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Azta

Beta Tester
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Posts posted by Azta

  1. Timeshifter Spirit was pretty decent to be honest. Provided a good amount of safety against late T3 attacks with his ability - sometimes you could counter an entire T3, but keep in mind the power costs were pretty high and it was difficult to get them into a good offensive position.

    https://www.youtube.com/watch?v=wv1eaz_sUak For anyone who is interested in some high ranked PvP with timeshifter (it's a german cast). You can see the strenghts but also the big downsides of this card.

    But there are some super fast ways to get Timeshifter into the enemies base.

    -> Nexus Portal (works only for 2v2)

    Nexus Portal can bring timeshifter immediatly into the base, activate his ability & that's it. Base gone. You just have to reach the base once and you can kill it without any resistance. 

    -> Tunnel + Deepcoilworm (advanced strategied + it can be used for 1v1 xD)

    Same strategy (just a little bit more expensive ..). Deepcoilworm works as a delivery system, which works very well since worms are the fastest units in the game. Connect it with the Tunnel and port your Timeshifter into the base, activate it and destroy the base. This is such an amazing combo (okay it costs more than 400 power, 3 deckslots and you could play a Mo for the same costs, but srsly it's so cool :/).

    The Timeshifter-heal was pretty weak to be honest and had no impact on the game. For PvE Mark of the Keeper outclassed Timeshifter because it's cheaper, T1 and doesn't require a pure nature deck.

    @Azta MotK was not viable (maaaaybe semi-viable) for PvP because you bind 70 power to protect a single base. Your opponent will run to the next one and destroy it with his 70 power advantage. Build MotK in every single base and your opponent will just got for more power wells and get a big advantage for free.

    Best regards

    Radi

     

     

    Interesting, and good advices. Thanks :)

    I will definitely play around with him and practice. Maybe its risky, but fun :)

    And totally agree, i remember the healing of Timshifter was really weak as a T3 unit.

    One odd thing i noticed in the video you posted. Why Lost Grigori can't attack the Timeshifter with melee?

     

    About MotK. What you think if i start using it in T3 only? Or maybe in T2 too.

    If my Void Power is high enough then i could afford some bound power by placing MotK for defence reasons. MotK has bigger range than Timeshifter, plus its only 70 power.

  2. I'm really excited to hear opinions about this. I loved this card, the character, the ability and the look of it in game :P

    Played only in PvE sometimes, and in PvP vs my brother for fun, but thats it.

     

    But want to see some expert's opinion on this card. And Mark of the Keeper is interesting too for PvP. Wonder if its viable. Surely it bounds power.. but can be good to defend an area against ranged units and protects against spells. Only need to protect it against melee units.

  3. Spending 150 power and getting nothing but a destroyed (enemy)well in return is under normal circumstances a risky move. Because now your oponent has 150 power more to spend than you (if powerlevels were even in this scenario). This can result in an overwhelming attack that will end with more than a well destroyed on your side. BUT frostplashes, especially stonekin and lost souls, but also pure frost, fire frost and pure shadow with frost T3 have quite strong defensive capabilities. Now if they use cursewell they can often defend even with a 150 power disadvantage and finish the scenario with a permanent power advantage (the cursed well) using a low-risk strategy that, like Hirooo said, also supports non-interactive playstile.

     

    Yeah i know that. I wouldn't consider using this card unless i know i have power advantage. So its situational imo. But then i would rather have any other card in my deck that is not so situation dependant.

  4. I always said that a person should use everything that is legal to win his game, that included cliffdancers if you could afford it.

    I never had many problems against them with me being pure-frost, but if we are looking for a nerf...

    I would suggest reducing their damage when they lob their balls over a cliff/wall.

    Now I don't know a good percentage.. maybe remove their siege abilty?

     

    Don't know if that is possible from a coder perspective though...

     

    To be honest i have no idea why they give Firedancer a Siege ability. She is just shooting fire balls. With this logic many other units could have Siege ability too.

  5. Watched over 30 PvP replays nowadays from FarRock, and i have seen 2 matches so far where the Curse Well was used. Both time the user of this card won the game.

    I don't think they won because of this card... they were already kind of winning.

     

    Even tho the curse well costs 250 power, it takes down a Power Well, and the opponent is losing 100 Power forever. And he needs to rebuild a new one because he needs more power.. Then they are "wasting" 100 more power. But you get back 90% of the power to the Void.

    In my opinion its a situational card, only useful if you have a little ( ore more ) power advantage and you can afford it. This way you can just drain the opponent's power.

    But yeah, why would you waste 250 power to slow down your opponent? When you could spawn T3 units instead and finish the game faster. Seems like a "teasing" card to piss off your opponent when you are already winning.

     

    Curse Orb in the other hand.. Cheaper but only disables the orb for 15 sec ( not sure about the U3 stats ). Which can be very useful at some situations. I would say if you have a free slot in your deck.. Get it, it can be handy sometimes. But otherwise i wouldn't use it.

     

    And to answer your question about the power cost difference. Re-building a Power Well takes less time than an Orb, if Curse Orb were able to destroy an Orb.. Everyone would use it, that would be just way too op even if it costed 300+ power imo. Pushing back the enemy to T1 T2 while you are in T3.. That would be a free win :P

  6. Yup, too expensive and needs a lot time to get back the power spent on it ( spawning ~6 times the little creeps ). Having a 120 cost T2 building just to have a little s/s creeps for + 80 powers is a waste. Could replace it with cheaper and even stronger card from T2.

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