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Kitsurubami

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  1. ulvfdfgtmk liked a post in a topic by Kitsurubami in Need help building Shadow deck   
    Here is what I typically used for PvE (of course depending on map it would change) this setup only requires 2 shadow orbs allowing for a lot of versatility when swapping in/out cards. This leaves 2 spots open for whatever you want.

    T1: Snapjaws being optional. I found them very handy with maps with an end boss; a 50% bonus to all damage sources is awesome.
    T2: Viridya can usually keep Shadow Mages (and Cultist Masters) healthy thus eliminate a lot of downtime, and her summoned units are a very durable front line.  Moving a phase tower could also fulfill this role, but is cumbersome.
    T3: Cultist Masters, summon about 4 (or more) Masters use 'Call Horrors' and 'Motivate' on the Nightcrawlers before pushing a point, and you'll have 11 super strong Nightcrawlers (with a fully upgraded Cultist Master summoning 3 crawlers at a time).  They'll destroy about everything on the ground while the Mages, Nox, and Masters will clean up any flying units.  Necroblaster can be fed by Cultist Masters and it's activatable ability can be used on the summoned Nightcrawlers or Nether Crawlers from Grim Bahir for a heal.
    T4: Don't forget about the Rifle Cultist 'Dark Grenade' ability.  A well placed grenade can do wonders.  Or a poorly placed grenade can....well, I don't wanna talk about that.  Also, the Nether Crawlers spawned by the Grim Bahir help to feed the Overlord, and add some damage mitigation due to the fact enemy units will be attacking the Nether Crawlers as opposed to your other units.
    ~Variations
    Shadow
    T2:
    -Harvester is a very strong (expensive but strong) especially if you have him fully upgraded. 
    -You can use Knight of Chaos (shadow affinity) his ability has some niche uses; using Shadow Mages 'Foul Play' ability on him before having him charge in solo with 'Tainted Chaos' activated was so much fun, and could do a ton of damage for very little power investment as long as there were no towers. 
    -Resource Booster for shorter duration maps.
    T3:
    -Fallen Skyelf is great if you could utilize her +200% damage debuff properly. 
    -Ashbone Pyro and Mutating Frenzy (with Deathwish activated) also worked well with Viridya as she could keep them healthy. 
    -Satenael (red) is also a strong ranged XL counter pick which allows you to remove Snapjaws from T1.
    T4:
    -Death Ray is stronger than Grim Bahir but is slow until you get its last upgrade, which is also an XL counter. 
    -Necrofury can one-shot a lot of bosses with 'Bone Shards' when used while under the effects of the spell 'Unholy Hero'. 
    -Unholy Hero is also good if you can nullify it's negative effect (I liked using Dark Grenade with Unholy Hero to take out large portions of an enemy encampment than using Offering on the Rifle Cultists to replenish my T4 card charges).
     
    Lost Souls
    T2:
    -Swap out Shadow Mage for Lost Shade (I preferred blue affinity) summon 3+ of these for an unstoppable front line (especially with Viridya backing them with her regen); however, this method requires a fair amount of bound energy. 
    -Juice Tank can be useful if it is a longer duration map. If i remember correctly as long as it extends a power orbs life by 100 seconds for 1 well (50 seconds if it covers 2, 33 seconds if it covers 3) it will have paid for itself anything beyond that is extra energy.  If you factor in destroying the building after depleting the power well thus refunding 90% of its power to void, that number is reduced to 10 seconds of extended life. (I could be remembering these values incorrectly, please correct me if I am wrong) 
    T3:
    -Lost Grigori or Lost Horror (I preferred green affinity for the cleave) were both viable options to replace or work in conjunction with Cultist Masters. 
    -Lost Vigil is also a good option for maps that require static defense.
    T4:
    -Lost Warlord could replace Overlord netting an increase in overall damage; however, I preferred Overlord in solo play due to his inherent tankiness due to 'Flesh Feast'; however, if you are in a group with someone playing Wheel Of Gifts or using a lot of heals Lost Warlord is usually the better pick. 
    -Lost Spirit Ship would replace Grim Bahir as the AOE from LSS's is amazing. 
    -Lost Dragon (either affinity) can be used, but fulfills more of a support role due to relatively low damage and the debuffs it applies (either 50% damage reduction to target shadow affinity, or disabling ranged/special attacks nature affinity both in a 15 meter range of target) so usually only 1 or 2 should be summoned, but can be very effective if used properly. 
    Pros great pushing power early on with Lost Shades, and strong cleave mechanics with Horror and LSS, and crowd control if you bring freezing spells.
     
    Bandit
    I'd keep the deck the same until T4, but at T3 Gunner, Corsair, and Soulhunter are all viable options to swap in.
    T4:
    -Swap out Overlord for Bloodhorn (shadow affinity) because his Stampede ability in conjunction with his Tainted Purge are awesome in clearing any structures.
    Pros amazing at taking out enemy bases at T4
     
    Nature
    T2:
    -Swap Shadow Mage for Amii Phantom, her slam ability is very good in certain situations, and withering spear is always good.
    -Burrower is also good if the map calls for early siege damage.
    -Breeding Grounds as long as you're going to spend 280 power (fully upgraded) in its aura if you leave it constructed.  You only need to spend about 30 power in it's aura (as 90% of its bound power goes to void once destroyed) if you are going to destroy it after summoning your units. 
    T3:
    -Deepcoil Worm is always a solid pick for this tier.
    -Wheel of Gifts is always good.
    T4:
    -I actually like to play Primeval Watcher at this tier.  His ability to cleave down groups is nice; however, his single target damage is abysmal.
    -Grimvine can be used over the Overlord for more base damage and siege damage.
    -Giant Wyrm is also always a solid pick at this tier, although it brings an expensive power cost (personally I'd use Grim Bahir over Giant Wyrm).
    Pros healing/sustainability/utility
     
     
    However it all boils down to what you enjoy playing, so whatever kind of deck you build make sure you like playing it  
  2. Treim liked a post in a topic by Kitsurubami in Need help building Shadow deck   
    Here is what I typically used for PvE (of course depending on map it would change) this setup only requires 2 shadow orbs allowing for a lot of versatility when swapping in/out cards. This leaves 2 spots open for whatever you want.

    T1: Snapjaws being optional. I found them very handy with maps with an end boss; a 50% bonus to all damage sources is awesome.
    T2: Viridya can usually keep Shadow Mages (and Cultist Masters) healthy thus eliminate a lot of downtime, and her summoned units are a very durable front line.  Moving a phase tower could also fulfill this role, but is cumbersome.
    T3: Cultist Masters, summon about 4 (or more) Masters use 'Call Horrors' and 'Motivate' on the Nightcrawlers before pushing a point, and you'll have 11 super strong Nightcrawlers (with a fully upgraded Cultist Master summoning 3 crawlers at a time).  They'll destroy about everything on the ground while the Mages, Nox, and Masters will clean up any flying units.  Necroblaster can be fed by Cultist Masters and it's activatable ability can be used on the summoned Nightcrawlers or Nether Crawlers from Grim Bahir for a heal.
    T4: Don't forget about the Rifle Cultist 'Dark Grenade' ability.  A well placed grenade can do wonders.  Or a poorly placed grenade can....well, I don't wanna talk about that.  Also, the Nether Crawlers spawned by the Grim Bahir help to feed the Overlord, and add some damage mitigation due to the fact enemy units will be attacking the Nether Crawlers as opposed to your other units.
    ~Variations
    Shadow
    T2:
    -Harvester is a very strong (expensive but strong) especially if you have him fully upgraded. 
    -You can use Knight of Chaos (shadow affinity) his ability has some niche uses; using Shadow Mages 'Foul Play' ability on him before having him charge in solo with 'Tainted Chaos' activated was so much fun, and could do a ton of damage for very little power investment as long as there were no towers. 
    -Resource Booster for shorter duration maps.
    T3:
    -Fallen Skyelf is great if you could utilize her +200% damage debuff properly. 
    -Ashbone Pyro and Mutating Frenzy (with Deathwish activated) also worked well with Viridya as she could keep them healthy. 
    -Satenael (red) is also a strong ranged XL counter pick which allows you to remove Snapjaws from T1.
    T4:
    -Death Ray is stronger than Grim Bahir but is slow until you get its last upgrade, which is also an XL counter. 
    -Necrofury can one-shot a lot of bosses with 'Bone Shards' when used while under the effects of the spell 'Unholy Hero'. 
    -Unholy Hero is also good if you can nullify it's negative effect (I liked using Dark Grenade with Unholy Hero to take out large portions of an enemy encampment than using Offering on the Rifle Cultists to replenish my T4 card charges).
     
    Lost Souls
    T2:
    -Swap out Shadow Mage for Lost Shade (I preferred blue affinity) summon 3+ of these for an unstoppable front line (especially with Viridya backing them with her regen); however, this method requires a fair amount of bound energy. 
    -Juice Tank can be useful if it is a longer duration map. If i remember correctly as long as it extends a power orbs life by 100 seconds for 1 well (50 seconds if it covers 2, 33 seconds if it covers 3) it will have paid for itself anything beyond that is extra energy.  If you factor in destroying the building after depleting the power well thus refunding 90% of its power to void, that number is reduced to 10 seconds of extended life. (I could be remembering these values incorrectly, please correct me if I am wrong) 
    T3:
    -Lost Grigori or Lost Horror (I preferred green affinity for the cleave) were both viable options to replace or work in conjunction with Cultist Masters. 
    -Lost Vigil is also a good option for maps that require static defense.
    T4:
    -Lost Warlord could replace Overlord netting an increase in overall damage; however, I preferred Overlord in solo play due to his inherent tankiness due to 'Flesh Feast'; however, if you are in a group with someone playing Wheel Of Gifts or using a lot of heals Lost Warlord is usually the better pick. 
    -Lost Spirit Ship would replace Grim Bahir as the AOE from LSS's is amazing. 
    -Lost Dragon (either affinity) can be used, but fulfills more of a support role due to relatively low damage and the debuffs it applies (either 50% damage reduction to target shadow affinity, or disabling ranged/special attacks nature affinity both in a 15 meter range of target) so usually only 1 or 2 should be summoned, but can be very effective if used properly. 
    Pros great pushing power early on with Lost Shades, and strong cleave mechanics with Horror and LSS, and crowd control if you bring freezing spells.
     
    Bandit
    I'd keep the deck the same until T4, but at T3 Gunner, Corsair, and Soulhunter are all viable options to swap in.
    T4:
    -Swap out Overlord for Bloodhorn (shadow affinity) because his Stampede ability in conjunction with his Tainted Purge are awesome in clearing any structures.
    Pros amazing at taking out enemy bases at T4
     
    Nature
    T2:
    -Swap Shadow Mage for Amii Phantom, her slam ability is very good in certain situations, and withering spear is always good.
    -Burrower is also good if the map calls for early siege damage.
    -Breeding Grounds as long as you're going to spend 280 power (fully upgraded) in its aura if you leave it constructed.  You only need to spend about 30 power in it's aura (as 90% of its bound power goes to void once destroyed) if you are going to destroy it after summoning your units. 
    T3:
    -Deepcoil Worm is always a solid pick for this tier.
    -Wheel of Gifts is always good.
    T4:
    -I actually like to play Primeval Watcher at this tier.  His ability to cleave down groups is nice; however, his single target damage is abysmal.
    -Grimvine can be used over the Overlord for more base damage and siege damage.
    -Giant Wyrm is also always a solid pick at this tier, although it brings an expensive power cost (personally I'd use Grim Bahir over Giant Wyrm).
    Pros healing/sustainability/utility
     
     
    However it all boils down to what you enjoy playing, so whatever kind of deck you build make sure you like playing it  
  3. WindweaversAndShaman liked a post in a topic by Kitsurubami in Quests   
    I would not worry about this much.
    The BFP that is currently being awarded is subject to change, I believe it has been stated that BFP rewards are high now due to this being an open stress test so don't be surprised if the amount of BFP you earn after open beta starts drops or changes.  Also don't worry about accruing BFP at the minute as it has been stated that there will be a server wipe after the open stress test has been concluded.
     
    Here are some quotes from the "Open Stress Test - All you need to know" forum post that may help answer your questions
     
  4. NedDeppat liked a post in a topic by Kitsurubami in Multi-Accounting and how does it work?   
    They are not going to tell you how they keep track of multi accounting; because, if people knew how they kept track of it it'd be easier for people to circumvent the system.  Best thing to to is to notify the dev's of your situation and to avoid strange trading (like trading rares/ultra rares for 1 BFP etc.) with your friend as that may be considered suspicious activity between 2 accounts that use the same IP.
  5. Kaliber84 liked a post in a topic by Kitsurubami in Faction symbols   
    Possible bandit icon line art (hopefully this one doesn't look like an alien nipple/boob like my last attempt at an icon).
     

  6. Kitsurubami liked a post in a topic by MrXLink in My Improved CardBase   
    I have made a few major updates to the API and therefore Allcards:
    Fixed ALL missing information on promo cards Updated all promo cards' abilities to properly reflect their upgraded state, excluding ability power costs (uneditable/nonexistent in API) Updated all promo cards to list that they have no upgrades as they are fully upgraded by default Fixed missing orb info for Legendary cards Fixed missing orb info for several Twilight cards, Protector's Seal, and Sunken Temple Fixed missing ability name and description for Flame Crystal Fixed missing ability names and descriptions for Lord Cyrian Fixed Easter Egg's affinity Fixed invalid characters in the ability description of both Warden's Sigils Correctly updated Lyrish Knight and his Protector ability to include Steadfast as an ability unlisted on the card image Correctly updated Treespirit abilities to match their affinities and to be in their correct order Updated hidden information on Linked Fire, Egg Hunt and Rage (@gnomgrol you are more than welcome to include this info in Allcards!) Fixed some spelling and grammar errors on several card descriptions Please quote/contact me for additional ability/card description/API alterations, as I manage the database (to the extent I can).
  7. BurningWorld liked a post in a topic by Kitsurubami in Faction symbols   
    Yeah, I like that too.  Could do a harpoon/anchor motif as a homage to Mo's back.

  8. Navarr liked a post in a topic by Kitsurubami in Faction symbols   
    Yeah, I like that too.  Could do a harpoon/anchor motif as a homage to Mo's back.

  9. Palmolive liked a post in a topic by Kitsurubami in Faction symbols   
    For nature an ovate type or a lanceolate type of leaf would be nice as they are similar to the leaf that is attached to the Windweavers bow. 
    Bandit you could steal the skull like symbol off of the corsair (symbol is also used on the npc bandit tent that spawns t1 units).
    Twilight you could use something like the top round portion of the Willzapper since it has the pustular appearance that is associated with the twilight.
    Lost Souls uses a coffin like motif on some of its buildings which may be useful; or something like an ethereal blue smoke/fog/flame, like the effect on the lost grigori and lost dragon wings.
    Stonekin, maybe something that looks like the central portion of the XL spawn building what kinda looks like a face, or something where the bright blue of the stonekin is under rocks (like how the promo grinder chest looks)
    Also the repetitive symbol that fire uses also looks like stylized flame which also has a striking resemblance to the Magma Fiend.  Where if you color the symbol red it'll be more recognized as flame as opposed to a Magma Fiend.
     
    However, for most of these it seems like the color palette will be the most important thing in associating a symbol with the faction.


  10. Kitsurubami liked a post in a topic by RumbleBum in Faction symbols   
    maybe a skull with crossed harpoons would fit the bandits. I-...I mean my nephew drew this insanely well cropped logo:

    I don't really have any ideas for twilight but you might want to look at "twilight willsapper" for some inspiration
  11. KidKrayzii liked a post in a topic by Kitsurubami in Important: Open Beta Status Announcement   
    Well from what I understand from modding multiple games, playing with code goes something like this,

    so the reasons why something is delayed usually have a perfectly valid reason.  Granted it is very disappointing, but you must know that delays are especially disappointing for the team that is working on the project; because, not only do they have the disappointment of not being able to release something that they worked very hard on, but also disappointment that they have to scour the code and play whack-a-mole with even more problems while having to notify the fan-base about the delay and have to deal with people who are aggravated at them because of the delay.  So @developers, thanks for all your hard work, and sorry about all the negativity that you have to deal with. 
  12. Darklorden liked a post in a topic by Kitsurubami in Important: Open Beta Status Announcement   
    Well from what I understand from modding multiple games, playing with code goes something like this,

    so the reasons why something is delayed usually have a perfectly valid reason.  Granted it is very disappointing, but you must know that delays are especially disappointing for the team that is working on the project; because, not only do they have the disappointment of not being able to release something that they worked very hard on, but also disappointment that they have to scour the code and play whack-a-mole with even more problems while having to notify the fan-base about the delay and have to deal with people who are aggravated at them because of the delay.  So @developers, thanks for all your hard work, and sorry about all the negativity that you have to deal with. 
  13. Totylcf liked a post in a topic by Kitsurubami in Important: Open Beta Status Announcement   
    Well from what I understand from modding multiple games, playing with code goes something like this,

    so the reasons why something is delayed usually have a perfectly valid reason.  Granted it is very disappointing, but you must know that delays are especially disappointing for the team that is working on the project; because, not only do they have the disappointment of not being able to release something that they worked very hard on, but also disappointment that they have to scour the code and play whack-a-mole with even more problems while having to notify the fan-base about the delay and have to deal with people who are aggravated at them because of the delay.  So @developers, thanks for all your hard work, and sorry about all the negativity that you have to deal with. 
  14. Kaliber84 liked a post in a topic by Kitsurubami in Faction symbols   
    I made a quick outline of the coffin lid from the Lost Banestone; possibly adding the ethereal blue smoke effect coming out of the sides/top of it would give it a nice effect, or forming the Lost Souls smoke/flame effect into one or multiple escaping souls may be good.  Well that and coloring and texturing the actual lid (I'm bad at art so I'm limited to outlines).
    Maybe for bandit you could use the 2 crossed hammers (or 2 crossed cannons) and use the t1 spawn tent (or whatever you want) and do a variation of the pirate skull and crossbones flag, where tent takes the place of the skull and the 2 hammers take the place of the crossbones.


  15. Arnoldex liked a post in a topic by Kitsurubami in Important: Open Beta Status Announcement   
    Well from what I understand from modding multiple games, playing with code goes something like this,

    so the reasons why something is delayed usually have a perfectly valid reason.  Granted it is very disappointing, but you must know that delays are especially disappointing for the team that is working on the project; because, not only do they have the disappointment of not being able to release something that they worked very hard on, but also disappointment that they have to scour the code and play whack-a-mole with even more problems while having to notify the fan-base about the delay and have to deal with people who are aggravated at them because of the delay.  So @developers, thanks for all your hard work, and sorry about all the negativity that you have to deal with. 
  16. Kaliber84 liked a post in a topic by Kitsurubami in Faction symbols   
    For nature an ovate type or a lanceolate type of leaf would be nice as they are similar to the leaf that is attached to the Windweavers bow. 
    Bandit you could steal the skull like symbol off of the corsair (symbol is also used on the npc bandit tent that spawns t1 units).
    Twilight you could use something like the top round portion of the Willzapper since it has the pustular appearance that is associated with the twilight.
    Lost Souls uses a coffin like motif on some of its buildings which may be useful; or something like an ethereal blue smoke/fog/flame, like the effect on the lost grigori and lost dragon wings.
    Stonekin, maybe something that looks like the central portion of the XL spawn building what kinda looks like a face, or something where the bright blue of the stonekin is under rocks (like how the promo grinder chest looks)
    Also the repetitive symbol that fire uses also looks like stylized flame which also has a striking resemblance to the Magma Fiend.  Where if you color the symbol red it'll be more recognized as flame as opposed to a Magma Fiend.
     
    However, for most of these it seems like the color palette will be the most important thing in associating a symbol with the faction.


  17. SunWu liked a post in a topic by Kitsurubami in Faction symbols   
    For nature an ovate type or a lanceolate type of leaf would be nice as they are similar to the leaf that is attached to the Windweavers bow. 
    Bandit you could steal the skull like symbol off of the corsair (symbol is also used on the npc bandit tent that spawns t1 units).
    Twilight you could use something like the top round portion of the Willzapper since it has the pustular appearance that is associated with the twilight.
    Lost Souls uses a coffin like motif on some of its buildings which may be useful; or something like an ethereal blue smoke/fog/flame, like the effect on the lost grigori and lost dragon wings.
    Stonekin, maybe something that looks like the central portion of the XL spawn building what kinda looks like a face, or something where the bright blue of the stonekin is under rocks (like how the promo grinder chest looks)
    Also the repetitive symbol that fire uses also looks like stylized flame which also has a striking resemblance to the Magma Fiend.  Where if you color the symbol red it'll be more recognized as flame as opposed to a Magma Fiend.
     
    However, for most of these it seems like the color palette will be the most important thing in associating a symbol with the faction.


  18. Kaliber84 liked a post in a topic by Kitsurubami in Faction symbols   
    Here is a quick approximation of the snowflake symbol on the northguards and on the iceage cards.


  19. Thoft liked a post in a topic by Kitsurubami in Important: Open Beta Status Announcement   
    Well from what I understand from modding multiple games, playing with code goes something like this,

    so the reasons why something is delayed usually have a perfectly valid reason.  Granted it is very disappointing, but you must know that delays are especially disappointing for the team that is working on the project; because, not only do they have the disappointment of not being able to release something that they worked very hard on, but also disappointment that they have to scour the code and play whack-a-mole with even more problems while having to notify the fan-base about the delay and have to deal with people who are aggravated at them because of the delay.  So @developers, thanks for all your hard work, and sorry about all the negativity that you have to deal with. 
  20. antikoerper liked a post in a topic by Kitsurubami in Important: Open Beta Status Announcement   
    Well from what I understand from modding multiple games, playing with code goes something like this,

    so the reasons why something is delayed usually have a perfectly valid reason.  Granted it is very disappointing, but you must know that delays are especially disappointing for the team that is working on the project; because, not only do they have the disappointment of not being able to release something that they worked very hard on, but also disappointment that they have to scour the code and play whack-a-mole with even more problems while having to notify the fan-base about the delay and have to deal with people who are aggravated at them because of the delay.  So @developers, thanks for all your hard work, and sorry about all the negativity that you have to deal with. 
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