Hi guys with you Smithy In the last video I made a beginner’s guide to the Path of Glory dungeon, and as promised, the second video will be an extended guide with a detailed overview of the classes, builds, and all the mechanics you will need to understand in order to dive into the dungeon without making any mistakes. If you have not watched the first video of this series, be sure to watch it, as without it you may not understand this video. And without further ado, let’s get started 1. Classes and builds First, let’s start with which classes to choose. And it’s not easy, the path of fame is a cross between farming and dealing damage, so classes that perform well in both categories should in theory be very effective, so I would suggest you take a look to my table of TOP-classes list and find the best classes for those categories. My personal combination would be: Huntress, Phantasm, Reaper, Berserker, Striker and Titan. But in any case, the choice of a combination of classes is up to you, and if you want, you can make some crazy combinations, for example 6 hunters or 6 reapers, use your imagination and you will enjoy the game even more.

Once you are done with the choice of classes, it’s time to create builds, since each class will only use the skills that you specified in the skill bar. In this case, I suggest you use your best damage skills while omitting any PVP-oriented skills or low damage skills, the easiest way to do this in each class is to simply select all 6 skills with elemental damage, and, of course, do not forget the positive effect, as it will help restore health, increase characteristics and even heal allies, as in the case of the skill of the archmage. 2 equipment and stats As I mentioned in the 1st video, equipment is also very important for your troops, and although only CP is required in the Tower of Trials, characters for the Path of Glory must also focus on substats, what makes you pay attention to what equipment, accessories, relics for equipment, what crystals and light stones you use to insert. In this case, either a top-end gold set is best suited if you have little money.

Or you can choose 2x slot orange or even the top 2 slot orange set, which can be awakened and get many more extra cp. Sub stats should also always be maximum, critical chance and damage, as well as attack and movement speed. For accessories, choose blue, purple or yellow, try balancing them to get the maximum amount of substrates everywhere. As for improvements, I advise you to choose attack and defense for weapons and armor, attack speed for helmet and gloves, movement speed for boots and any CP for accessories. For the crystal, try to insert only the attack power, with the elements that are most suitable for the character. And the same for light stones, equip them with attack power and elemental damage.

Finally, go for relics with double stats, purple or gold are great, just make sure you pick the right element. Finally, an alchemist stone is best, a critical stone of ultimate strength, or any critical stone that you have saved. If it happens that your CP is already much higher than the maximum required difficulty, you can always equip a monster damage or boss damage stone to increase your effectiveness. Both of these stones work, but it is better to choose cp touches if the difference between actual and required cp is small. 3 monsters and bosses As you remember in the first video, I said that there are 3 types of mobs: fast and weak, slow and strong, medium. If you feel like fast mobs will be able to break through your troops, make sure they have a slow debuff applied on them. against normal and tank mobs, use the attack power boost to kill them. As for bosses, some bosses will do the initial charge, others will just hit, and some will do massive aoes. in any case, if you remember, I suggested that you not put characters in the 1st row, as in 90% of cases, bosses do a lot of damage after spawning.

Another behavior of the boss is their movement, some of them will rush to the gate, others will be aggressive, and one of them can even do both things at the same time, the most annoying boss, Titum, who loves to jump endlessly, smashing everything in its path. In order not to describe every boss and wave, I have created a table for you to help you check the capabilities of each boss. Please note that sometimes they can act in different ways, but you will find the main characteristics in the table. CP difficulty level, shows the difficulty level at which this boss will appear in the first wave. The order is always the same as shown in the table, if, say, you start at 31000 difficulty levels, the first boss you will face will be Titum, then Maskan, Ogre and so on, ending with the 14th boss witch Marie on the 10th wave. Boss lines in the table show the skills that bosses tend to use after spawning, and what type of movement they prefer.

As far as mobs go, some of them can be type 1, fast, slow or medium, or some waves can bring 2 mixed types of mobs. Now about the special mobs. Frost spirits are small creatures like in Harry Potter that appear in random locations in the dungeon at the beginning of the 3rd, 6th and 8th waves. These perfumes always give a positive effect, in total 5 different effects can be applied.

Red grants an attack power boost of 300 for 15 seconds for all troops, green heals everyone for 30% of their maximum health, orange – imposes a meteor strike over the entire area, which destroys the entire wave at one time, blue gives 6 additional mana and gold, raises the level of Ellie’s tower by 1 (5th skill – a tower with an increase in level). These spirits do not attack you; they just fly and sometimes you might need 2 characters to kill them faster at higher difficulties. The second special mob is Nuber, which appears at the beginning of the 5th and 10th waves, his spawn locations change in the middle 2 rows, so make sure there aren’t too many characters standing there, before he spawns, as he does a lot of damage upon landing.

Finally, the spiders that appear from the second portal are very easy to deal with, but don’t forget to pay attention to when the big spider appears and send an additional character, to kill him before he explodes as this can do a lot of damage to your characters. Now that you know what bosses and mobs you will face, it’s time to figure out when and how to use buffs. You start the dungeon with 9 mana and gain 6 mana for each wave defeated or by killing the Blue Spirit of Frost. The use of buffs always depends on the difficulty you may face in killing mobs. As a general rule of thumb, try to spend as little mana and cooldown as possible to stay safe during the most difficult times.

For example, when mobs are so agile that they can get to the gate. in this case, consider using attack power to kill them faster; but do not use it too early, as it will waste precious seconds of the buff, and you will also have to kill the boss. The same goes for faster mobs. if the dungeon difficulty is high enough, in most cases faster mobs can penetrate the front line of defense and break through to the gate, in this case, use the slowing buff, right in front of the line where your damage is highest.

Remember, the gatekeeper (character at the gate) should only care about spiders and some bosses who like to break through to the gate. The 3rd skill can sometimes be used against very strong mobs that are not destroyed even when the attack is increased, but this will happen at much higher difficulties, and for now this skill should only be used on bosses, who manage to reach the gate with more than 12 health bars. in this case, you shouldn’t send your main character, just hit him with a meteor. Uraka is one of those bad guys. Healing is the fastest cooldown skill in your arsenal and costs 5 mana. But don’t overuse it as you can quickly run out of mana. Using it to heal only 1 character is a big waste, therefore, before treatment, be sure to change the positions of your troops, bring your health to a very low value and only after it is really necessary, use the treatment. Bosses like Uraka, Nuber and Ferrid love to deal a lot of damage to your waxes, therefore, if your ability to rearrange characters in reloading, remember to heal your characters in time right before one of these 3 bosses uses their skills.

Otherwise, they can kill 1 or 2 of your characters instantly, because their health was below 50%. After playing around with skill 5 a little, I found it to be very useful. The second level is quite enough and it is great, as it can heal up to 3 characters at the same time, for a maximum of 5% health every 3 seconds, which means that in just 18 seconds it replaces the healing buff, which costs 5 mana, so if you can kill at least the first 3 waves without using any buffs, consider upgrading this tower as quickly as possible, but only to the 2nd upgrade, as you might get lucky and receive a Golden Frost Spirit that will complete the job for you, improving it to level 3 right away. After getting a tower of the 2nd level, you get an amazing effect of permanent healing for your troops, which you can use constantly to keep them healthy by swapping them back and forth into the healing zone. Finally, the elephant is mainly used for the last wave, when you just need to complete the dungeon and get the maximum reward.

Use it as soon as the last boss appears on the portal and just watch him finish the dungeon for you. 5 Placement As with class combinations, you can choose how you position your characters. you can put them all in one line, choose a T-shape, place them next to a portal or gate. It all depends on you. Just use your imagination and it will lead you to victory. I find the bowl-shaped arrangement works best for me, and let me explain why. The first thing you should never do when positioning is never place the viola too close to the portal. since almost all bosses use their AOE skill immediately after they spawn. These skills deal a lot of damage, and at higher difficulties, they can kill all 3 of your alts if they are too close. Secondly, don’t forget to leave at least one character as the gatekeeper to protect the gate from spiders. And third, place the strongest CP characters in the vanguard and the weakest ones in the rear guard.

Why did I choose such a formation? My main character and best viola will be on the front lines which will do the most damage, and I will be able to shoot off mobs and bosses who decide to attack my troops, instead of just running towards the gate. The rearguard will support the vanguard. They will also be able to attack spiders. Once I get the 2nd level buff, the entire backline will be able to heal and change positions from the frontline when needed. Now that we’re done with positioning on the battlefield, let’s move on to the actual process. the first waves shouldn’t be a big problem, as all your troops will be completely healthy, once one of the frontliners has lost half of its health, make sure to replace it with someone else from the backline, or even a gatekeeper just to be safe.

Take your time using the healing buff as you will need this precious mana later. Keep changing your characters as needed and try to keep the highest CPs in the front lane. Some bosses will immediately rush to the gate, and Uraka will do it best, in which case make sure that you move your highest CP or DPS character to defend the gate as soon as Uraka gets to it. if he dies early, it means that you have enough cp to just complete an entire dungeon in afk mode.

The same tactic should be used against any boss that manages to get past all the first 5 characters and get to the gate, just send the highest cp or damage class, to take care of the boss, or in the worst case, just use the meteor shower. Another placement mechanic that should be used against uraki is to move both of your frontliners behind your back, since this ogre always uses up his charge after spawning, in most cases, taking half of the health from both frontliners. another similar mechanic should be used against the appearance of Ferrid. he likes to breathe fire from a long distance, in which case I suggest you move the front line right behind the boss after he starts casting fire breath, so that your most powerful units attack him from behind and kill him before he hurts anyone. And that’s all I wanted to share with you as an advanced guide to the Path of Glory.

I’m sure there are a lot more tactics and mechanics in this content, but I’ll leave that to you. Use your imagination to create crazy class combinations and apply various positional combinations, to make this content even more fun. If you find something that works best, be sure to share your results with your friends, guildmates, and the community. I hope you are now more than ready and informed about the Path of Glory. Thanks for watching, don’t forget to like, comment and subscribe. It was Smithy, have a nice day..

As found on YouTube