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indubitablement

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About indubitablement

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  1. indubitablement

    Skylords Reborn Official Loot List

    I added color, so you can tell what scenario are the most rewarding. https://docs.google.com/spreadsheets/d/1huQBQkVfSLVmF-5S0QmtN6UyjhEgmbkEBoRW--Ns5jY/edit?usp=sharing
  2. indubitablement

    Are core pvp cards too rare?

    How popular was pvp in old times? I doubt there were many f2p pvp player.
  3. indubitablement

    Are core pvp cards too rare?

    I agree that collecting card is part of the fun, up to a point. What I would like to bring attention to is that "chase" or "hunt" cards are also necessary pvp card. Futhermore, before you can play pvp you need a pve deck with upgrades to farm gold and daily quest. Together this is gating pvp behind hours of grind.
  4. indubitablement

    Are core pvp cards too rare?

    When the devs are able to fix the multiaccounting problem, supply will be lower. I've heard of someone creating 59 accounts for the 2 starting boosters.
  5. indubitablement

    Are core pvp cards too rare?

    When you sell your Shaman for an Harvester, something is wrong. Some notable cards include: Common: Windweavers 150 bfp Forsaken, Sunstriders, Master Archers 30+ bfp Uncommon: Coldsnap 450 bfp Shaman 900 bfp Skyfire Drake 200 bfp Frost Mage 500 bfp Root 250 bfp Lyrish Knight, Burrower, Darkelf Assassins 100+ bfp Rare: Hurricane 250 bfp Motivate 150 bfp Home Soil 400 bfp For example, a relatively cheap deck like fire-nature is going to cost about 3000 bfp for the essential. What do you think?
  6. indubitablement

    My Dear Friends

    I'm big fan. Are you gonna make more video when you can play the game? Edit: Doubt you're the real FarRockBF thought.
  7. indubitablement

    Open Stress Test - All you need to know!

    Last time I've heard from the dev, nobody could login, not even the dev.
  8. indubitablement

    Favorite Worm

    Worms have the stats I would expect on a flying unit. Why are they so bad? Anyway, I choose Core Dredge, but I don't see when I would play that over Tremor.
  9. indubitablement

    Pure Frost PVP Deck

    White Ranger's real stats are: 440M/990S, 70e, ability does 900 dps for 25e I think. Defenders: 540L/810S, 70e, ability give 70% dr and steadfast for 10e. Stormsinger: 577M/750M, swift, 60e, ability does gravity surge for 30e. If your intention is to siege with White Ranger ( I don't see why you would considering you have War Eagle and Mountaineer already), then Defenders are better (2700hp when in their stance and basically immortal with shield support. They may not do a lot of damage, but they can keep at it for a very long time). If your intention is to use White Ranger as a M counter, then their low dps, vulnerability to cc and slow movement speed will give lackluster result. You should maybe substitute them for Stormsinger. At the same time, you can save a deck slot on Gravity Surge and use it for Skyelf Templar. You are going to need air control for War Eagle as they can't attack air. Just my grain of salt. Apart from what RadicalX pointed out, it seem like a good deck. I wouldn't want to be matched against it, if I was playing pure fire (War Eagle+Mountaineer is going to hurt).
  10. indubitablement

    Modest proposal to make nature t1 less vulnerable to cheese

    Thing is not only pure nature can play nature t1. Nature t1 is hands down the most interesting and skill-intensive t1 and deserve to be played more, but it is only player by pure nature deck, because you are forced to use it. Why no nature-shadow, nature-fire and nature-frost? In a scenario where any other t1 has enough of an advantage and is capable to get down a well, nature would still be playing in defence. And in a scenario where nature is able to go in offence and take down a well, the other t1 would've taken 2. This is a good example. I am guessing this is an 8 cards nature t1 vs a 5 cards shadow t1. If you were playing any other t1, you would've taken a well without question:
  11. 25% siege Why? Nature t1 is helpless against phase tower and fast t2. You have to play a massive t1 to be effective, but, if you do, your opponent most oftentimes isn't even going to fight you and instead goes t2, putting that 7-8 cards t1 to waste. That is a shame considering nature t1 is the most skill-intensive t1. As for phase tower, your only option is to turtle with primal defender and lose map control. On some map, phase tower can be an automatic win for shadow against nature. Do you think anything should be done to nature t1 or do you prefer to leave it as it is. inb4 "lets focus on releasing the game, before talking balance" as if we couldn't talk balance in the meanwhile.
  12. indubitablement

    Custom maps collection

    Dropbox link is dead.
  13. indubitablement

    Card ideas with description

    Cards are u3. Arts aren't mine. *Should be 16 charges instead of 4.* Acid Bold: Every 5 second, unit casts a bolt of acid that deal 75 damage to enemies in a 5m radius around it's target, up to 115 in total. Revitalize: Every 5 seconds, unit heals a friendly unit for 200 life points. Gifted Sprout (Power: 90): Activate to conjure a Forestkin Sprout to the target location withing 15m of the caster. Select the Foreskin unit of the deck that you want the Sprout to change into. The card doesn't have orb requirement. If not killed in time, the Sprout will grow into the selected unit. The time it take is proportional to the power cost of the unit and exponential to the number of orb required. Reusable every 30 second. Treespirit=6sec, Spikeroot=24, Thornbark=48sec, Razorleaf=104sec, Grimvine=208sec Blessed Sprout (Power: 90): Activate to conjure a Forestkin Sprout to the target location withing 15m of the caster. Select the Foreskin unit of the deck that you want the Sprout to change into. The card doesn't have power requirement. If not killed in time, the Sprout will grow into the selected unit. The time it take is exponential to the power cost of the unit. Reusable every 30 second. Treespirit=5sec, Spikeroot=18, Treefiend=28sec, Razorleaf=85sec The sprout summoned by Treefolk Shaman is a 0/1500 Large stationary unit. It can be nasty. It can be sumoned directly on the enemies. Keep in mind Sprout can only be cast withing 15m of the caster, while Nasty is 25m. Tainted Purge Magic: Immediately removes all buffs, debuffs and status effects like Freeze or Paralyze from a unit creating a heavy explosion that deals 300 damage to units in a 25m radius around it's target, up to 900 in total, for each buff, debuff and status effect removed. Knocks back small units. Immediately reusable. Infused Purge Magic: Immediately removes all buffs, debuffs and status effects like Freeze or Paralyze from a unit creating a heavy explosion that deals 200 damage to enemies in a 25m radius around it's target, up to 600 in total, for each buff, debuff and status effect removed. Knocks back small units. Immediately reusable. Art: https://morkardfc.deviantart.com/art/Arcane-Blast-643221019 Blessed Wicked Spit: Every 3 seconds, units spits a wicked substance that deals 70 damage to enemies in a 5m radius around its target, up to 110 in total. Knocks back small units. Infused Wicked Spit: Every 3 seconds, units spits a wicked substance that deals 70 damage to enemies in a 5m radius around its target, up to 110 in total. Deals 50% more damage against structures. Corpse Gathering: Harvests energy from nearby corpses equal to their former maximum life points to enable Precarious Mass. A maximum of 3500 life points can be stored at once. Precarious Mass: If the unit dies it will trigger an explosion dealing the gathered corpses former maximum life points as area damage to hostile and friendly units in a 20m radius. Up to 33% of the gathered life points are dealt as damage per target. Affects ground targets only. Knocks back small and medium units. Earth Dive: While moving around unit takes 50% less damage and knocks back small units dealing additionally 25 damage to enemy units in target area, up to 100 in total. Affects ground targets only. Art: https://daveallsop.deviantart.com/art/Putrid-Leech-121637666 Purgatory: Corpse in a 200m radius do not expire. Mass Soul Suction (Power: 30): Activate to gathers energy from corpses in a 200m radius equal to 50% of their former maximum life points and store them away. A maximum of 9000 life points can be stored at once. Corpse Sharing: Activate this mode to make the stored corpses accessible for other entities that also gather energy from corpses in a 60m radius. Tainted Branding: Activate to mark an enemy unit, disable its special abilities and make it takes 20% more damage. All ranged attackers within a 65m radius will focus their attacks on marked target while their attack range are increased by 25m. Lasts for 15s. Reusable every 30s. Gifted Branding: Activate to mark an enemy unit, disable its special abilities and force it move at walk speed only. All ranged attackers within a 65m radius will focus their attacks on marked target while their attack range are increased by 25m. Lasts for 15s. Reusable every 30s. Art: https://jessyruiz.deviantart.com/art/Signal-Flare-638933309 *First card should've been Infused.* Infused Privateer Armie: Create a zone of 25m radius where summoned friendly units are not dazed and requires 25% less of the usual power costs, but they will die after the zone runs out. The zone last for 30 seconds. Reusable every 30 seconds. Blessed Privateer Armie: Create a zone of 25m radius where summoned friendly units are not dazed and requires 50% less of the usual power costs, but they will die after the zone runs out. The zone last for 15 seconds. Reusable every 30 seconds. Art: Endless legend *First card should've been "Infused Black Hole".* Infused Black Hole: Create a black hole with an event horizon of 25m that knock back small and medium units into the black hole every 3 seconds. The black hole last 15 seconds. Deal 60 damage to units in the event horizon, up to 360 total. Reusable every 30 seconds. Blessed Black Hole: Create a black hole with an event horizon of 25m that knock back small, medium and large units into the black hole every 3 seconds. The black hole last 15 seconds. Deal 6 damage to units in the event horizon, up to 36 total. Reusable every 30 seconds. Damage is for each knock back. Infused Black Hole would be 300 damage, up to 1800 total, over 15 seconds.
  14. Overcharged Mutating Frenzy™ Need in game testing. It may not work, because of Unity... PvE Boss killer Cheap (BFP) Heavy micro Total healing from blood healing: 4620 regenerated/sec (1100/sec*2*2,1)=4620 regenerated/sec When used on Mutating Frenzy, it is enough to sustain a total of 271 deathwish+the initial morphing+blood healing's damage. (15/sec*271)+45/sec+(250/sec*2)=4610 damage taken/sec With dryad's 25% damage reduction, you could sustain 374 deathwish+the initial morphing+blood healing's damage. ((15/sec*363)+45/sec+(250/sec*2))*0.75=4616 damage taken/sec Depending on how many mutating frenzy you use(up to 5), you could deal equivalent damage to more than 41 colossus or 239295 XL damage/20 sec or 11965 XL dps. (1+(0.3*374)+0.75)*2100=239295 Ghetto Worldbreaker Gun™ Portal Nexus only does damage to friendly targets. PvP and PvE T3 Heavy micro How it work: Cast Enlightenment, then build Kobold Inc.(preferably somewhere safe near an orb or well). Activate tainted speed-up. For the next 30 second, building can be built near instantly (1 or 2 second build time). Tainted speed-up has no cooldown after Kobold Inc. is build, but ,once activated, it has 60 second cooldown. Build a Portal Nexus near a rooted unit or a building you would like to kill (explosive death does 3k damage to friend or foe which is enough to one-shot an orb and leave XL dead or heavily injured.) Use your newly built portal nexus to make a teleport station (It doesnt matter where you place it.) and delete it immediately. For perspective, explosive death's area is 4 time bigger than Eruption or the same as Coldsnap. And, it deal more damage than Fire Sphere or Inferno in a bigger area. Unlike Worldbreaker Gun and Comet Catcher, this combo has near instant battlefield effect, because you can cast tainted speed-up as soon as Kobold Inc. is built (20sec). The total cost is 360 power(120 bound) for the setup, then 50 for each Portal Nexus. To put that into perspective Juggernaut+Stampede+Disenchant is 345 power(220 bound). Furnace of Flesh PvP and PvE T3 Cheap (BFP) Lame How it work: Build Embalmer's Shrine (preferably before T3 as pick over the bones as a 60 second cooldown after Embalmer's Shrine was built) and Furnace of Flesh. Make a Cultist Master and cast call horrors. Call horrors will make 3 Nightcrawlers for free for a total of 2235 life point or 7152 with pick over the bones activated. Cast pick over the bones and kill the Nightcrawlers near Furnace of Flesh. 358 power have been returned from your void to your power pool per Cultist Master. The whole combo only cost 275 power (225 bound) with 2 Cultist Master to be hable to permanently empty the void pool. Keep in mind 10% power is permanently lost everytime a unit is killed or a spell is cast. It is possible to not use Embalmer's Shrine, but you will need 3 times as many cultist master which bind more power.
  15. indubitablement

    Closed Beta Access Giveaway #2

    forum is going so fast no one will know my secret pvp plan
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