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DerNewYork

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Everything posted by DerNewYork

  1. Hey Echo Here are some ideas of your deck wishes, i would build the decks. Pure Forst: Frost/Shadow: If you have more questions, feel free to ask! Cheers, DNY
  2. Hey guys I think, there is no point in playing pure shadow in rPvE, cause the Worms arent that good. So you have some options to go. Either you go 3 Shadow 1 Nature with Deathray, which are very strong and you have heals. Or you can go 1 frost and 1 nature with LSS and heals. Or 1 fire and 1 nature and Bloodhorn.. But there are some key cards I think. - Ressource Booster - Frenetic Assault - FoF and Cultist Master (if you don't play fire, if you do play fire -> Shrine of War) - If you play nature take Healing Gardens with you - Incredible Mo can also be usefull I dont recommand to use Rifle Culists, only in combination with Offering Green to use more T4 Units. So its up to you, what you'd like to play and if you'd like to hear some more infos about the deck, feel free to ask. Cheers, DNY
  3. Hey man, There is not 1 way to build a pure fire deck, so here are some ideas of cards to use. Everything depends on the Map you'd like to play for PvE. rPvE you play slightly different. T1 - Units: - Sunderer - Firesworn - Sunstriders - Nomade (Green) T1 - Spells: - Mine - Eruption T1 - Buildings - Banner of Glory - Mortar Tower - Makeshift Tower - Blaster Canon - Maybe Firebomb T2 - Units: - Firedancer / Fire Stalker - Gladiatrix - Scythe Fiends - Skyfire Drake - Moon (for heals, if you use her correctly) T2 - Spells: - Disenchant - Global Warming - Lava Field - Wild Fire - Maybe Ravage T2 - Buildings: - Pyromaniac - Termite Hill - Rocket Tower T3 - Units: - Juggernaut (thats all you need) - Spitfire T3 - Spells: - Unity - Inferno - Aura of Pain T3 - Buildings: - Shrine of War - Tower of Flames - Voodoo Shack T4 - Units: - Batariel - Moloch - Thunder Wagon - Fire Dragon - Magma Fiend - Fire Worm T4 - Spells: - Cluster Explosion - Fire Sphere - Earth Shaker T4 - Buildings: - Comet Catcher Choose some of them and use what works best for you! If you have any more questions, feel free to ask. Cheers, DNY
  4. Hey man! I really like you! I also have this Deck and I love to play it! There are some things I would change. The main problem playing this deck are heals. How do I heal my units? Well, there are some ways to do it. - Viridya (doesnt work that good, cause she is faster then your units) - Netherwarp Green (does only a bit) - Bloodhealing (But with what units?) Best way to do it (in my opinion): Undead Army and Bloodhealing. You dont lose any HP in T4 by using a Construct or something and it really heals alot! Key card for this deck is the following: - Incredible Mo (3rd ability (200e) -> for LS) - The LS dragons makes your ranged units debuff so they dont attack. 3rd ability mo ensure that your units doesnt get debuffed. - Only thing on LS are the ultra ranged dancers. They disenchant your ground units, so the dragons can debuff your ranged units again. But this only works for ground units! - So for LS I would use 1 Construct and then work only with Battle Ships. Personal opinion for your deck: - For me there are too many units in it. - I would remove: Frost Mage, Shadow Phoenix, Storm Singer and normal Construct -> And Glyphe of Frost (cause im not a friend of freeze) - Then there is something very important missing in your deck. - Culist Master and Fournance of Flesh -> For void manipulation - Cards to add instead of the cards above: - Second Frenetic Assault, FoF, Cultist Master, Decomposer, (if you play Shadow Phoenix -> then Embalmer Shrine), Soul Shatter, Infect, Ice Tornado, Ward of the North, Frost Shard, Timeless One I would really love to play with you and your deck, cause you're the first one I see, who play this deck. So if you like to add me ingame, we can play some games together. If you have some more questions, feel free to ask. Cheers, DNY
  5. Hey Spazzatron I'd really like to help you with your deck. But we need some more informations about your idea. For example for which type of playing (PvP, PvE, rPvE) and stuff like this. So either you message me on Discord so we can write together or just give us the information in this thread here. Cheers, DNY
  6. Hey Nicolaos Im not a pro in pure frost decks, but I think I can help somehow. Your deck looks good so far, there are some usefull cards in it. And deck making depends on which map you want to play. For example War Eagle could be usefull for some maps or Northland Drake (even if he's weak, its a flying unit). I would switch out Shatter Ice for Ice Tornado, I think its more usefull. The following cards could be usefull: - Ice Age -> in combination with Area Ice Shield and Mountaineer - Timeless One -> for some more CC - Construct and Battle Ship -> for more T4 defense - Kobold Inc. -> faster / instant tower building - Shrine of Martyrs -> if you dont use void manipulation somehow (not possible with pure frost) - Northstar -> longer CC and more damage when frozen - Juice Tank -> more / longer power - Warden's Sigil -> could be usefull for some maps Feel free to ask more, if you want to know something. Cheers, DNY
  7. Hey Loriens Fire can be played in T10, no problem there. But lets focus on level 9. Deck seems very good in my eyes Disenchant is only needed when you play Bata in T4, so I would remove this card for sure and I'm not a huge fan of Eruption, so I would also remove this. Add Gladiatrix for Eruption and Cluster Explosion for Disenchant. And you're good to go. As I'm also not a huge fan of Wheels, I would also remove this card and add Healing Gardens to the deck. Maybe switch out Surge of Light with Ravage. But if you dont have all charges on Regrowth, go with Surge of Light (+ Healing Gardens) cause SOL really heals much with HG. And I like the Protectors Seal, very usefull for LS maps. The other cards looks good in my eyes. Should work for the most maps. Cheers, DNY
  8. Red one is better then the Purple one, @Flrbb.
  9. First of all, the main thing for rPvE is to destroy the spawn buildings. Which is allways the one on the right hand side, looked from the entrance of the base. The problem with Fire Sphere is, if there are too many units or buildings, the damage will get split up and only do a few 100 damage. Where f.e. Earthshaker focuses only the buildings, which you prefer to take down. And Cluster Explosion only works good if there are many units. So you see there are many plus and minus points from these 3 cards, let me round up: Fire Sphere: + Imo high damage if you focus one target - 3 Fire orbs - Long executable time - Low damage if there are many units Cluster Explosion: + High damage for full bases + 2 Fire orbs, so good for combinations (Bandits / Twilight) - Not that usefull for lower bases - High power costs (not a problem if you use Shrine of War) - Only 1 charge and long recharge time Earthshaker: + only 100 Energy + High structure damage + 2 charges + not that long recharge time + Only 1 Fire orb, which is perfect for combinations To answer your question about what would I take with in the deck. If I had 1 slot left -> Cluster Explosion, cause it can save so much time for rPvE 9 if you are in hurry, which Earthshaker cannot If I had 2 slots left -> Cluster Explosion and Earthshaker, imo this is the best option, if I only had 1 slot left, I would take any other card out for Earthshaker If I had 3 slots left -> Cluster Explosion and Earthshaker + any other card, I wouldnt take Fire Sphere with me. Feel free to ask more ;-) Cheers, DNY
  10. Would be too much units for me. 17 units from T1-4 are too much in my opinion. I'd rather play with some spells then units. My average deck for rPvE 9 has most likely 4-5 Units overall and like 5-6 support buildings (Incredible Mo, Healing Gardens, Shrine of War, Breeding Ground, etc..). And for the open spaces I take spells with me. But as I said, thats my opinion, your deck works fine aswell.
  11. Hey all I loved to play very unique decks for rPvE 9. Had some really fun decks. One of them i did built again in this stress test. There are some cards i need to switch out, f.e. Nether Warp green instead of the blue one for some healing. Current deck - rPvE 9 (i dont know the prices right now) - Master Archers - Home Soil - Wintertide (Red) - Ice Barrier - Lost Dancer (Red) - Viridya - Decomposer - Furnance of Flesh - Cultist Master - Lost Horror (Green) - Resource Booster - Incredible Mo - Nether Warp (Blue) - Frenetic Assault (Purple) - Soulshatter - Construct - Battleship - Unholy Hero - Ice Tornado - Maelstrom Total cost should be around 2000-2500 bfp. Cheers, DNY
  12. I agree with ulv. For pure Shadow Overlord is a must have card. Cause you dont have that much healing and his healing and self healing is awesome. If you plan to have a 2 Shadow 2 X combination in PvE/rPvE there are alot better cards imo.
  13. Hey man I agree with a few things of the other two guys. In my opinion, defending towers in rPvE are not necessary, you wont need them in any case. Execpt you'd like to play a "Only-Towers"-Deck. T1: - "Start with 4x WW and 4x Shaman", too much Shamans for too less WW. You can easaly get 2 more WW instead of 2 Shamans, so 5WW2S or 6WW2S works aswell. - Surge of Light and Shaman are not necessary in my opinion, either Shaman or SOL. I personally prefer SOL, cause its a spell, so you have it in your void pool after casting it and you can help other team mates for healing and still use it on T4 to heal (if you're out of regrowth-charges) - I agree on Roots, either Roots or Hurricane, both works fine - I would personally change Shaman with Dryade Blue, the damage reduction is good for T1-T3. T2: - Scythe Fiend is not necessary I think. I like Vileblood in combination with Ravage, you can take down a T3 base very easy with Curse of Oink and maybe 1 Surge of Light. - Lavafield makes good damage for all ground units where Vileblood doesnt have good damage against them. (so you walk into a base, oink all units, take down the spawn-building and then Lavafield everything) - Breeding-Ground is necessary in every Nature Deck imo. Except you play with a mate who has it in your deck and you agree on leaving it at home. - For flying units i would take Gladiatrix Green, good damage and also a swift unit, so you can search the map for enemys you forgot to clear. - Ray of Light is optional, if you have too less SOL charges, take it with you. But SOL U3 is very strong and heals alot. T3: - Volcano and Virtuoso are useless imo. So remove them, there are more usefull cards. - Unity is only necessary if you play without a Nature orb so you dont have any heals. If you play with Nature, remove Unity, you can easy heal your Units. - Shrine of War is a must have card in every Fire Deck. Use it all the time in game, so you have no issues with your energy. - I dont get it, why nobody plays with Healing Gardens, one of the most important and best cards imo. Especially if you have too less charges for heal. Must have imo. - Usefull spells for T3: i would take 2 of them with me - Revenge, Inferno, Thunderstorm, Equilibrium (not really necessary), Aura of Pain - You only need Equilibrium if you have too less charges for SOL and Regrowth, so you have more healing - For Unit for T3 i would recommand Deepcoil Worm or Brannoc (in combination with Aura of Pain) T4: - I would go for 2N2F orbs, so Fire Dragon is useless. - There are some options you can go for (Units), Choose 2-3 of them. I would go either only 2x Abomination or 1x Abomination with Sky Catcher/Primeval Watcher - Abomination (both of them), Sky Catcher, Primeval Watcher, Giant Wyrm, Magma Fiend, Fire Worm - For spells, there are also some options in T4: Regrowth is necessary. Also Earthshaker and Cluster (red) are very usefull! - Earthshaker, Cluster Explosion, Regrowth, Noxious Cloud, Twilight Pestilence Thats how i would build a F/N Deck right now, feel free to ask, if you'd like something to know about my thought processes. This is how the deck would look like. (assumed everything is U3 and 4 charges) Cheers, DNY
  14. Can you show the deck you are playing right now for rPvE? PvE depends on what map you'd like to play. T1 Tower - Phase Tower T2 Tower - Time Vortex / Stone of Torment / Juice Tank T3 Tower - Church of Negation* (depends on Map) / Necroblaster (really nice) T4 Tower - I would go with Worldbreaker Gun For PvE I also would get Harvester for some maps with buffs and Satanael. Cheers, DNY *Church of Negation only in combination with Kobold Engineer
  15. You have the wrong Soulsplicer and the wrong Netherwarp in your deck, but so far, it seems really good. Maybe take Ashbone-Pyro instead of f.e. Undead-Army with you. Then your is T3 save. For Riflecultists and Offering i would take Netherwarp and Infect out of the deck. Cheers, DNY
  16. Is there any problems right now with the cardbase? "Loading Cards..." all the time. Someone knows something?
  17. I added some comments in the quote. Im not a fan of the ice orb just because of the Lost Spirit Ship (and Maelstrom). But this is a personal opinion. I'd rather go 3 shadow orb and add Death Ray + 1 nature orb. If Cardbase would work, I would make a deck to show you. Cards you can use instead: - Resource Booster - Healing Gardens - Breeding Ground - Revenge - Infect - Frenetic Assault - Thunderstorm for T3 - maybe there are more cards, i dont have in my mind right now Thats the way I would build a deck atm. (I would maybe take Nox Carrier with me, cause i really love this card) And this is what I would recommand you to play, its a little bit more save. Feel free to ask, if you would like to know something. Cheers, DNY
  18. 5 monuments are too much imo for rPvE for all kind of decks you'd like to play. I would change many cards out of your deck. Let me make a deck I would play for rPvE 9 so you can pick some ideas out. (if the Cardbase would work). I'll come back to this topic once the Cardbase works again. Thats the way i would build a Stonekin deck atm. And thats the deck i would recommand you to play, its a little bit easier to play: I would also recommand to use Shrine of Memory, cause of the void power manipulation. Probably instead of Matter Mastery. If you have any questions about it, feel free to ask. Cheers, DNY
  19. At least 2 out of the showing 4 cards arent T1 cards. @MephistoRoss So probably its a bug, imo it shouldnt show any cards, cause there is no fire/shadow T1 card.
  20. There are many options you can build your units for every Tier. Pure frost is expensive, you need alot of BFP to buy all the cards, or get lucky with boosters. ;-) So there is a way to build pure frost without expensive cards. I personally dont like Glyph of Frost, cause the frozen units take alot less damage. I'd rather take Frost Mage for S-Unit CC and Wintertide for more sustain / less damage taken.
  21. There are some cards you need to take with you. For example: - Homesoil (with Ice Barrier) - Avatar of Frost (also a Must have in a PURE frost deck for me) - Dreadnought - Maybe Mountaineer (very good card for pure frost) - Coldsnap (for some CC) - Juice Tank (only PvE, not rPvE imo) Then there are a few good cards I would take with me in a Pure frost: - Ice Age (for Mountaineer, or maybe in combination with Area Ice Shield) - Ironclad - Northstar - Stormsinger (or Gravity Surge) - Ward of the North - Ice Tornado Next are some cards you maybe only need for some PvE Maps: - Worldbreaker Gun (in combination with Skyelf Sage) - Ice Shield Tower - Stronghold - White Rangers - Lightblade Cards I prefer in pure frost for doing rPvE: - Wintertide - Mountain Rowdy - Ice Age - Frost Shard - Frost Bite - War Eagle - Timeless one You can choose any units for T1-4, depends on the map you'd like to play. If you want, I assemble a pure frost deck for rPvE, so you can snap some ideas of mine. Cheers, DNY
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