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Alpha & Beta Tester
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About Treim

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  • Birthday 03/19/1995

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  1. Treim

    rPvE map of the month rankings January 2019

    @Th3S0uL As stated before: all replays will be released upon early February. It doesn't sit well with me developping/applying strategies for this map and giving them out for free as that is also part of the competition imo - That is especially true because Pathing is such an integral part of the game, especially in 4Player. Maybe @RadicalX will cast some of the replays? No worries though - they will be publicly available - just as a majority of my old replays for past motm's
  2. Treim


    Ah happens to rarely to me that something destroys my orb mid building except myself. Thanks for clarification there. Not sure about th exact numbers 75 25 might be correct as well. Hmm interesting. Didn‘t actually know that only toggle refund 100%.
  3. The deck above is tuned moreso towards random PvE where towers are absolutely useless with 2 exceptions. I would probably replace healing gardens and ray of light for 2 towers such as Mortar/Makeshift tower and Tower of Flames/Volcano/Comet Catcher. That leaves Ray of Light in a weird spot because it only really shines with healing gardens. So i would replace that with Surge of Light probably.
  4. Treim


    Well obviously.
  5. Ensnaring Roots you can use in t2 still as it is a very flexible skill and affects all ground units no matter the tier, soeven in t4 you can get some value out of it. Hurricane i would tend to avoid in higher tiers as the amount of archer squads, where Roots is worse than hurricane tend to become fewer and fewer and also less of a problem. Ensnaring Roots furthermore has inbuild synergy with Mines, it is at least worth thinking about. It depends a bit on which other choices you make and with how many open slots you are left after you got all the core cards and maybe a few cards for personal preference.
  6. Treim


    Pretty sure you loose all the power. as you tend to build them up again for 100 power that is your net loss as the other power is bound permanently anyways ( as you don‘t destroy monuments without the intention of rebuilding them instantly). Essentially you bind an extra 100 power to that monument. That‘s at least my understanding of it. Correct me if I‘m wrong,but i don‘t think any power from the monument or destroyed wells goes back into the void or the usrable power pool upon destruction (except when a monument still in buildjng process is destroyed)
  7. rPvE = random PvE = Battlegrounds. New York already did a goob job of lining out some of the core cards you should be looking for in PvE and rPvE. There is an interesting diacussion going on about Shaman in another thread (about a Nature PvE deck). The TL;DR of my opinion is that Shamans are often more of an optional card, especially considering that a lot of players don‘t use them as a backliner/support unit only but let it attack often as well. Only on a couple of Expert PvE maps are they truly „required“ to play that map efficiently. Considering that their price is absolutely inflated i would not recommend putting a high priority on it whatsoever if you just started and are short on BFP unless you really need the card for a specific expert map. There is plenty of options for a start. If you want to go for damage with supportive spells, then fire natur is definetly a good place to go. I would recommend going fire nature or nature fire in that case for t2, as it enables you to have damage (Lavafield) and cc spells (oink) relatively early into the game. If you go pure nature or pure fire you tend to get only of the 2 things (generally). The t1 you pick is dependend on what you want to focus more, a controlled style with nature that complements the cc in t2 with cards like Surge of Light, Ensnaring Roots and/or Hurricane or a more aggressive style which complements the damage side in t2 with Mine and Eruption. Both starts are fine and are solely dependend on your personal preference. T3 i would personally tend to go towards a 2nd fire orb as you only really loose access to fathom lords but gain access to Inferno instead. Other possible carsds for such a t3 would be Deepocil worm, Equilibrium and Revenge as well as Giant Slayers. T4 Abomination is a must as is Cluster Explosion and Regrowth. ln T4 heavy maps such as rPvE you can further use Twilight Pestilence, depending on if you use Revenge already
  8. Your English is totally fine, don‘t worry. Do you look for a PvE/rPvE or PvP deck? It would be helpful to know these things because the game modes have different priorities and therefor require different types of deck compositions and cards @Marvvster
  9. Treim

    Oceanic server

    I highly doubt this will ever happen. The devs stated since the beginning that thy don‘t want to split up the (already small) community. So unless the community absolutely massively grows we will probably only ever have 1 server as sad as that is for players that live far from europe.
  10. Treim


    The Cultist Master has an ability that spawns little Night Crawlers(which don‘t cost any power). Furnace of Flesh uses their max HP when they die to get your power back from the void pool. You do NOT kill the Cultist Masters, they are a permanent investment and stay on the field for whole game. that is worth because they basically allow you access to huge amounts of power by constantly cycling power through your power pools Use spells -> void power pool goes up/ useable power pool goes down -> Use Cultist Master + FoF combo -> void power goes down/ useable power pool goes up. If you do this constantly you can spam spells like crazy even if you only have max 150 or 200 power in your useable power pool. Because you recycle it all the time so you can cast spells with a total value of double/triple/quadruple of that amount. Also you almost never have any void power/ unuseable power in the system. Generally that is (depending on game state) around 150-600 unuseable power. Considering that you basically pay off thr Cultist Masters + FoF combo (255 power) with your first activation of it - everything after that is essentially extra power you gain
  11. I feel like we need to get things into perspctive here: Shaman is overrated yes, it is by no means a bad unit though and can be very helpful on a couple of expert maps where they ARE basically or very close to mandatory to play nature t1 efficiently. The card is overrated in the sense that a lot of people, especially beginner players think it is a mandatory op card for any nature t1 deck, which is definetly not the case. That does not mean that it is unplayable, it just means that it is more of an optional choice. That choice is viable and can be very helpful, but you can often make do without it and save the deck slot for something that might be more beneficial in the grand scheme of things. A shaman or 2 can go a long way in helping you sustain a fight if used correctly, just note that you can achieve similar results via other means and that Shaman is in no way omnipotent or irreplacable in most scenarios. If you feel like that Shaman is a neat addition for your deck, do so it is a viable choice for a nature t1, use them in moderation though as they can also slow you down masssively.
  12. Treim


    90% for destroyed buildigs/units, used spells and monuments that are destroyed before they are finished building. 100% for used abilities of buildings/units 0% for destroyed wells and fully build monuments
  13. Treim

    How to build an Amii monument at T2?

    Either he cheated or you missed him building t3
  14. Treim

    rPvE map of the month rankings January 2019

    Updated! Sub 13 is definetly possible

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