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Flrbb

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Everything posted by Flrbb

  1. Flrbb

    Improve Shadow Deck / PvE

    Hello, finally I took a heart and bought a harvester. Now I need a generic deck to casually play PvE, up to advanced, 2 and 4 player maps. Attached is my current build, but I guess it is not that much "optimized". Any suggestions how to get more from 20 cards shadow and neutral? My break down: T1 - Forsaken (to mount walls), Dreadcharger (to have a swift unit), Soul Splicer (green, took it because I do use it in rPvE, too. dunno if really needed in PvE), Motivate (to get more of the units) and Phase Tower (to have an early tower in game). If I had a slot more to spare, I'd add Decomposer... T2 - Harvester (do anyone would suggest some sort of backup unit? like Shadow Mage or Darkelf Assassins), plus Life Weavin and Unholy Power to buff Harvester, also Furnace of Flesh. My thoughts: do I need healing like Viridya or Nether Warp (green)? T3 - definitly Soulshatter and Infect and Necroblaster. I need a unit, too. But absolutely unsure which to take. Ashbone or Cultist Master? T4 - Nercofury (for some defensive), both Grim Bahir and Overlord (and Blood Healing)
  2. Well, these 70 are bound energy and do only a heal every now and then. Also, if you do not micro manage, the shaman(s) just heal any target - not that what really needs it. In consequence you need more than just "a shaman". I do see players which summon one Shaman per Wind Weaver. As both cost 70, you could double your fire power. "Enemy dead" is the best state of your opponent. If they are dead you can regenerate for 0 cost at your next well. To minimise damage income I'd use a Dryad. 2, if they should buff each other. That is then only 2 Wind Weavers short. Of course this is just my take.
  3. Flrbb

    Improve Shadow Deck / PvE

    "Pure shadow" is a wicked thing. Shadow worm is a great unit, but has more worth in a nature deck. So my deck won't need four shadow orbs, this is why I could easily splash something into. But I do not want to. I decided against the Death Ray, because it is played best, when having Healing Gardens and Regrowth. Bloodhealing/Overlord might be an option, but it requires more micro management than I am willing to do. As I am currently not used to "play with just one Harvester" he dies quite often. That is why I put Live Weaving into, but if you say it's mostly PvP I will try better and remove it. That saves some management and also frees a slot. Sounds good. And after yesterday's playtesting, I think that good ol' Ashbone fits my style of play better, thus taking Cultist Master out.
  4. Flrbb

    Add a chest to all T2 orbs in random PvE

    ...Not everyone does play fire... And also,.you could argue that those on the outer positions are a bit slower. The question I'd ask is: why not?
  5. I'd add Dryad (reduces damage income, so you don't need much healing), Swiftclaw (somewhat tanky and melee), Shrine of Memory (energyrecyle) and remove Amazon (its for PvP I think), Shaman (very overrated, imo) and Fountain of Rebirth (does not heal that much, but not much personal experience). Edit: The combination of 2 melee and just one ranges unit in T4 is a bit odd. But I'd keep Forest Elder (because of its passive bonus). Healing Gardens rock! But probably only worth in random PvE. Imo, you do need a good, solid unit on either T2 or T3. For my personal taste this is difficult to have with pure nature, a Swamp Drake is quite fragile, at least with my style of play.
  6. The above is German. But it sounds like generated with a translator. Why then not translated into English? ...besides, I do not understand what the OP wants...
  7. Flrbb

    [REQ] Overview Card-Activation-Cost

    Assuming your deck only contains ultra rare cards, you would need 616000 gold to fully upgrade. This equals 140 rounds of rPvE9 (with four players), when collecting 4400 gold on average. Further, if you need a bit less than 20 minutes per game (with matchmaking quite fair to assume, I guess), that would equal 45 hours of gaming to fully upgrade. Hmm.
  8. Flrbb

    Categorizing Spare Cards

    +1
  9. Flrbb

    CHESTS

    If you use a melee unit, then walls matter not that much.
  10. Flrbb

    Global support cards for cooperative play.

    Most spells would work for you. But that is some very "active" support, meaning you have to switch between your units and whatever she is doing. Edit: those typical support buildings bind lots of energy and are bound mostly to nature ... with spells you are free to chose your orbs.
  11. NAME: AH - inconsistent entries between watch list and card search SEVERITY: 2 LOCATION: AH Card search and watch list REPRODUCIBILITY: just noticed it after the last server Restart. would bet, yesterday everything was fine DESCRIPTION: within the card search I get 3 shrines of war, but in my watchlist there is another one. Easy to distinguish by the different prices SCREENSHOT/VIDEO: yes, attached one from my search and one from my watchlist ADDITIONAL INFORMATION: -
  12. No, but haven't forced to find/provoke this.
  13. Flrbb

    batarial deck

    Which affinity of the Batariel do you use, when stomping with a single one (with enlightenment and stuff) through rPvE 9 with four players?
  14. Flrbb

    Better deck organisation

    Somewhere I've read that you plan more possible deck slots. Even with the current amount (not completely used from me) I do have problems finding the right ones. There is one divisor for the tutorial deck. Maybe you should add more categories like "PvP", "PvE", "rPvE" and "map specific".
  15. This is my current deck. In general, I'd say Shadow Phoenix would be better than Shadow mage, but when T3 is close to T2, then the Mages are definitly more stable (with Soul Splicer). This deck destroys camps wery well; Infect, Cluster Explosion, Stampede. But it really struggles against two things: single unique enemies like Nyxia (Only a few Bloodhorns can attack simutanously, I do spam Ashbones in that case, works ok-ish) and even worse: other small groups of enemys on the run. Bloodhorns are not very effective against those. Usually, Infect and Undead Army don't work on those (because not dead yet), Lavafiled and Soulshatter do not kill all of them. It just takes ages to kill them. This is why I 'd like some advice, maybe a card I overlooked. Aura of Pain is the least used card (and also very, very ineffective), so I do have a spare slot. Which card to substitute? Thanks in advance.
  16. In some way you are right. I do use Mo and Blood Healing for comfort reasons. Anyway, thank you for your input on new cards - especially I totaly have forgotten that Inferno exists. :) If I remember correctly, the nature Frenetic Assault slows the target to walking speed and the shadow version adds a (very small) life degen to all units within the circle. As all units will stand still and fight each other, why do you recomend the nature affinity? You wrote something about fire start. Downside would be that resource booster comes availabe one tier later. And that I am not used to fire t1. I suppose Mine and Nomad (green) would be enough? Even for Lost Souls in rPvE9?
  17. Ok, first of all. The title is a bit vague, but I couldn't think of better one right now. Sorry for that. I was thinking about the prices changes in AH. Basically the net worth (game wise) of a card remains constant, because the attributes stay the same - no buff or nerf is announced for now. But on the other hand prices in AH change very much. As far as I can imagine there are two effects for an upward tendency and one cause why the price will/could drop. Up1: a player buys a card and wants to trade for profit, so what ever it takes he will sell it for a higher price. Up2: lower price cards will be bought first, the higher price cards will be bought last (but more players want to buy these cards time-wise together) this will rise its price. This effect is hard to describe, especially because English is not my native language. Down: saturation of the marked. Each day the card count rises, each player get some cards. So - starting with common cards - no one will be interested in buying them. Assuming no new players will join the game. This means that in long term all prices will drop to zero, but in between all prices (of rare and ultra rare cards) will rise constantly. Anyhow, am interested in at which point of this curve we are at the moment. To estimate this, I would like to know how many cards are owned by the active player base and how many active players are in game. Also, it would be interesting if each player gets a booster dayly. This would be needed data to make some basic estimation. I know this all is maybe confidential data, but.. well, the least thing I can do is asking for it.
  18. Oh, sorry to mix that up. It is somewhat confusing, though. In the announcements there are two stickies: "Open beta" and "Open stress test", so I thought they are basically the same and the name is interchangeable. Also, after a second read, the timestamp of both entries differ a lot. My bad. Anyhow, I (as someone who is not born with this kind of developers slang) would think that a stress test is done before a beta release, as I assume a beta would be the last thing before a official release/version. Not all information in the Open Beta is outdated, so I like to suggest you un-stick it and copy/paste the valid infos into the other thread.
  19. I am confused. Isn't this the open beta right now?
  20. Flrbb

    Report Section for toxic players?

    There is an in-game report function. But I do not know if that is working or still beta.
  21. Then let this be a Request: 1. How many active players (lets say logging in at least once a week or somewhat) are currently around? 2. How many Infect (also Mountaineer and Church of Negotiation) are currently owned by those players? 3. How many boosters are opened per day? By the way, is this the right place for such requests?
  22. Flrbb

    Sell cards to "void"

    The longer the game is up, the more cards will be there. This will lead to a price drop of unwanted cards. To keep its (minimal) worth, a sell/destruction for those cards - with refund - would be nice. Anyhow, my initial thought was based on the wish to keep my inventory clean and sorted. A feature to sell X Destruction (for lets say 1 bfp each) would be cool!
  23. Flrbb

    Pure fire deck

    If I am not mistaken, Nyxia should be the name of a unique enemy in rPvE.
  24. I read this for the first time. Is this plan somewhat official?? Anyhow, personally I am the most interested in something I'd call a saturation rate of the AH/player cards.
  25. Flrbb

    Improve Upgrades Tab

    That list is flooded with all earned upgrades and this is why I think the current list is useless. You could improve its usability by adding filters. Sort by orbs and tier like the cards would be a first step, on top filtering per map and difficulty would be better. Also, an option to hide all applied upgrades would be great. This would slim the list and it would gain of value. Edit: it might be a but vague which upgrade tab I am writing about. I added a screen shot.
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