Chronoatog
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JH24 liked a post in a topic: Fire/Ice what's your thoughts on what it should be as a faction.
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I'm curious since we have all the factions designed but FIRE/ICE, what do you think there faction design would be. With Amii being buff/debuff choice I wanted to throw Ideas of what would be fire/ice big thing. This is mostly for fun and wanted to pick at peoples mind. This would be my design idea for Fire/Ice I feel with Ice and fire having more technology based units and soldiers. I feel they could be a technical unit/smaller unit focus. More focus on outputting damage with smaller aggressive units as we really lack a infantry focused faction (bandit's is about as close we get.) with a few Large units being tanks and planes something closer to a modern military with battle forge technology. Big units for support, small units are your major attack power vs the alternative that orb 3/orb 4 becomes. Main Mechanic - Garrison Essentially puts a buff on a building and said buildings (the Fire/Frost specific buildings) that gives said building it's attack with a range bonus. Allowing for bait and pull tactics with buildings, and allowing to have more supportive focus buildings which use units to give them an attack presence. They also get this range bonus on walls.
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Better suggestion. Allow people to pick their dailies, but commonly picked dailies get -5 to total BFP (70 instead of 75), while low percentage ones get +10/20 (95). To get people doing stuff on advanced/expert (blight would be an good example of an instant reroll.)
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Volin liked a post in a topic: Guide to Ascension Map 2 Expert
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MrKrumpli liked a post in a topic: Guide to Ascension Map 2 Expert
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Guide to Ascension Map 2 Expert
Chronoatog replied to Chronoatog's topic in New Player Help and Guides
fixed it! -
As the title says, bonus exp for fighting them as they're the strongest force in RPVE. They generally take longer for the same results for a way harder intro. T1->T2: Twilight windreaver x2 + large bug + ice shield aoe dude + long range dancer T2->T3: Mind controller + Angels + trees + more of the previous I'm fine with it being more annoying, but with them taking longer. Feels like it should be more rewarding. I know in RPVE1/2 it's just better to restart the map, since the time wasted isn't worth it.
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card creator - How to make a custom card from scratch!
Chronoatog replied to Ilsyde's topic in New Player Help and Guides
Death: Brain Decay: Will take life points from the corpses, up to 300. This pool will slowly drain out of combat, but it's killer (or closest target) will lose control attacking the closest enemy. (300 life points = 3 seconds). Fire: Unit gains Minor Swift (50% less speed than a normal swift unit). As they stay in combat (3 seconds) they gain a bonus 150 damage Ice: Unit builds up an ice shield for 150 hp when outside of combat. If switched the shield will last for 20 seconds. Nature: Unit gains Regeneration and gains reach Upgrade: Pay 25 energy to give them an extra 150/150, can't be used while in combat. Requires someone to have orb 2. Magically held: Unit has no advantage, while being small. Instead of being knocked down or trampled they take bonus damage 25% or trample does 15 instead of 10. Unit requires a monument, but not one to be chosen. Was thinking of an sorta universal soldier that any color faction could play, but could changed based on the elements in play (enemy or ally.) Changes up it's play style in PVP/PVE depending on who you play with. (One play session you might get a swift unit who can regenerate, another you might get a unit a unit with death decay who can steal life points from the enemy, while being bulky. Generally thought it should lose any stat fight, but become some what bulky as they only take damage as 100% (or 125% vs large/extra large for an impromptu steadfast.) Was thinking he could be an interesting way to leave an opponent guessing on your deck, or possibly running two starting elements while still being able to field something to leave your opponent guessing. But a worst unit than any 50 cost unit. Looter 660/630 vs 450 to a build up of 600/650, looter is the clear winner North Guard 630/720 vs 450/850 Gives nature a cheap unit to use Generally the ability will make anything with deathwish/frenzy/armor will do and keep attacking. Just unable to pick targets. More just steals life points on the ground. More of a nuisance for T2 shadow. -
Generally blue ethereal storm + blue revenant for 20% + 50% damage reduciton. It's a very expensive but safety net because if you go 2xblue/2xblack you can blood heal and generally get your army in tip top shape in the middle of a fight.
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Dallarian liked a post in a topic: Guide to Ascension Map 2 Expert
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Every time I see someone running it on expert, I commonly see the same issue. They just have poor decks designed for it. So I'm writing a guide on how to do it since there isn't any. Map 2, can be one of the easiest maps if players know what they're doing with the right card setup. So I'm going to break it down. The first thing you will need is a proper deck. I will say there is THREE must have cards. Coldsnap + Frostbite (any color), this is to help control Viridia when she spawns in so a light blade can get into position and undaze itself (also it will save you from bad players.) Light blade: Light blade is essential here as Coldsnap, Paralyze, Sleep all suffer from the hard CC spam has diminishing returns (anything that stops the unit from doing anything.), taunt and slow are minor CC's and are not effected by it. But when she's taunted and doesn't have a direct attack... she will literally just stand there and the second it's off you can just do it again. Blue/Black or Black/Blue is the two best deck types for this mode. Because you get access to the "BEST" Defensive tower in the game, Lost launcher (Blue) IMO all you really need to push is Master Archers/Forsaken/Nox Troopers, I prefer Master archers due to their natural bulk means you they can tank the towers a bit better. To give you an idea, this was the lanes I was covering my last win. With this deck (I'm the red lines). Yes this deck will literally allow you to control half the map. https://allcards.skylords.eu/cards.html?d=TWFwIDIgQXNjZW5zaW9uPjI4NHwyMzl8NjZ8MjY4fDI2MHwyNTl8NTd8MTc2fDE1Nnw2MXw= But now to the map guide Phase 1: Expansion and Setup Generally depending on the position of 5/6/7/8 you will have some minor strategy changes. Position 7, it is generally better to get the middle point ASAP, as the attack waves to orb 1/2 will take the same path way (but also means dealing with double attacks. The Mobs also at orb 2 wont do anything while you deal with the linked tower. If someone doesn't have frost glyph, this is the best spot for em. But generally all you will need to do for your middle point is get around 5-6 MA's and charge the link tower to kill one and IMMEDIATELY retreat after it's destruction back to your first orb, have your MA's run behind the orb and pick off the werewolves x 2 attack wave, followed by maulers x 2. With the second linked tower down do the same with retreating if you're not confident in your abilities or taking out the group of guys you've frosted with werewolves first. Once the primal defender (which is stuck in sky watch mode) is dead, just take the orb and wells, defend it til you can drop around 3 (4 for position 7's case) that will attack and deal with every spawn forever with no repair. For Position 5/6/8, you can take a side orb as your first as you will need to defend both no matter what. This is where the power of lost launchers blue come in. The blues, 3 of them will defend every orb you have without fail from avengers/werewolves/maulers. The best thing is, this will work for Orb 3/4, you can claim every orb with just Master archers (if you want to swap to Darkelf assassins once you have orb 2 if you need to resupply your attack force, be my guest. Try to expand as much as you can (honestly taking your side orbs makes other maps easier as you can offer them support. Also I dont recommend upgrading past orb 2, but do get the wells (and defend them with 3 blue lost launchers.) For the archer caves, 2 cannon towers will generally do the trick, if it's close to a ledge have a blue lost launcher guarding the cannon tower so it's the first to get smacked by an Phase 2: Viridia is here! This isn't that hard, spawn in a lightblade, freeze and slow her til he's unphased and just taunt her (can if she's close to the portal taunt->frost rune if she's close to the portal and want to play safe. This is the safest thing I've seen so far, aggressors are good but I've also seen aggressors chuck her into the portal, where this is dummy proof. If she gets a portal it's a lost, but it's not hard with the deck I've given you because... with lost launchers blue never have to be repaired with good positioning and you can just focus on that mini map and the V. She will try 3 times instead of the 2 from advanced. Phase 3: Expand Just do what you do in phase 1, upgrade to orb 3. If anyone is struggling help your buddies get their side orbs. (which has caches to help map 1/3.) Phase 3: Viridia 2 Electric Boogaloo Same as phase 2 again, she will take a bit longer to despawn, but by now it should be a joke since you have half the map under control Phase 4: Expand and get orb 4 Phase 5: Viridia 3, this is the third time with the spawn of her and should be the final one Phase 6: Viridia boss fight, it's not hard stun lock them with Construct and focus dps one by one. Get anything + constructs to keep her knocked down, It's an easy GG at that point. The only thing is it is possible for phase 5 and 6 to be happening at the same time I learned from the match above. Make sure she doesn't get to the portal. Recommended Upgraded cards Master Archers upgrade 3 + Charge 3 Lost Launchers Upgrade 3 + Charge 3 (really just for the charges) Coldsnap Upgrade 2 Frost Bite upgrade 3 + charge 3 Card Pick reasons Units Master Archers: about 10 of them can take all of the additional orbs with proper use of frost glyph. Light Blade: Pay 25 to stop viridia from moving for 15 seconds Construct: Phase 6 becomes a joke Lost Ship/Dragon: Helps cover for allies with shitty defences (like blue and green that game), but not really needed Buildings Lost Launcher Blue: indestructable to their attack waves, will stop the air/werewolves/archers/avengers with 3 of them in a group. Will never need to be repaired and therefore eco friendly. Lost Launcher Red: Covered by blue, in ledge areas where the melee come out to take em out quicker (used in a few specialized cases, but nice to have as one blue + 1 red does around the same work as 3 blue.) Cannon Tower: Cover archers caves. Spells Frost Glyph: Cheap freeze to take out towers to get your wells. Cold Snap: Longer freeze for Viridia so you can get to her while your allies mess up an easy map I spent most of it waiting for the V markers to show up. It's not needed but nice. Frost bite: Slow, rotate with freezes as it's a light CC. Total Cost Master Archers x 3 = 45BFP Total Light Blade = 3 BFP Construct = 130 BFP Lost Dragon = 15BFP / Ship = 400 BFP Lost Launcher Blue 21 x 4 = 84 BFP Lost Launcher Red = 3 BFP Cannon Tower = 3 BFP Frost Bite x 4 = 12 BFP Glyph of Frost = 50 BFP Cold Snap = 300 BFP Cheap version (Lost Dragon purple + no Coldsnap) = 345 BFP Middle range version (No lost ship) = 645 BFP Expensive cover your dumb allies who have issues defending edition: 1045 BFP.) But yes that's right one day 40 min grind and one daily = the cheap version which can clear this map no issue Also a paid message sponsored by the lost soul players. GREEN PLAYERS STOP TRYING TO ROOT/PIG VIRIDIA IT DOES NOTHING! SLEEP IS ALMOST JUST AS BAD! Replay, is in to give you an idea pretty much the people who did the leg work of the mission was light blue and light green (aka me). Blue was there "there", and green had a defense but no viridia control and luckily had Light blue to light blade them. Deck: Master archers to push + defend Frost sorcerer / mage are nice as one sorcerer can shield the archer taking the tower hits. Imperials U3 are nice at holding back maulers from your ranged units. Soul Splicer (Green) Is nice early on to hold points with minimal units (4 MA's or 2 MA's + 2 Imperials) But really dropping 4 lost launcher (blue) is the most optimal plan as it keeps you safe from air and the constantly spawning aggressors. Dropping cannon towers are preferable around archers spawns (2 should keep them perm in check), if beside air instead switch off to blue lost launchers. Construct makes it so if it's on the viridia boss fight she cant cast spells since she's getting knocked down. autosave.pmv
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I guess if there was a setting to turn off the ability to make your units offering immune in the settings, it'd be fine.
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It's a personal computer but I also host dedicated servers, this was also before the massive ram shortage so it cost me as much as getting 16GB now.
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- challenge
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- 24 replies
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- challenge
- competition
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