charge her ability for up to 4 seconds and can shoot up to long ranges. As you continue to charge it, the base damage and AP scaling increases. During this time, Hart can freely move and use her other abilities. By putting an evolution point in her Q, Hart can slow her enemies if her Q connects allowing Hart to kite and gap close easier.
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Hart’s W: Overdrive
Type: Buff (Evolution: Debuff)
Buff: 12%/19%/26%/33%/40% AP
Skill Duration: 5 seconds
Cost: 100/105/110/115/120 SP
Cooldown: 22/19/16/13/10 Seconds
Evolution: 0/15%/30% reduce armor

W: Overdrive
Hart plays a lick on her guitar, increasing her Attack Power for 5 seconds.
Evolution Effect: Reduce enemies’ defense to her next sound wave per number of Evolution Points.















Activating her W allows Hart to gain a certain % of Attack Power for 5 seconds. You want to use this to enhance you Q, E, Charm, and Autos. Putting an evolution point in W allows Hart to reduce her target’s armor after autoing.
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Hart’s E: Flanger
Type: Dash/Attack (Evolution: Buff)
Skill Damage: 20/30/40/50/60 + (40% AP)
Cost: 35/40/45/50/55 SP
Cooldown: 17/15/13/11/9 Seconds
Evolution: 0/10%/20% Skill Amplification per stack

E: Flanger
Hart quickly dashes in the targeted direction, she can activate this skill an additional two times.
She moves 2m and strums her guitar, discharging sound waves in a 4m area around her and dealing damage to enemies hit.
Evolution Effect: Activating this skill grants skill damage amplification per number of Evolution points.




Hart’s mobility spell. Hart is able to dash to a certain location and can reactivate 2 more times. Each dash shoots out a sound wave that hits one nearby enemy. Hart’s core ability no matter what build, Hart will be able to kite her enemies with ease as well as gap close when ahead. Hart is also capable of dashing through walls making great escapes and saves time on traveling. Do note that the cooldown only starts once the timer runs out or all dashes have been used. By putting an evolution point in Hart’s E, Hart gains a stack for each time she dashes. Each stack gives Hart 15% skill amplification allowing Hart to boost her abilities, mainly her Q.
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Hart’s R: Peacemaker
Type: Aura/CC/HP Regen (Evolution: SP Debuff)
Health: (30 + 2% Max HP) / (40 + 3% Max HP) / (50 + 4% Max HP) per second
Skill Duration: 5/6/7 Seconds
Debuff: Slow
Range: 7/8/9 m
Cost: 200/150/100 SP
Cooldown: 120/100/80 Seconds
Evolution: 0/90/180 Reduce SP per second

R: Peacemaker
Hart puts a show for 5 seconds, causing her all enemies in a certain range to dance. For every second of her performance, she recovers HP. Enemies attending the concert have their movement speed reduced to 2.5. Enemies are unable to use any normal attacks or skills.
Evolved Effect: Reduce the SP of all dancing enemies per second. SP reduction amount increases per number of Evolution Points.



Hart’s “Get out of Jail Free Card”, Hart will slow and prevent her foes from targeting her for 5+ seconds while regaining her health. Hart is capable of turning around fights if Hart misplayed or can be used offensively by throwing your full combo, and ulting to slow your target as you recharge your cooldowns. In duos/squads, evolving her ult could be an interesting play to not allow your opponents to use their abilities.

Prolonged abilities can still hit Hart (ex. Magnus W spin), and ult can get canceled
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Hart’s Weapon Skill: Love & Peace
Type: Attack/CC
Skill Damage: 150% of AP
Cooldown: 30 Second cooldown
Duration: 2 Seconds
Available at Mastery Lv7

Weapon Skill: Love & Peace
Release a sound wave in the targeted direction to draw your enemy to the music, dealing damage to the first enemy hit and making them move towards the user.



One of Hart’s CC, Hart shoots a linear range charm. If it lands the target will get charmed for two seconds causing the target to walk towards you. Guarantees you to hit your other abilities, but does have a long cooldown.
Pros and Cons


Insane Mobility: Hart can use up to 3 dashes allowing her to kite and gap close

Amazing Ultimate: Once Hart gets Lv 6, she will get a “get out of jail free card” with her ult. Her ultimate can turn fights into your favor being able to heal while all enemies nearby CC’d

2 CC’s: Hart gets access to two forms of CC. By Level 6 she gets her ult CCing for 5+ seconds as well as at Lv7 master when she can charm her targets for 2 seconds.

One-Shot Capabilities: In Hart’s current iteration, Hart’s Skill Amp build will allow Hart to one-shot her enemies with her Q.

Fun Fun Fun: Playing Hart is an adrenaline rush. Always needing to be aware of the situation to space and with a few skill shots, you won’t be bored in fights.



High Skill Cap: Requiring Hart to position herself appropriately between Hart’s range and outside of her opponent’s Hart will sometimes wall a fine line between chunking her opponent’s health and getting caught.

One weapon archetype: Hart has limited starting options compared to other characters. While not being an issue in solos, having a limited starting spot hurts in duos/squads.

Weak Early Game: Hart has a naturally slow attack speed and with her abilities having high stamina cost, Hart can be forced out of areas and early and give up locations.

Last Standing Area: While Hart being able to run freely in most stages of the game, the final zone limits your mobility. While landing your skill shots become easier, Hart won’t be able to kite her enemies as she used to. Kill your enemies before this happens
Difficulty
Skill Level: Hart’s abilities: Medium-Hard

Hart’s abilities: Hart takes time mastering as Hart’s Q and weapon skill are skill shot base. At the same time, Hart’s E requires some skill spacing as Hart wants to stay outside of her opponents range as well as staying within her own. On the other hand, Hart’s W is a simple buff ability as well as Hart’s R allows her to get out of certain situations.

Overview: With Hart being a ranged character, kiting will be an essential skill for all Hart players to learn. Hart will need to think carefully about how she positions relative to her opponent to be able to land skillshots while enticing her opponents to chase her. With some builds requiring her to land her skillshots, I believe that mastering Hart will take some time compared to other characters.
Solos/Duos/Squads


Based off of a 1-5 scale with ★★★ being average, I evaluated Hart NOT BASED ON THE CURRENT METAS, but only relative to her ABILITIES, SKILLS, AND WEAPONS.

Evaluation:
Solos: 1 on 1 fights, Mobility, Surviving
Duos: # of starting location, Early Game, AOE Damage, Game Changing Abilities
Squads: Team Play, # of starting location, Early Game, AOE Damage, Game Changing Abilities

Solos: ★★★★★
Duos: ★★★
Squads: ★★

Solos:
Hart truly shines in Solos. With Solos typically consisting of 1 on 1 fights, Hart’s mobility makes her excel in kiting your enemies and bursting them down. Hart can be unscathed in fights allowing her to save food for misplays and late game. Hart not only excels in 1 on 1 fights but can excel in chaotic fights with multiple competitors. With her mobility, she can desway enemies from focusing on her and allow Hart to poke those who are in the middle of the fight. Also in Solos, people generally handshake not fighting each other to grab loot which helps Hart's bad early game. With great kiting potential and her versatile kite, I personally believe she is top tier in Solos putting her at 5*.

Duos:
While Hart truly shines in Solos, she takes a hit when it comes to team play. With no CC until level 6 and lack of AOE damage, Hart does not provide much for her duo partner early on. Also by having one weapon archetype, she struggles to be versatile with her builds leading to limited starting locations. This becomes prevalent in team games, where you ideally want to be near each other to support one another. On the upside for Hart, her ult becomes even stronger due to CCing multiple enemies and being capable of not only saving herself but her ally also. With Hart only having one ability not to take a hit from playing duos, I believe Hart deserves 3*.

Squads:
With Squads relying more on team play and sticking with one another, Hart gets weaker in squads. As mentioned in the duo section, not being able to provide anything meaningful early with no CC from level 1-5 and having no AOE damage at all, early squad fights may feel like a 2v3. When teamfights start, Hart has to charge her Q to get her maxed damage out while other characters can get all their damage out in seconds. Hart having only one weapon archetype limits Hart’s starting location forcing her teammates to spawn with her or splitting up the party. On the bright side, her ult becomes tremendously more powerful in squads. With fights getting messier, Hart is capable of shifting fights with her easy to use her ultimate. Do note that Hart needs to be cautious of her teammate’s health to save them. With so many flaws in the early game, lack of AOE damage, and requiring good coordination and focus, Hart’s only upside in squads is her ultimate. With all that being said, Hart deserves 2* being a below-average chara
Skill Order
With Mage Hart, we are focusing on kiting and bursting our enemies with Hart’s Q. With that in mind, we want to prioritize maxing Q → E → W → R → P in solos. Duos/Squads Q → E → R → W → R.

Now Hart’s mage build has an unusual skill tree that will be confusing at first. I hope to explain my thought process for the ordering of her skills. If you look at the table below:



We want to grab E first as it allows Hart to not only get out of danger, but allows you to loot faster (note that with base 600 stamina, looting should take ½ your stamina and using all dashes will burn ⅙ so use it wisely). From there you will grab Q as it’s your main damage and then will notice two glaring issues:
  • We are not putting a single point in W until mid-late game
  • After getting one point in ult, we don’t plan on upgrading it until the end (unless duos/squads)
To go in-depth on why we do not want to grab W early:
W grants you 12% Attack Power when you put your first point in it. As we plan to never be in your opponent’s attack range, we don’t plan to auto. Now some of Hart’s abilities do get some bonuses for her attack power; Q, E, and D.

Attack Power scaling for each ability:
Q has around 25% minimum - 75% maximum AP
E has a 40% scaling
D has 150%, but you can only get it at Mastery Lv7 and has long cooldowns

If we were to use an example of 100 Attack Power for Hart:
Q will get an extra 25 min - 75 max damage.
E will get an extra 40 damage, and if all 3 lands, will get 120 due to Attack Power

Now with one point in W giving us an extra 12% increase in Attack Power (100 x 1.12=112):
Q’s damage will be 28 min - 84 max damage
E’s damage will go to 44.8, with all 3 landings, will go to 134.4

If we were to hit all E’s and our max Q, the difference in using W leads to an additional 23.4 damage. We traded 100 stamina points for extra 24.4 damage. Now instead of putting a point in W, we can put a point in Q, we can get an increase in base damage of 20-60 while E shaves off 2 seconds while adding an extra 10 base damage.

Now consider at the early game where we have little mana, low attack power, and mastery Lv 1, there is no need for W pre 6 as it could be a detriment of losing our stamina. I would suggest grabbing at Lv 10 where you would have your q maxed and should be almost done with your full build with stamina regen and beverages.

I would even consider not grabbing a single point in W until E is maxed out

This is not to say that Hart's W is useless. As you keep adding more points into her W, you can get up to 40% AP, but I just prefer upgrading my E for the mobility that fits with my playstyle.

Second Issue: Ult

Hart’s Ult is a great “Get out of jail free card.” In Duos/Squads, we want to max this ASAP as it can change fights for your team, but in Solos, she shouldn’t be in any constant danger with our mobility. Instead of reducing the cooldown and increasing the healing given by her ult, we rather focus on upgrading her other abilities that could increase Hart's damage or mobility.

Evolve Order
Unlike other characters in the game, Hart gets access to an evolution tree. Unlike other games where evolution points depend on hitting certain level points, Hart gets evolved points each time she is able to upgrade her guitar.

Where you put your Evolve points will depend on the current situation. Are you ahead, are you behind, or are you just doing okay? For Mage Hart, she will always put the first two evolutions in E as she will get 10% skill amp per stack, two stacks per E, reaching up to 60% Skill amp. The last evolution will depend on how you are feeling at the moment.















Evolution 1: If you are ahead
Evolution 2: If you are doing okay or behind

Evolution 1 is for builds that ramp up early or you got an early lead in the game. This path grabs Q as your last evolution applying a 15% slow when you land your Q. Being able to stick onto your targets, never letting them escape from your grasp. While your chase potential will be insane, the downside is this is not Hart’s ideal late-game build compared to Evolution 2.

Evolution 2 gives you the best late-game capability. If you have fallen behind or there hasn’t been much action, consider going this path. Unlike Evolution 1, where we grabbed Q, instead, we are going to grab the W evolution where we can reduce the opponent’s armor by 15%.

Each game will be different so be ready to change evolution paths when necessary.

Build #1: Ramp Build
Do note that there are times where you just can’t complete your ideal build. Whether there are too many people in your starting location or you just can’t find the last item in the area, you need to be flexible and change plans. Have multiple builds and be ready to give up on certain build paths.

With a mage build for Hart, we want to ideally get items that can give her Skill Amp as well as Stamina Regen to fit her playstyle. I want to highlight two routes that I enjoy taking with Hart in Solos. (Note that you are using the teleporter in Temple to travel)



Build 1 is a build that prioritizes ramping up early. By completing our weapon by the start of Night 1 (3 minutes), Hart will get access to all of her evolution points. By ramping early, Hart can get past her weak early game and decimate her foes becoming a true menace early on. Where this build falls short is its very RNG dependent if you are looking to complete the rest of your items. Meteorite, tree of life (Day 3 at Cemetery), and the amount of gemstones/pickaxes needed, you may get these items less than other builds. Thankfully with this build though, Hart is capable of killing foes early on and taking their gear for herself. High Rewards with medium risk, I see this being a viable build.

Items:


This build consists of the Bohemian Guitar, Imperial Crown, Uchiwa, Kabana, Glacial Shoes, and Golden Bracket.

The main idea of this build is to complete your weapon ASAP. By the second area, we should have our Bohemian guitar and Uchiwa done and possibly have our Imperial Crown completed also. This allows you to get past Hart’s bad early game and start ramping up to our mid-game power spike.

Item Explanation:
Bohemian: 2nd best guitar in terms of providing skill amp. But also can be completed in only 2 areas.
Imperial Crown: One of the best headgears for poke builds giving you more skill amplification while also being able to complete in only two areas.
Uchiwa: Again more skill amp for bursting while also being able to finish in only two areas. Also grants SP regen to spam more abilities.
Kabana: While it will take some RNG to upgrade the commander’s armor, provides some nice defense as well as 20% skill Amp
Glacial Shoes: Providing amazing Stamina Regen, mobility, and skill amp, all it takes is some timing to acquire the tree of life.
Golden Bracelet: While not being a complete item, the golden bracelet does provide nice stats

Route:



Build path: Bohemian/Uchiwa → Imperial Crown/Golden Bracelet → Kabana/Glacial Shoes

More precisely:
Weapon: Golden Bridge (Pond) → Ruby Special (Pond) → Bohemian (Avenue)
Chest: Fabric Armor (Temple) → Leather Armor (Leather) → Chain Armor/Commander’s Armor (Cemetery) → Kabana (RNG)
Head: Circlet (Avenue/Temple) → Crown (Avenue/Temple) → Imperial Crown (Avenue/Temple)
Arm: Bracelet (Pond) → Golden Bracket (Pond/Temple/Cemetery)
Leg: Repaired Slippers (Avenue) → Glacial Shoes (Cemetery)
Accessory: Ribbon (Pond) → Doll (Avenue) → Uchiwa (Avenue)

Item notes:
You don’t need to grab all the gemstones at Pond, at least get two before leaving Pond, find the rest at Temple. Even then, after Cemetery, you can head to Forest which is nearby
The cemetery also has pickaxes (ideally find 2 at Pond for helm)
Tree of Life (Day 3 Cemetery or Night 2 Forest)

Crafting Notes:
Order of Gemstone use: Gold → Ruby → Gold → Ruby → Gold → Gold
Hairbands can be found both at Avenue and Temple so don’t grab branch until you find it

Food/Beverages: Here are some of the consumables you could grab in the area
Pond (specializes in Food): Flower Oriental Herbs, Flower, Carp, Turtle Shells, Water
Avenue (specializes more in beverages): Glass Bottles, Oil, Chocolate, Honey, Milk
Temple (specializes in Food): Potatoes, Oriental Herbs
Cemetery (Balanced): Flower, Oriental Herbs, Egg, Garlic, Coffee, Ice
Build #2: Mid Game Power Spike


I decided to include an experimental build I have been considering for Hart. Route 2 is less RNG dependent and accomplishes getting most of Hart’s desired stats in only 3 areas. By 3 areas, can get finish ⅚ items and will have a tremendous power spike in the mid-game. The downside of this build is you won’t be able to fully complete ½ of your gear until the third area with your weapon being one of them. While Hart will struggle in the early game, with only 3 areas to search and less reliant on RNG, the power spike you can get makes this build to consider for your games.

Items:


This build consists of the Purple Haze, Imperial Crown, Buddha Sarira, Dragon Debok, Straightjacket Sneakers, and Draupnir.

The main idea of this build is how fast you can complete your items in 3 areas. The stats you gain from these items are insane for Hart as it gives her 83% spell amp, 30% cooldown, and so much stamina regen.

Item Explanation:

Purple Haze: The guitar with the most Skill amp
Imperial Crown: One of the best headgears for poke builds giving you more skill amplification while also being able to complete in only two areas.
Buddha Sarira: Giving you 10% cooldown reduction and spell amp, an easy accessory to make
Dragon Debok: Provides a whopping 20% cooldown while also giving 250% stamina regen
Straightjacket Sneakers: The completed version of Repaired Slippers, it provides more SP regen, movement speed, but most of all more Skill Amp.
Draupnir: Provides you with 600 stamina while also giving more Spell Amp for Hart

Route:


Build path:
Imperial Crown/Buddha Sarira → Dragon Debok/Purple Haze/Straightjacket Sneakers/Draupnir

More precisly:
Weapon: Golden Bridge (Pond) → Purple Haze (School)
Chest: Turtle Dobok (Temple) → Dragon Dobok (School)
Head: Imperial Crown (Temple)
Arm: Golden Bracket (Pond/Temple) → Draupnir (School)
Leg: Straightjacket Sneakers (School)
Accessory: Buddha Sarira (Temple)

Item notes:
  • You don’t need to grab all the gemstones at Pond, can find the rest at Temple
Crafting Notes:
  • Order of Gemstone use: Gold → Ruby → Gold → Ruby → Gold
Food/Beverages: Here are some of the items you could grab in the area
  • Pond (specializes in Food): Flower, Oriental Herbs, Flower, Carp, Turtle Shells
  • Temple (specializes in Food): Potatoes, Oriental Herbs
  • School (Lighter is just too good): Alcohol, Bread Lighters
Enemies you may meet along the way
It is hard to say who you may meet at the beginning of the game. Every player has their own builds, but Pond is a popular spot. If I were to follow my rule of completing your main weapon in under 3 areas, of the 18 weapon archetypes, I can see 6 of them being interested in starting Pond. Hammer, Bat, Axe, Tonfas, Crossbows, and Guitar.
Gameplay
Tips:
Hart can loot while having her q charge up, useful in saving time
Hart can dash past small walls allowing her to save time
While Hart’s charm is great for damaging foes, the charm has greater potential as a defensive spell. Depending on the matchup, charm can have a bigger impact canceling key abilities that require channeling (ex. Hyunwoo R, etc.)

Combos:
Your bread and butter poke combos Q → W → E E → Q → E
  • While not getting the maximum amount of damage by only getting two stacks of amp damage increase, saving your last E can be crucial for kiting
For Maximum Poke damage Q → W → E E E → Q
  • Using all of your E’s will get you the maximum amount of damage here, but do note that you need to space your last E correctly. Staying in range for Q, but not close enough to get hit
All in, Q → W → E E E → D → Auto → Q
  • An important aspect of this combo is using your last E to get in your opponent’s face to guarantee your charm. Once the charm lands, throw an auto and blast with Q. This becomes really nice if you had point a point in the W evolution
Recap
As the game continues to grow, some parts of this guide will be outdated so feel free to experiment with the build. If there are any tips/advice you would like to give, mistakes in the guide, don't hesitate to ask in the comment section. Thank you for taking the time to read this and I hope to see you guys in the game.
Credits
  • Nimble Neuron for making a great game
  • Artwork: Eternal Return: Black Survival and Black Survial
  • Editing: Promeus and Jaydian

※This guide was written by Wonton
Wonton reserves all rights to use the guide.
Коментарів: 1
Chakabaka 23 берез. 2021 о 15:08 
thanks for the guide, needs more recognition for sure:shocked_hero: