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DerNewYork

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About DerNewYork

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  1. If one of your T1 unit is getting focused, you need to get some micro action and move this unit back, so enemys will focus another unit and your damaged unit can heal in the background. Easy stuff to avoid unneccessary heal or death of your unit. The cooldown of the building is quiet long for beginning. But if you spawn it immediatly when the map beginns, you can hold it active asap.
  2. I use it in some decks for rPvE. Imo a decent card if you hold it active until T3 or T4. Then you can destroy it. The huge plus on the card is, that the effect heals every friendly unit, so also the ones from your team mates. And 60 energy isnt that much for an investigation. But I think its only worth, if you play nature T1 and build it immediatelty and keep it active. For emergency heals, I take Surge of Light with me, so you can "big" heal your units when they about to die. Overall: There are way more worse cards to use, but I wouldnt say FoR is a must have in a natu
  3. Are you sure your Ironclad didnt get disenchant by the Lost Dancers? Thats the downside on ranged units within LS maps. Yellow mo on the units, the Dancers do disenchant your units and the Dragons can debuff your Ironclad.
  4. So far it looks really good. As Treim said above, you can switch Ray of Lights with Surge of Lights, could be a better heal then. Have fun with it!
  5. My decks are really spell based I know. As Treim told above, the deck is basicly for random PvE runs. (Level 9) For any PvE Maps you need to replace some of the cards. Maybe you need some more T1 units or some other towers, and Fire Stalker allways a good choice for some maps. Depends on which map you'd like to play, there are many different ways ofc. Yeah maybe Ray of Light is not necessary and could be replaced by any other good card.
  6. I did a quick deck, maybe not the best, but still good playable. And yes, the T3 Units can attack air units. ;-) and you have Thunderstorm and Inferno aswell. Cheers, DNY
  7. Hey Marv, nice to see you in new Battleforge! So there are many ways to go I give you some key cards, you need to get imo. - Shrine of War - Abomination - Earthshaker - Clusterexplosion - Skycatcher (if you really want Twiligth, otherwise Giant Wyrm) Optional Cards: - Healing Gardens - Inferno - Unity - Nightshade Plant T1 and T2 depends on how you'd like to play it. Fire Start: - Nomad (Green) - Sunstriders - Eruption - Mine - Maybe some buildings like Mortar Nature Start: - Windweaver - Dryade - Surge of Light
  8. Another side note on Fountain of Rebirth, it effects all units, so the units from your team mates aswell, where Shaman in first line only heals your units. I would say, 3 heals in T1 are too much. You can use 2 of them: - Surge of Light - Fountain of Rebirth - Shaman Cheers, DNY
  9. Unholy Power and Undead Army and Harvy ability should deal with most, so your Harvy doesnt get focused that often. And you need Cultist Master if you dont play with fire -> SOW, for void power manipulation. So no need to take that out.
  10. I think its 80% from the original costs. But could also be 90%. Maybe @Treim can give an answer which is 100% correct. Units and buildings are bound power you cant use once you played it. Spell's power goes immediately to your void, that's why I like to have alot of spells and less units/buildings in my decks. My decks have at maximum 5-6 Units in it and at least 10-15 spells to use.
  11. Hey Flrbb T1 and T2 looks good so far, there are quiet some ways to play in pure shadow. I wouldnt take Live Weaving cause its an PVP card. So T1 would look like: - Dreadcharger, Forsake, Motivate, Phasetower, Soul Splicer (and maybe Decomposer, depends on the player, I wouldn't take it with me) - T2 I would take Harvester, Unholy Power, Shadow Mage, Nether warp, Ressource Booster, FOF, maybe Undead Army or Corpse Explosion and maybe Stone of Torment for some maps. Side note: Shadow Mage -> Nether warp in place, Motivate one of them and you destroy every base in just a
  12. Shaman is overrated cause you need to bind power to the unit, where Surge of Light immediately goes back to your void pool, and if you have Fountain of Rebirth, your units are healing up passively. And a lot of players doesnt know how to manage / micro shamans, so the shamans stands in the battle. You need them to stay some meters behind your fighting units. And Shaman's cost right now are just too high. So I'd rather have a spell, which is still an OK heal at T4 with Healing Gardens, then an overpriced, power binding card in T1, which will be useless when you hit T3. There are not many u
  13. Hey man! There is a void pool when ever a unit dies, you play a spell or a building of your own gets destroyed. The void power in the pool gets slowly back into your energy pool by its own. But there are many other ways to get the void pool empty faster. So, there are some different ways to manipulate your void: Fire: Simplest and easiest way to get your void back is with Shrine of War (SOW). Its a T3 building with 1 fire and 2 natural orbs in it. Build it, then it needs to load 1 minute and then you can activate it for 30 seconds and another 30 seconds to reload. While acti
  14. So there we go my friend.. Answer question 3: First of all, where is the point of playing pure nature, if you think about to remove Forest Elder? If you decide to play a pure deck, you need to go with the 4 orb unit. Fire -> Bata / Moloch, Shadow -> Shadow Worm, Ice -> Dreaghnought, Nature -> Forest Elder So my answer there, no, Forest Elder isnt too much. But I'd rather remove Colossus and take any other card with you. Answer question 1: And I personally dont like Shaman, its an overpriced, useless card. I would go with Surge of Light and Dryade, Fountain of Rebirth
  15. I would also throw the card Ice Age (green) in. War Eagle with Area Ice Shields and Ice Age or Mountaineer with Ice Age is a really strong combo. You dont lose your Shield this way and the Shield heals up. Try it ;-)
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