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Treim

Alpha & Beta Tester
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Everything posted by Treim

  1. 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
  2. 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.
  3. 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
  4. Either he cheated or you missed him building t3
  5. Updated! Sub 13 is definetly possible
  6. iirc buildings and units stayed alive after one player leaves and stays in the „You lost“ screen. I might be wrong about that one though
  7. Iirc: upgrade price = 2.5* activation price activation price = upgrade price/2.5 –> Rare: 400 - 1000 - 3000 Ultra Rare: 800 - 2000 - 6000
  8. What does it really matter what currency you use for it as long as the progression speed is similar. Sure its not a unique currency to PvE maps as you can also get it in rPvE and PvP it is however a solid and relatively easy to implement solution that also makes balancing rewards and progression easier than introducing a 3rd currency (as was the case with tokens).
  9. The thread is based solely on trust. I just wanted a place to compete with people fair and square. My idea regarding verifying times was to save the replays to be publicized after the month is over. if you don't want your replay to be publicized that is fine with me either way. Mine will definetly be available here. This month you can use some interesting strategies and use small things to your advantage. If they are publicly known afterwards i don't really care either way, will make competition more fun in the future hopefully and maybe someone new gets interested in the idea of speedrunning. If someone feels like they have to fake times i don't really care either - i guess nice for them? It's not like this thread is anything official or you gain any advantage from topping the leaderboards - probably a bunch of people aren't even aware of it's existence that could at least compete with some of the times. Obviously honesty is preferred . Again if you don't want to publicize your replay here that's fine with me.
  10. We essentially have that with gold. You can always buy your upgrades with gold ingame instead of grinding out the maps for upgrade drops.
  11. Definetly send you a replay with twilight cards like abomination vileblood and twilight warfare. Maybe you missed it? Regarding maps. Don‘t you have any of those or are only the ones without pass missing?
  12. Is it possible to add that information manually? As in if you upload the replay and it is a random map you get asked about difficulty and if its map of the month?
  13. Would be great if you could mark a rPvE replay as map of the month and then for which month (so f.e. January 2019) in addition to Players and difficulty and for PvP rank of player and the rank of enemy player as an optional information. A comment function would be nice P.s. send you a couple replays
  14. I have some replays with some of the missing cards and maps. Will check for replays today or tomorrow.
  15. @WernerShadow Just hit me up ingame and i will play some games with you and answer questions you might have about the game (if you want to). Ingame name is Treim as well
  16. -----------Disclaimer-------------- No further Updates due to the release of ranked leaderboards ingame Since Rankings are not yet implemented but the map of the month already works as you can repeat the map however often you want, I was thinking to create a forumintern place to compete anyways. For starters i will post my (teams) best times so far for level 10's. If people feel like they're up for the challenge you can report your times in this place. It would be great if you could save a copy of your replay to post it here in early February. I'm interested in how other people solve the current set of maps. Good luck Skylords . 1Pl : 18:47 Treim 21:03 RadicalX 21:27 Pritstift 29:38 Volin 39:48 LeSpaink 2Pl : 18:45 Treim + Pritstift 19:40 Asgard57 + ducarev 27:19 Navarr + RadicalX 28:55 Treim 4Pl: 13:10 DerNewYork + emmaerzeh + Pritstift + Treim 13:15 ahha + Asgard57 + Alexx-serg + ducarev  13:27 XxBlueFirexX + DerNewYork + Pritstift + Treim 15:36 Pritstift + Treim + XxBlueFirexX + iameinheld 16:40 Alexx-Serg + ducarev + Asgard57 17:27 Pritstift + Treim + DerNewYork + iameinheld 18:15 MephistoRoss + Treim + AcidxBurn + Pritstift 18:55 Treim + Pritstift P.s. If it is wished for I can extend this list to level 9's as well.
  17. I feel like the obvious here is Shrine of War. While not directly a powerup it provides your wife with extra power that she can use on whatever, this works obviously best if she uses a lot of spells or abilities instead of units. As mentioned above basically any spells that help her out, heals(Regrowth, Equilibriu, Surge of Light, protects (Revenge, Stone Shell, Ward of the North,Life Weaving), shields(Area Ice Shield), damage buffs(Unholy Hero, Unholy Power, Motivate, Home Soil), crowd control(Curse of Oink, Creeping Paralysis, Coldsnap, Maelstrom, Amok, Frenetic Assault), debuffs (on enemies)(Mumbo Jumbooo [fire aff], Frostbite [shadow aff], Fallen Skyelf [Ability]), movement spells (Netherwarp) or just general Utillity spells like Unity or Infect I feel like damage spells are not the best option for support though they probably will still help if used in moderation (Cluster Explosion, Thunderstorm, Soulshatter, Inferno, Earthshaker, Mine, Eruption, Lavafield). It is probably more benficial to take out key targets that your wife is (probably?) unable to recognize yet. Like the correct spawn building in rPvE, PvE Willzappers or other units that can cause a lot of havoc like the Twilight Timeshifter Spirit if you mainly use ranged attackers. Taking out those targets like a sniper will probably let your wife feel like she actually contributed while you helped her massively maybe without even realizing how much (at the beginning at least). If you mindlessly spam cluster explosion and soulshatter all the time and everythings dead within a few seconds, those spells are probably counterproductive. Moderation is key for those
  18. I don't think my guide mentions every possible scneario. So here's the short version of for all 3 possible scenarios in order of likelihood: 1. Enemy spawns/incomes attack you and pull the whole base when attacking you: Countermeasure: Trap spawns in between t1 and t2 - there should be an example given how you do it for every standard faction t1. Basically the methods are endless though and it comes down to minimizing the archer squad down to 1 or 2 members and then letting them attacking anything. Once the spawn is trapped you are free to take t2. Your wells/monuments ALWAYS should be the closest thing to the enemey base - no excuses here. 2. Enemy tower (Deepgorge [Artillery ranged]) attacks you --> spawn/incomes always trigger the whole enemy base attacking you: Countermeasure: Proceed as in Scenario 1, but as your monuments time alive is limited you wait for power before you take it. Also take the well closest to the enemy base (only that one). It will absorb a lot of damage and will let the monument live long enough for you to spawn your army comfortably. This wastes 100 power permanently but is well worth it. 3. Enemy base attacks you instantly when you take the monument: This is basically the death scenario but occurs VERY VERY rarely. I generally recommend just starting over with another map because it is simply not worth clearing the map from any efficiency standpoint and has a very high chance of failing nonetheless. If you want to proceed nonetheless you do this in 2 ways. One is a bit of a gamble but the one i would recommend trying because it almost always works but is much less time consuming: Build a big t1 army and kill all the units that trigger the attack on your t2. You will probably need some t2 units for it so you basically want an army big enough to tank the damage from the base long enough for your t2 to be build up. Your primary focus are the Dragons and the bandit snipers that are probably in that base. Once they respawn they will stand close to the spawn building and therefor can not trigger the attack anymore generally. Because you attacked the base you will get an additional income that you trap together with the one from t3 after which you can proceed as you did in Scenario 2. After prioritize the other ranged units other thant he XL's - you probbaly won't be able to kill those anyways. The other way to do it is to build a big t1 army and wait for massive amounts of power so that you can clear the whole base in one go with t2 units. First Priority in this case is to take out the building. Every other priority heavily depends on your deck and especially the availability of cc to you. You can mix methods up a bit and can prioritize killing the spawn building on top of killing the ranged units f.e. but this depends on your deck build and how easy it is for you to destroy the spawn camp in this scenario. The 2 methods are basically the most extreme versions to either end of the spectrum of what you can do in this scenario. If you want a more more in-depth analysis of what you should be doing i at least need your deck. Please also note that this is merely a short introduction to the topic of close bases as it is one of the more difficult scenarios in Battleforge PvE and therefor you need to be adapting to the situation constantly; especially concerning amount of units and energy necassary as well as positioning of those units. Therefor i can sadly not simply say build X units and you should be fine. I hope the description above helps to give at least a rough guideline of how to approach these situations anyways. @MastaMatt
  19. You can do Stormsinger spam with Coldsnap + Homesoil, Mountaineer + Homesoil or WarEagle with Area Ice Shield. Mountaineer helps you a lot if you can basically rush t3 with only minor reinforcements but is not that great against difficult t3's, namely Lost Souls as you dont have a reliable way to deal with Lost Vigils unless you take the extra slot for Gravity Surge or Stormsinger. War Eagle i personally dislike because generally it tend to get better the more you have of them and is not much better against Lost Souls. I would take Mountaineer from an efficiency standpoint anytime over War Eagle. Personal favourite is Stormsinger. You struggle a bit more agaisnt the weaker factions but it is really good against Lost Souls as it is very much spammable and Home Soil gets pretty insane that way. Stromsinger is only generally only really good if you have at least a couple of them. Against weaker factions you will probably have to spend a bit more compared to mountaineer decks but against Lost Souls Stormsingers have massive advantages. All 3 are viable and having both Mountaineer and Stormsinger has you covered for every possibility but also costs you an extra slot which is generally to be avoided if possible for rPvE. I would personally tend to Stormsinger as a t2 unit over Mountaineer and War Eagle as the 3rd option, for the simple reason that Frost doesn't really struggle against any faction but Lost Souls and therefor should tend to cover its weaknesses in that direction via unit choice.
  20. Treim

    Church of negation

    works with units too. You can manipulate ranged units so that one unit can attack while the other cant. It's a perfect alternative strategy to trap incomes in rPvE.
  21. Most people play it because it is a braindead card that is spamable and splashable. With the occasional heal it is basically impossible to die or lose a map. People really started using it after decks fot speedrun rankings were made public and people saw LSS being used all the time. For speedruns its strong because the damage in AOE scnearios gets insane (iirc you can get it up to 8 or 9k without buffs/20 in an ideal scenario. The weakness on single targets can be mitigated a bit by correct movement of the unit, buffs and debuffs. You never have to stop for incomes. The unit is cheap and motivate therefor becomes a real possibility even with only Cultist Masters void manipulation. Against Lost Souls its good because you dont rely on ground presence at all and therefor hellhounds are no problem. Due to the limited amount of spells necassary and the mobility you can easily outmanouver anti spell zones and the Lost Dragon debuff is easily avoided with Benevolent Mo, which cant get disenchanted by Lost Dancers from LSS. At the power minimum its still challenging to play but once you got a few extra units in your army(which you almost always have in casual play) the unit simply becomes a faceroll t4 card.
  22. You ran into a typical mistake beginners make when building their decks for (especially) random PvE and makes it a lot harder winning at higher difficulties. That is you have way to many units and way to few spells. One of the biggest strength of fire is their powerfull spells such as Cluster Explosion, Disenchant, Earthshaker, Inferno and Unity. In combination with Shrine of War you can get a lot of rotations out of those cards while maybe being 1 or 2 units down. For healing i tend to run Moon with her ability to heal after a fight. You can add Rallying Banner for easy access to her after a fight is mostly over. Note that you still want a lot of corpses on the ground still to make her heal more potent. Rallying Banner is optional - If you feel confident in your macro abilities you can keep her half a base behind your main army and send her in after a fight. Towers are generally a very bad idea for rPvE with the only exceptions being Phase Tower (due to its mobility) and a deck build around Worldbreaker Gun. Standard fire t1 would be as mentioned Nomad, Mine, Eruption. I personally really like to add Sunstriders to make the matchup against Lost Souls a lot easier. There is alternatiive starts but Mine stays the core card of every fire t1. For t2 you really want Lavafield in any case. Mine still is very usefull even when clearing t3 so keep that in mind. I generally run Gladiatrix (nature affinity) with this deck because fire can struggle agaisnt Lost Vigils a lot otherwise. You can use the artillery type cards like Fire Dancer or Firestalker. Personally not a huge fan of them though. I would not reocmmend scythe fiends, Enforcer or Skyfire Drake though, mainly because you got their strength already covered and Skyfire Drake generally is a to squishy, non spammable card to be worth playing in higher level scenarios. You can run Wildfire if you want to but it is not must have - at least from an efficiency standpoint. If you want to style on people, definetly take it ;). Disenchant (nature affinity) for t4 stage. T3 you really only need Inferno, Juggernaut and Shrine of War. Lavafield and Mine are still usefull at this stage. Some alternatives for Juggernaut are Giant Slayers and Magma Hurler. Any t3 unit is fine though. Unity for the later stages of the game. T4 I recommend doing Moloch, Batariel (fire affinity), both Cluster Explosion and Earthshaker Key to this deck is to have Shrine of War at all times and tank damage with Moloch and Unity for Batariels to kill whatever Cluster Explosion and Inferno didnt. this deck is very charge reliant especally for the damage spells. Would not recommend running this with less than 3 charges for Inferno and both Cluster Epxlosions. Units you never want to have more than you can cover with Unity (so 5). I generally run 2 Moloch and 3 Batariel. Keep in mind that you want to have at least 250-300 power before you enter a base to get the spells going. That would end up in something like this T1: 4 Cards Nomad Sunstrider Mine Eruption T2: 6 Cards Gladiatrix (nature) Lavafield Wildfire Disenchant (nature) - for t4 Moon - for t4 Rallying Banner - for t4 T3: 4 Cards Juggernaut Inferno Shrine of War Unity (nature) - for t4 T4: 5 Cards Molochh Batariel (fire) Cluster Explosion (fire) Cluster Explosion (shadow) Earthshaker Last card you can fill up with whatever you want really. I'd probably do either the 2nd affinity of Unity or go Fire Sphere, but if you feel like you struggle a lot in t2 ir t3 you can use that spot to help you out there as well. As a side note: Pure Fire is one of the harder decks to hard carry a game with because you can run out of charges for your potent spells really quickly, so you run on a knives edge there a little bit, especially against Lost Souls fire can struggle a lot because the Unity buff can get debuffed, the anti-spell buildings wreck your palystyle, Hellhounds destroy your units really quickly without Unity and the mass shields can negate your spell damage somewhat. It becomes really important to learn when to use your spells and when not to. That cana only really come by experience though. This deck you can beat level 9's on rPvE relatively easily, with Lost Souls being the exception. I hope this was enough of a small introduction to this deck. For any specific questions you can ask them here. Edit: There was another thread about fire rPvE decks some time ago. The deck i recommended there is basically the same. I didn't read all the comments again, but maybe you'll find something additionally usefull:
  23. I honestly can not fathom the thought process behind t1 and t2 and the buildings at all. You are investing so many card slots in stages that are a fraction of what matters in rPvE. You really want to cut down on especially t2 and t3 units and definetly only take furnace of flesh and decomposer. Decomposer only if you can not afford Cultist Master or Shrine of War. Nightguard and Witchclaws have strengths that are mostly irrelevant to you in rPvE. Nightguard is an L-Counter and is mainly strong because of her ability. The ability is not worth on anything you face in t2 in rPvE 9's. Twilight Hags and Treefiends you can maybe make an argument for at t3 but thats at best a semi viability against 2 specific units. Witchclaws have their occasional use case in rPvE, but only in level 10's when the spawn building at t2 is very hard to reach, sso again nothing that you'd want to pick for your deck, especially not for one that is made for various use cases. If you want to start shadow t1 I highly recommend to either play Nox or Forsaken with Motivate and a presetup Soul Splicer. Alternatively Phase Tower with Dreadcharger or Skeleton Warriors are decent, you can probably play Witchclaws with that as well, though its not optimal. Let me be blunt your t2 is overloaded with units, but lets start with the good things: Lavafield is a good pickup as a card, decent AOE damage especially for a t2 spell. Windhunter is a theoretical option with Ravage but not my preferred one because. What I'd recommend doing is either go shadow phoenix with Embalmer's shrine (which is a choice purely based on efficiency). I would most likely run gladiatrix , the nature affinity though. Swift is a pretty big advantage over the shadow affinity. An essentially 2-3 card t2 is pretty optimal for rPvE 9 so either Gladi Lavafield or Phoenix Embalmers. Alternatively Windhunter, Ravage, Lavafield. Bandit Stalker is just a terrible card tbh. T3 basically same rules apply though to a lesser extent because you have access to cards that can have a lot of value even in t4. So the obvious unit to play here is Soulhunter and then add in Frenetic Assault, Infect and Soulshatter. To round out the combo you cna do Cultist Master + Furnace of Flesh to get back the power from spells used or Shrine of War for the same effect. I would definetly run Shrine of War for Bandits because it is a very spell intensive deck and therefor needs a lot of void manipulation in t3 and t4. CM + FoF are not necassarily able to provide enough of that, especially if you dont use the CM ability on cooldown. For t4 I'd run Bloodhorn, either affinity is fine, and maybe Rifle Cultists with Offering in addition to both cluster explosions and Earthshaker if you chose the shadow affinity Bloodhorn. In this deck it is CRUCIAL to use Bloodhorn's Stampede. It is your main healing tool. That would leave me with these cards for your deck: T1: Forsaken or Nox-Trooper (Phase Tower) Soul Splicer (Skeleton Warriors or Dread Charger) Motivate T2: Embalmer'S Shrine (LavaField) Shadow Phoenix (Gladiatrix) Resource Booster T3: Soulhunter Furnace of Flesh Cultist Master Shrine of War Frenetic Assault (nature affinity) Infect Soulshatter T4: Bloodhorn (shadow affinity) Cluster Explosion (fire affinity) Cluster Explosion (shadow affinity) Earthshaker Rifle Cultists Offering (nature affinity) That leaves you with 19 cards currently. The other card is up to you really. Some possibilities would be: Inferno, an additional t1/t2 card (like Gladiatrix in a Phoenix deck to deal with Lost Vigils f.e.), Nether warp for the utility it can provide. Blood Healing, if you have issues with healing alot (on Infect Crawlers or a Bloodhorn that you offer afterwards) Disenchant (nature affinity) Unholy Hero For any questions you might have about this deck, feel free to ask
  24. With debuffs there are only meant something akin to attack disablers like Dragon Spit of Lost Dragon or the Mauler ability for ranged attackers or the Roar of Abomination or the Twilight Brute that disables ability useage. The Lost Dancer ability is something more like the Disenchant spell and something that is more accurately called debuff (because it debuffs buffs and is not simply soft cc). Incredible Mo's abiility is classified as a buff and can therefor also be disenchanted by the likes of Lost Dancer or (you guessed it) the card Disenchant. The card works as intended - the card description is (as so many others) inaccurate and/or incomplete. Can be closed
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