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SunWu

Beta Tester
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Posts posted by SunWu

  1. 38 minutes ago, EonBen said:

    Battleship and Contruct

    Loved that combo, you were able to speed it up with deepcoil + burrow ritual or netherwarp. I like that battleship is an L counter because that way it gets rid of those annoying bandit windhunters quickly.

  2. Yeah, in PVE it's only useful if you have to defend buildings in T1, wich is rare. PVP is all about protecting your powerwells, so this card is a must have if you play anything frost in T1 or T2. Remember that damage caused by lifeweaving ignores this spell, so careful against shadow.

  3. "The Queen arrived at the castle with the King by her side, in a dress adorned with hand-sewn embroidered flowers."

    I didn't think the sentence was incorrect either, but maybe the structure can lead yout to the assumption that the king is rocking the hand-sewn embroidered flowers instead of the queen. Then it would instead have to be:

    "The Queen arrived at the castle, in a dress adorned with hand-sewn embroidered flowers, with the King by her side."

  4. A card that was often seen in beginners decks, once players collected a few T4 XLs they usually switched to those. A group of L units has its disadvantages compared to single XL units. They need a little more micro if you want to keep them alive and they suffer from knockback. I don't know about speedrunning, but i would be surprised if this this card had sone use there.

  5. As long as there are cards left WE ARE NOT DONE HERE!

    NIGHTFIRE!

    Nox Trooper-0

    Abilities

    AbilityIcon AutoCast Nightfire

    Every 2 seconds, unit fires a blast of dark energy at enemies that deals 40 damage.

    AbilityIcon Activatable Overload

    Power: 40

    Activate to release a powerful shot after a preparation time of 6 seconds that deals 300 damage to enemies. Knocks back small units. Reusable every 20 seconds.

    Card Upgrade  Type or Ability    Effect

    Nox Trooper I  Nightfire         +2 damage

    Nox Trooper I  Overload        -10 until reusable

    Nox Trooper II  Nightfire         +3 damage

    Nox Trooper II  Overload        -15 power cost

    Nox Trooper III  Nightfire        +5 damage

    Nox Trooper III  Overload       +25 damage

     

    One of the most prominent Shadow cards, probably because it was a PvP must-have, a strong spammy start in PVE and - as an uncommon - not too expensive. I liked it especially for its ability. Besides the often easy to telegraph nasty surprise it is the only instant damage solution shadow T1 offers (is it? I think it is). So it's great for finishing of high hp units or buildings and sometimes catches your oponent by surprise. Especially when you motivate another nox right before the shot or use the ability of 2 troopers at the same time.

  6. 51 minutes ago, ferevus said:

    Best hint. google find a recipe's name-> google search in original language -> translate back recipe= success.

    Yeah, cook something exotic by a recipe wich has been google translated! Might be tasty fun! :D

  7. 18 hours ago, SilenceKiller99 said:

    simply no fire-nature or twilight  player in PvP will every play two nature orbs...

    I think HighTech did, @xHighTech correct me if i'm wrong, but i think he went for Virtuoso + Fathom Lord (wich is a nice XL counter in any T3). This or giantslayer + Brannoc were the most prominent fire/nature T3s. I don't remember anyone going for frost or shadow. Both versions lack an XL counter, Brannoc alone isn't reliable enough.

  8. I bought one of the overprized samples from the AH when the amii edition wasn't released and later regretted it because i never picked it up to actually use it. You are the first one i hear of who tested the ability, what was the power cost? If it wasn't for the cost of it it could be almost as strong as timeless one. Reminds me of Rogans or knight of chaos ability but with a bonus.

  9. 1 hour ago, SilenceKiller99 said:

    *Note: Nightshade plant is a forest kin destroyer, while Abomination is a beast destroyer. This can play a role in certain buffs and negative effects. In which I think forest kin are favorable over beasts.

    Those play a role?? I've never seen somebody discussing these descriptions. I've always thought they were some hints wich role a unit is supposed to play on the battlefield. But didn't think they affect anything. And lol at swedish grimvine

    Edit: It just came to my mind that some units deal more damage to beasts or humans or similar buffs wich exist. But i still think forestkin destroyer or beast destroyer doesn't mean a thing because the buffs wich i ment are all mentioned in the card descriptions.

    Edit2: Thinking about it a little more ,,beast destroyer'' probably doesn't mean that it's a destroyer of beasts but a beast that's good in destroying ...so that means this has an effect on the battlefield: you should start to counter abnomination with the red affinity of stone shards!

  10. 1 hour ago, Riviute said:

    It takes a bit time yea

    That's really the problem here. Pure natures biggest fear is having burrowers at its own well without the cc-ability to buy time for reapirs. Creeping paralysis can't stop burrowers; because of those 3 or 4 seconds delay it's too easy to dodge for swift units. In PVE however one could argue that paralysis is the most valuable, classic cc (not talking about cards like netherwarp or T4 stuff like maelstrom here):

    roots: air units won't be affected, rooted units can still attack.

    coldsnap: units take 50% less damage, expensive

    oink: attacked units get de-oinked

    creeping paralysis: oponents can dodge the cc, but AI doesn't dodge, so there's no disadvantage

     

  11. 3 hours ago, anonyme0273 said:

    Both are strong, hard to say which is stronger or more usefull.

    For PvP the answer is clear. Firedancer is one of the irreplacable core cards of maybe the strongest deck there is while lost dacer is next to useless. It is much weaker than a lot of other units a lost souls T2 has to offer: nightcrawlers, darkefls, stormsinger and especially for siege (the role lost dancer is supposed to fulfil) mounty is the superior unit.

  12. 15 minutes ago, Mental Omega said:

    I actually have yet to see the "true power" of a root network

     

    I guess it's never a fast/speedrun and rarely a really strong choice for PVE (splashes do generally better) and more of a fun or convenient deck. For example not having to constantly click repair on your defensive towers because they regenerate was always a plus in my book. In PvP however it's everything but convenient. Beijingguy was probably the best with it and still only made it about partriarch rank (wich is impressive considering he played the rootstuff + werebeasts and manawing!)

  13. Root decks were one of the concepts i loved about PVE. The nexuses were  especially useful to connect living towers to each other or other networkers. This made them an extremely strong T2 tower because their firefrequency increased with every connected unit or building.

    Nexuses are also useful to support armies of treespirits or spikeroots. Even in a pure nature PvP deck one or two spikeroots with a nexus and maybe leftover treespirits in the back can be a viable tactic. Razorleaf was unfortunately nerfed a little to harsh and sporelauncher isn't overwhelmingly strong neither but i still loved seeing them all connected together. If my teammates on passage to darkness took a little too long i made it my hobby to spam nexuses and other rootstuff all over the map, covering the whole landscape in a peaceful, green glow. :)

  14. Really a core card for every fire splash in PvP. 440 instant damage with a huge aoe wich makes it hard to split against it in a lot of situations. Defensively it is better than shadow phoenix so i carry both in a bandits deck (i think offensively phoenix can help a lot)

  15. OKayish card for PvP, i've seen it used in fire/frost and tried it myself in pure frost. The abilities are quite nice because it makes it harder for your oponent to estimate when the unit finally dies - your oponent has to do a little math before erupting to kill it. I didn't use it (the blue affinity) for too long because it's really only useful against s-units that aren't M-counters (and still does poorly against DA spam as far as i remember). Pure frost has the slots to go with it, but in the end i switched it for nothland drake. A card wich is worse and rarely helpful, but it looks awesome.

  16. 30 minutes ago, Nick said:

    I want to add a section about what you should do in certain scenarios. How accurate is this statement?:

    "After the opening skirmish if you have a slight advantage then you should well up, if you have a slight disadvantage then you should wait for the opponent to well up and then attack, if you have a large disadvantage go on
    the defensive and wait for the best moment to go up a tier, if you have a great advantage you could either take a well and attack(more risky as if you fail the attack then the game might even out) or take a well and an orb." 

    If you think something in this statement is wrong please tell me


     

    The problem with statements like these is that they can't be generalised. The decision of taking a well, T2, attacking or staying defensive depends on A LOT of factors, one main factor being the matchup. For example if you're playing a known pure fire player you try to keep the powerlevels as low as possible and maybe go T2 early. If you're pure fire yourself you're not doing yourself a favour going T2 early if it's not to finish the game. And even there are exceptions. Different maps, skill levels, playstyles, deckconstellations.....I would try not to go in depth too much on strategies and tactics or the guide will become too long.

    If there's a n overall theme of all strategies it might be something about that they all try to get a lead in power (may it be temporary or permanently) and try to defeat their oponent by using their own decks strengths and exploiting the oponents deck weaknesses. If you try to be more specific and situational it gets really complicated and complex really fast. Think of the different approaches nature, frost and shadow/fire take going into a T1 fight alone. There are really good in depth guides about that already and i think your guide is unique so far as it's the only one wich gives an overview about everything from before to after the game.

    You could also mention that it's always a good idea to take an aggressive approach. Eventhough passive defensive startegies can work in the low- and midranks you will have to learn how to put pressure on your oponent at some point, no matter the deck you play.

  17. 1 hour ago, SilenceKiller99 said:

     

    What is the difference between the blessed and the infused one? All cards and the new cardbase both show no difference.

    I think one of them gave an attack and the other a defensive buff to surrounding lost souls units.

  18. 46 minutes ago, Loptous said:

    Anyways, on paper it looks decent and could be used in some tough situations in PVE.

    Yes, it's really a card for special situations, like defending the bridge at ,,soultree'' or soloing bad harvest on expert (like we all did, right?)

    It's used at 2:45:

     

     

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