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Zevlin

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  1. Zevlin liked a post in a topic by LEBOVIN in Is modding illegal?   
    I think it could be considered a tool and gaining an advantage:
     
    -->
    But I am curious for official judgement !
  2. Zevlin liked a post in a topic by Eliza_B in Very new player. Need a deck to build for a regular pve   
    I appreciate you taking the time to post. Thanks a lot, I'll try making the lost souls, then.
  3. Loriens liked a post in a topic by Zevlin in Very new player. Need a deck to build for a regular pve   
    I can give my advice on a budget lost souls deck with shadow as the starting orb. I'll share what I consider the most useful cards that are also relatively cheap. I won't talk about pure shadow since you need a bunch of very expensive cards (500+ bfp each) to make it work, and I don't have a lot of experience with pure frost.
     
    Card names will be a hyperlink to the wiki for reference.
    T1 (1 shadow orb):
    Units: Nox Trooper is well worth the 100 bfp and their ability allows them to focus critical targets or CC small units since they knock them down. 5-10 of them will get you through most camps just fine, even on advanced. Nightguard (40-100 bfp depending on affinity) can be incredibly useful in some maps due to her ability to take control over enemy units. Some maps spawn L mobs to attack you and she can steal most of them. She turns hostile after you use the ability but she's easy to kill.
    Spells/buildings: I recommend including Decomposer (10 bfp) so that you can recycle your units after you get your third orb. When paired with Furnace of Flesh at T2 you can get most of your power back instantly.
    Most of the useful spells and buildings at T1 costs 100+ bfp so I don't recommend getting cards like Soul Splicer (g) or Motivate until have your core cards in other orb levels. I recommend avoiding risky cards like Nasty Surprise unless you know what you're doing.
     
    T2 (1 shadow 1 frost):
    Units: Lost Reaver (r) is only 12 bfp and is an incredible creature with a lot of health and damage. I use red affinity since it's ability helps clear the early camps very quickly with minimal losses as long as you keep the bugs it spawns away from your own units. You'll want to have some ranged unit to accompany Lost Reaver to fight against air. Nox troopers are usually good enough for that purpose and you should already have some around when you hit T2.
    Spells: Coldsnap (250 bfp) can be very useful. Most of the good spells at T2 are in the hundreds or thousands of BFP so Cold Snap is a good start.
    Buildings: It's very important to include a reliable defensive building at T2, and Lost Launcher (3-12 bfp) fits the bill. 2-4 of them will hold on most maps, especially when behind fortifications.
    Since you'll be building a lot of structures, it's also useful to include Construction Hut (70 bfp) to save a lot of power on structures and speed up construction time.
    Furnace of Flesh (45 bfp) is useful as I mentioned before. You can build it at locations where you expect enemies to attack so you can harvest their corpses while defending or use it to recycle your own units.
     
    T3 (1 shadow, 1 frost, 1 shadow or frost):
    Units: You can't go wrong with Lost Horror (g) (20 bfp). 3 of them can take care of most minor camps. Lost Grigori (100 bfp) can be useful if you have the spare BFP. After upgrading him you get a disintegrate ability which you can use to take down the really tough XL enemy units as long as they're not boss units with leader immunities.
    Buildings/spells: Most of the really useful cards here are prohibitively expensive for beginners (hundreds or thousands of BFP). Your T2 and T3 cards should still get the job done here.
     
    T4 (2 shadow, 2 frost):
    Units: Here you'll want a good frontline tank and high damage ranged units behind it. You mentioned you already own Lost Spirit Ship and it's an excellent ranged unit. You can also include Necrofury (35 bfp) or Construct for added damage, though it takes a bit of micro to make use of Necrofury since you have to switch between walking mode and the stationary siege mode. Unfortunately, most good tank units are very expensive so there are no real "budget" options. You could probably survive with just ranged units if you play carefully.
    Buildings/Spells: A lot of the stuff here is either very expensive or not beginner-friendly. Unholy Hero can give one of your units a massive damage boost but you risk hurting your own units as well by its effect. Most other spells are very situational.
     
    Once you have your core deck, I recommend saving for some of the cards and combos that are so good they're almost cheating, such as:
    - Amii Monument: You get to skip right to T4 instead of having to rely on the comparatively weaker T3 creatures.
    - Nether Warp (g): This card has so many uses. You can use it to jump over walls and barriers, climb up or down hills (takes precision), or displace enemy units.
    -  Infect + Frenetic Assault (p): Bases with lots of small and medium units will practically clear themselves with this combo. Especially strong in RPVE.
    -  Worldbreaker Gun + Skyelf Sage + Skyelf Commander combo: You can clear a base in 2 seconds with 2 WBGs that are put in snowball mode and boosted by Skyelf Sages. Skyelf Commander can help them survive against strong waves while defending.
     
    Besides that, there are plenty of interesting decks, strategies and combos left to explore so there's a lot to discover while playing.
    Hope this helps and best of luck!
     
  4. Zevlin liked a post in a topic by Eazay in Bandit Card Rework Ideas   
    Hello fellow Skylords,
    I would like to show my love and appreciation of this game by posting some of my ideas for possible reworks of bandit cards. Note, these reworks do not take into account the technical limits of what could be added to the game at the moment, they are just ideas to spark thought into how we can approach reworking some cards that do not see the light of day due to being too niche or outright underpowered.
    NOTE: All cards here (despite some visuals} are shown at maximum upgrades
    Units
    Bandit Lancer


    The change here is to increase the unit count from 1 to 4 (like Silverwind lancers), increase the attack and HP accordingly, and increase the cost from 60 to 100. As a T3, having a single medium sized unit without steadfast and being in the front lines (of your ranged units) makes it too squishy to include in any deck aside from it being a fun thematic card. This change will make the card a solid front liner for gunners and commandos in order to make good use of its' branding ability.
    Spells
    Warrior's Death


    Warrior's death acts as an alternative to Disenchant which buffs the unit at the cost of it dying at the end of the duration. Running disenchant is always a much safer bet as it frees the target from existing Crowd control and does not kill your troop. Not to mention that Warrior's death cannot be looped in order to delay the death of the unit past 20 seconds, making it almost never worth it. Bandit armies at T2 usually rely on numbers rather than having 1 big unit to benefit from the spell, and its use is limited in PVP. This new version reduces the duration and the magnitude of the effect, but allows it to be more useful when when placed on a frontline L unit (shadow phoenix at T2) to inspire the rest of the S and M units that are attacking along side it. Not to mention that this spell now becomes useful past T2 when using it on units like Soulhunter or Corsair.
    Sandstorm
     


    Sandstorm in its' current form is very expensive and has very little usage. Its tainted affinity is a more expensive Aura of corruption with a little bit of damage, while the infused affinity is even less useful in PVE (since I'm assuming this spell is too expensive to be used in PVP). This new form gives it a new identity as a base clearing spell that intends to kill units affectively (not so much buildings) and rewards the player for good timing and placement.  
    Amok


    Effect name changed from "Friend or foe?" to "Bloodbath"


    The idea here is that Amok does not offer much that Frenetic Assault wouldn't offer in a bandit deck, given that the orb requirements of Frenetic Assault is satisfied if you are to use Amok anyways. This new version of Amok allows all units to fight to the death with immunity to crowd control, and damage from outside the battlefield. Theoretically speaking, since bandits have life steal, they should have the upper hand when dealing increased damage.
    Waystation -> Arsenal




    Waystation as a building is too cumbersome to use effectively and too niche at that. On offence, it does not construct quickly enough to be useful on the battlefield (like banner of glory) nor is the damage boost good since that space can be occupied by a defense tower with Bandit sorceress inside it. Arsenal, however, attempts to solidify the identity of the bandit faction as being an army building faction, allowing them to have bigger sized armies and recover their card charges quicker. Only 4 (possibly 5) can exist be used at a time, meaning card charges recover 48-60% faster.
     
     
    And finally, I saved the most controversial change for last
    Rioter's Retreat


    The changes here are not because Rioter's retreat is too weak, but because Bandit T2 is overloaded with towers while T3 offers nothing in terms of defense (aside from infernal machine). The idea here is that by increasing the damage, adding knockback, and slightly increasing the HP of the tower, now this card becomes an upgrade to your defensive build as a reward for reaching T3. The retreat passive getting stronger the more bandit structures you have surrounding the building synergizes with Bandit Launcher taking up a small patch of land, allowing you to clump a large number of them to boost up the power of this building.
     
    Let me know what you think of these suggestions, and where you see some flaws in my judgement when assessing these particular cards. Thank you for reading this lengthy post.
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