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Treim

Alpha & Beta Tester
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Everything posted by Treim

  1. Treim

    All-time fastest speedrun rankings

    2 Player rPvE - new all time record
  2. Treim

    All-time fastest speedrun rankings

    With all the talk about the reset i was actually wondering: Will (at least) the speedrun records from the skylords reborn period get carried over for the beta stage / full release
  3. Is there a quest you really would like to have in the game? Well here is your chance on suggesting it and maybe the devs will implement it. This thread's purpose is to collect all kinds of ideas for quests and achievements to help out the staff team with coming up with those and instead just picking the good/ best ones out of here. Please try to not suggest ideas that are already on the list in some form (also include not suggesting numbers for a already existing quest). Please note that i am not part of the staff and therefor can not guarantee that any of your suggestions will get implemented in any kind or form. If you post your ideas here i will add them to the main post to the best of my abilities . The general ones i will post in a general form so they can be applied to every map/ difficulty in that way. Thanks in advance to all ideas mentioned. Suggestion: General quests could be expanded to also include selected community maps. General quests/achievements: Complete x map on standard/advanced(or higher)/ expert difficulty Reach x PvE/PvP rank Complete a 1/2/4/any rPvE map on x difficulty Play/Complete x games of PvP/ranked PvP Play x amount of time in a PvP/ranked PvP/PVE/rPVE/any match Complete the story around Rogan Kayle Complete the Story around Mo Complete every map on standard/advanced/expert difficulty Complete any map with only x cards in your deck on standard/advanced/expert difficulty Play/Complete x amounts of PvE/rPvE/PvP/ranked PvP games (on x difficulty- PvE only) Open all gold chests on x map on x difficulty Complete x map in under x minutes Complete a ranked PvP match in under x minutes (Countermeasure against instant leaves probably necassary) Complete x amounts of daily quests/achievements Open x amounts of gold chests/boosters total Complete a 2/4 player map solo on x difficulty Deal x amount of damage using spells/buildings/units (all time) Heal x amount of health (units only - no regenerating at nearby buildings/wells/monuments Built x amounts of orbs/power wells/ (killing and rebuilding orbs does not count) Use x card/any single card/any single card type(spells, buildings, units) x amounts of time Use (any) card abilities x amounts of times Kill x amounts of Lost Souls/Bandits/Stonekin/Twilight enemies Have 4 different orbs in a match Break x amounts of shields/ break shields with the HP value of y Reach the Unit limit with only small/flying/x unit(s) Don't let a single of your units in a match die Destroy an enemy structure with your own building Complete a map without spawning a ranged unit Complete x map with only unit cards One Shot any Boss Hear "a monument is destroyed" x amounts of times Build x wells and/or y monuments Break the population/unit limit by at least x points Get 1000 power from your void within 3 seconds Control a single unit of s units for x seconds Complete x map without/only using fire/frost/nature/shadow (splashs included/splashs not included) on y difficulty -->(maybe 1 map for each orb) Play/Win a match with x differentt(unique) players Participate/Reach x rank in an "official" Skylords Reborn tournament (probably needs to be handed out manually) Use every card in your deck at least once in x amounts of matches Complete x amounts of matches playing with a friend Let a unit survive for at least 15 minutes Have no void power at any time in a match Complete a match without using any spells/buildings Complete any map without self-destructing a single unit or building "Out of match" achievements: Clone x amounts of decks Add your own custommade map to Battleforge Win x amount of bid auctions Kill all AI creatures available in the forge at least once Upgrade x card(s) to rank 1/2/3 (with rarity common/uncommon/rare/ultra rare) Own x unique/every cards of y faction/edition/element /rarity/size/total Trade/Buy/Sell x amount of cards Upgrade x cards to UX Add x players to your friendlist Reach deck level x Buy x amounts of boosters Earn x amounts of BFP/gold with Quests/Achievements/Trading/any way Show a (single unique) deck to x persons Watch x amounts of different decks (from other players) Specific quests/achievements: I will try to seperate good ideas for endgame achievements beforehand in a 2nd list below. Please let me know if you agree with that kind of structuring and if you have a different opinion on how good those choices are. This is done simply for better visibility and a better overall structure as i a assume we will have quite a number of suggestions: Ability/Card Specific Quests/Achievements Teleport a unit using a "tunnel" ability Travel through a Deepcoil Worm with another Deepcoil Worm Complete a level 1 battleground using only "snapjaws" "Freeze" x amounts of units in matches (Santa Reward?) Destroy x amount of buildings using a unit with the "siege ability" Absorb/Heal x amount using "Ashbone Pyro" Do x amount of damage using "x unit" Use a "revenants doom ability" Use a "transform ability" "Knock back" x amounts of unit Spawn more than x % of units within range of "Breeding Grounds" Have 12 "Lost Spirit Ships" spawned at the same time Have every dragon creature summoned at the same time (t4 only -- Fire Dragon, Lost Dragon, Giant Wyrm, Grim Bahir, Skycatcher) Have every Worm summoned at the same time (Fire Worm, Shadow Worm, Deepcoil Worm, Core Dredge) Use "Enlightenment" to build an "Ice Barrier" Grab a paralyzed target with a "Deep One" Summon "all legendary cards" in a match Make a "Shadow Phoenix" revive x times or more Build all 4 Affinity Crystals in 1 match Kill a Nightguard that was once yours with a Nox Trooper ability Deconstruct a unit that has more than 6k health (by using Wrathgazer, Grigori, Shadow Worm, etc) Destroy x units with a single Shadow Worm/Church of Negation Build a root network with at least x participants (units or buildings) Use a healing spell to revive at least x squad members at once Let a Tortugun eat x population or more in 1 match Destroy x or more buildings with a single Worldbreaker Gun shot Kill any Boss using only Termite Hills (Map)specific quests/achievements i will not specifically name the difficulty or the like on these achievements as they probably have to be manually chosen by the staff team, maybe in cooperation with the community to allow for enough achievements on each difficulty of play and to make them reasonable for the players that play on that level. These are supposed to be challenging not outright impossible for players of that skill level. The really hard ones come down below . Complete "Introduction" without killing the Bandit Healer Complete "Introduction" without building t3 units Complete "Encounters with Twilight" by attacking the Twilight fortifications on x difficulty Complete "Encounters with Twilight" without a spirit reaching the Wrathgazer (was it called that?) on x difficulty Complete "Encounters with Twilight" by defending against the Twilight horde attacking on x difficulty Complete "Encounters with Twilight" and don't loose any units to the Wrathgazer on x difficulty Complete "Siege of Hope" without any defenders dying on x diffiuclty Complete "Siege of Hope" Complete "Defending Hope" without Rogan taking any damage on x difficulty Complete "The Soultree" without Moon getting under x % of health on x difficulty (no Amii-Monument) Complete "The Soultree" without any of the Lyrish Defenders die on x difficulty Complete "Mo" and kill the Commando Walker on x difficulty Complete "Mo" without any of the Banzai birds exploding Complete "Oracle" using all trick magic devices in Oracle correctly on the first try Complete "The Treasure Fleet" without losing a single Gold Wagon on x difficulty Complete "The Treasure Fleet" without opening a single Gold Chest Complete "Sunbridge" switching the gate in Sunbridge x amount of times on x difficulty Complete "Sunbridge" without loosing any units against Mora on x difficulty Complete "Convoy" without letting x amouns of Walkers die on y difficulty Complete "Convoy" without using the spell devices more than x times on y difficulty Complete "Nightmares End" without losing any of the nodes on x difficulty Complete "The Insane God" without letting any of the priests or temples take damage on x difficulty Complete "Bad Harvest" without the Gold Wagon taking any damage on x difficulty Complete "Titans" and save every single Prisoner on x difficulty Complete "Blight" killing the Ravenheart in under x seconds on x difficulty Complete "Blight" without failing to destroy a bandit camp in time on x difficulty Complete "Empire" killing Brannoc in x amount of time on x difficulty Complete "The Ravens End" killing at least x amounts of Raven Scoutships on x difficulty Complete "Guns of Lyr" without Rogans Stronghold taking any damage on x difficulty Complete "The Dwarven Riddle" without using the Fire Altar on x difficulty Complete a "Battleground difficulty 5" only using Manawing and Deathglider Complete a "PvP ranked match" going t3 before your opponent builds a second monument Kill a Promo unit with a Promo unit in a "PvP ranked match" Kill an XL unit with a S unit in a "PvP ranked match" Kill x amounts of frozen units in "PvP matches" Win a match with someone x PvP ranks lower than you in a "PvP Match" (same team) Complete a "Battleground" match on every difficulty Complete a "usergenerated map" on x difficulty Endgame, (map)specific quests/achievements: Some of these probably need some testing if at all possible (I will mark the ones i think might prove difficult to achieve or have outright no clue if possible for testing by making them yellow coloured. If you have already completed such feats in the original game or know that they are possible let me know and i will make sure they are no longer coloured). Complete "Mo" without Mo ever getting under x% (maybe 90%/95%/99%?) of HP on expert difficulty Complete "Crusade" without using the teleporters on expert difficulty Complete "Crusade" without building any walls on expert difficulty Complete "Sunbridge" without using the Amii-Portal-Switches on expert difficulty Complete "Slavemaster" without using the Firetrap on expert difficulty Complete "Bad Harvest" without building any walls on expert difficulty Complete "King of the Giants" without Rogan Kayle taking any damage on expert difficulty Complete "Dwarven Riddle" solo without building any buildings (including walls) on expert difficulty Complete "The Dwarven Riddle" killing all crystals within 3 minutes after destroying the first one on expert difficulty Complete "Guns of Lyr" solo without building any buildings (including walls) on expert difficulty Complete any 2 Player map solo using the tutorial deck on expert difficulty Complete a 12 Player map with only on person on each map and without using any spells on expert difficulty Complete all PVE maps in under 6 hours on expert difficulty (adding the all-time speedrun rankings of all time together (no rPvE) results in about 5 hours and 20-25 minutes --> 6 hours should be possible but still be a challenge even for most if not all speedrunners) --> can this even be tracked? Complete a "solo lvl 10 Battleground match" with only 2 monuments build total Own every card at least once ( (not) including promos?) Have every card fully upgraded (U3 + fully charged) Complete 1P rPvE at lvl x in under y minutes Complete 2P rPvE at lvl x in under y minutes Complete 4P rPvE in under 10 minutes 30 seconds on difficulty 9 Complete 4P rPvE in under 13 minutes 30 seconds on difficulty 10 Own x amount of gold Complete x amounts of "PvP ranked matches" in a row Reach Top 3 in either ranked PVP 1v1 or 2v2 Reach Top 1 on any Map of the month ranking (not including maps with fixed times: F.e. Siege of Hope) Use every card at least once in a match (all time) Complete all 2 and 4 Player maps solo on expert difficulty Complete any map with maximal 4(?) cards solo on expert difficulty Changelog: 2018.08.17 Added a "Ability/ Card specific" list for a better structure. Added @Eddio's suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&do=findComment&comment=70866) 2018.08.19 Added @Chimaka( ͡° ͜ʖ ͡°)'s suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&do=findComment&comment=70893) Added @LetsEinfallslos002's thread (https://forum.skylords.eu/index.php?/topic/1948-achievements-for-bfr/&tab=comments#comment-40340) --> Does not include the "Kill x amount of units with y" or "Control x amount of units with y card" quests/achievements as those can be done for every card and would therefor make the list even more unreadable as it already is 2018.08.29 Added @Navarr's suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&do=findComment&comment=70938) Added @Smok's suggestions (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions/&do=findComment&comment=70959) Added @MephistoRoss's thread (https://forum.skylords.eu/index.php?/topic/704-ideas-for-daily-quests/&) Adeed achievement category "out of match" (should be rather self explanatory, but here you get anything that is about trading and forge activities and really anything that is not directly reached in a match) 2018.09.04 Added @Kiwi's thread (https://forum.skylords.eu/index.php?/topic/2737-quest-suggestions/&) Added some more own map specific and end game specific quests 2018.09.08 Added @Navarr's post (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions-megathread/&do=findComment&comment=71129) Added some more own quests 2018.10.09 Added @Karl Lavafeld's post in form of a suggestion/hint in the thread introduction (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions-megathread/&do=findComment&comment=76186)
  4. Treim

    Current Proposal: Rewards

    I think you misunderstood my intent there. I was asking not asking for a date but simply explaining circumstances. Announcing dates backfired big time (multiple times) which is why i understand that they dont do it anymore. I wanted to clarify that i simply did not think it would take this long to reach the first wipe and with so much time passing, i would be quite disappointed to lose my progress. The difference in expectation and reality is not the mistake of the devs but probably a lack of understanding on how hard this would be on my end and maybe (or maybe not) some unforeseen issues on the devs side (?). With the situation i and probably quite a few other players are in, starting over (again) is quite disappoiting, especially if you want to play the game competitively which requires a lot of cards and upgrades. As I am now able to do that for at least most maps, which actually took me the last few months of intense playing and progression supposedly going down after the wipe, that is simply not a feasible alternative for me. I don't plan to play 8-10 months just to be able to play all speedruns. P.s. Don't think i am whining here. just stating the situation as it is from my point of view. What you do with that is up to you.
  5. Treim

    Current Proposal: Rewards

    The problem is that you need a certain amount of charges to make deck works decently well. You can surely make them work somewhat, but thats a patchwork at best after all, especially for PvP. If this was a completely new game i could even understand the progression rate at least somewhat. But BF is after all played by a lot of people who already know all of or at least most of the content anyways. To get all the cards necassary for competitive play is hard enough as is now. Playing through the game a 3rd or 4th time to get to the point where competition is actually evened out... well. And fair enough, people knew that there would be a wipe and you didnt name a date for it. That was half a year ago though with no end in sight just yet. It just doesn't feel good at all to loose all the stuff of a game i know in and out for a 2nd time, just to start over completely. I can understand that you want to give players who actually waiited a more even playing ground as they trusted that announcement. I feel like there were for the most part no major abuses of bugs or something. So the major problem is that the progression rate is currently enhanced. To level the playing field a bit, i wouldnt even mind to not get bfp/gold/exp rewards for a couple of months, as long as my current progress isn't set back to 0. An option to choose to either keep your account and dont get/ get redcued rewards for x month or wipe the account would be nice. I am aware that is extra work and am not even sure how feasible that even is. Just my current feeling about the plans ahead. I would most definetly play significantly less at least until i got some of the necassary cards back.
  6. Treim

    All-time fastest speedrun rankings

    Got the 1 player record back: 14:13.6
  7. I feel like weird map seeds are way more common now. Back in the days i can only remember a single instance where the paths of 2 players combined before t3 ( on level 9 and 10). In the few months since playing again i can already remember 4 maps that had such seeds (including this month motm level 10). I am not sure what changed though. I would also like to make level 9 more challenging. I feel like considering its the 2nd hardest difficulty it is basically a joke, with maybe the exception of a couple lost souls maps. As proposed before (in a different thread that i am too lazy to search) a change regarding the actual difficulty of levels or maybe even the addition of 1-2 extra difficulties. @Karl Lavafeld the structure you describe was the old level 9 strcuture i believe. 10 was basically unchanged iirc. Would like the return of the old structure. I think it would tie in neatly with making level 9 a more challenging prospect.
  8. Treim

    Solo lobby pause or no auto kick.

    I think it is fine as a featur. The camera should be locked while you are paused though, so you can not get a big information bonus.
  9. Treim

    nerf amii monument

    @Irysunna Convoy all-time record is5:52 or 5:54, so thats quite a big time difference. The 7:10 might not be signicantly slower in the grand scheme of things, but at least you had to actually clear all the necassaary monuments Also i don't want people to play with the Gen1 cards but just play the map without skipping t4 base(unless they want to stay t3 which is totally viable on some maps). As you mentioned there are other very good cards nowadays that will still make the map way easier than they originally were.
  10. Treim

    nerf amii monument

    Where did i or anyone in this thread ever state that this has to happen now? I simply stated that Amii-Monument is the most broken card, at least from an PvE perspective. I agree that balancing things out will take a lot of time and should not be done before finishing the game. That does not mean that possible changes can not be discussed within the community. To add onto that when starting to balance things out you should most definetly start with the most glaring problems which Amii-Monument is definetly one of. This does not mean that i even think it should be the first card to be tackled. PvP should get that honor as its the main competitive game mode. The argument that everyone has the choice to play it is utter nonsense imo. Might as well add a card that instantly ends the game when hitting t3 and 500 power (as mentioned before) as you have the choice not to use it or find a way to beat the game even faster. After all creativity can beat anything right? Just find a better strategy and get good. Matter of fact however is that Amii-Monument is necassary for at least 80-90% of speedruns and speeds up the time considerably compared to playing without it. That in itself would have been fine if using the card took any skill at all, as in you have to fullfill certain requirements to use the card as is the case with many speedrun glitches in other games which often require crazy amounts of precise inputs, training etcetera. That is not the case while building Amiii-Monument. Just plop it down and your instantly t4. You can argue that thats just how it is and deal with it, well then why bother with balancing at all -> just deal with it . I am aware that this change will impact how maps are played and there are other problematic cards that are blatantly way too good compared to other cards in the game. You might say that is because all the other cards are to weak and we should buff those (or just say deal with it), but you should quickly realize that there is a couple of really strong cards and a lot of really weak cards with a decent amount somewhere around viable. I merely suggest that those cards that are way too good get turned down a notch and buff the weaker cards so that the spread of useability gets a lot smaller. I don't really mind if there is cards that are generally stronger than others - that's just how it is, but the ones that are just so far ahead of anything else should be pushed down a bit to a reasonable level. Also would you be kind enough to explain to me this bigger picture that you seem to be so knowledgable about? Seemingly fixing a card that circumvents map design by its own design and therefor forces players to play the map the way it was originally intended seems to not be everything. You can not possibly mean deck building because those maps were created with a lot less (and often) weaker cards in mind and were still beaten by people so it doesnt make the game unplayable either. While Amii opens up interesting deck builds such as playing t5 you could still do that with most of the changes proposed. So you can't mean those either. So please enlighten me as you seem to be very knowledgable about this bigger pciture you're talking about Also which card do you propose should be up for balancing first if not Amii? Or is it all perfect as is and we should just work with it instead of trying to better the game?
  11. ------------------Disclaimer------------------ I wrote this guide without access to the game and do not intend to update it anytime soon. I apologize for all inaccuracies due to my limited memory. The vast majority of things should be actually correct, but I might've missed a few smaller things that i probably wouldn't now. 1. Introduction Aloha and welcome to my guide for speed running rPVE or as most call it 'Battleground'. My name is Treim and I'm one of the most succesful rPVE speedrun-players ( speedrunners). I played Battleforge since 2009 and started speed running Battleground-Maps since the early 2010 until Battleforge got shutdown. So I have 3 1/2 years of experience. English is not my native language, so I hope you can forgive me if some sentences are a little bit sloppy and my grammar isn't perfect. But that's enough about me. Lets dive right into the action. This guide will contain general aspects of rPVE/Battleground such as spawn mechanics and more detailed information about how to find correct paths through a map for 1 Player, 2 Player and 4 Player Maps and common strategies and energy management against different opponents. If you prefer reading this guide as a pdf-file skip right to the end, where i attached a link to the file. 2. General Information 2.1. Spawn Mechanics First of all: Spawn mechanics in rPVE are very simple, they are following only 4 rules: Whenever you attack a unit from an enemy base (except the spawns), every camp that has a direct path to that attacked camp will start spawning units. A camp has a direct path to another camp when you can go there without facing any other camp on the way, its direct. You can go from camp A to camp C without the need to go through Camp B. When such a unit is spawned, it will always directly attack your monument, that was the last one you have built at the time the enemies spawned, monuments that weren't built up, but were in progress, when they spawned count as a 'full' monument. Any monument you build after they spawned are not relevant for that specific spawn. Whenever a camp started spawning units, it will not stop until you kill the spawn building. A camp can only spawn new units if the complete previous spawn gets killed. Example: In the picture I have named camps: '1','2','3','4','5' The arrow symbolizes your attack, so the following will happen: When you hit the first units from '1', '2' and '3' will start spawning as their is a direct path from '1' to them. Nothing will happen to '4' and '5' as they do not have such a linkage to '1'. After '1' is cleared you could go to '2' or '3'. In this scenario we will go to '2'. When you attack '2', '4' will start spawning units as they have a direct linkage.'3' will still spawn units, as it can't stop; '5' will still do nothing; '1' doesn't exist anymore. Next step would be to clear '4'. As soon as you attack '4', '5' will start spawning units due to their direct linkage. '3' still spawns units, '1' and '2' doesn't exist anymore. 2.2. Base structure & how to find the 'right' spawnbuilding So a base is always built up like this (with more or less paths to it): First of all you need to know that in every base there is always only 1 spawn building, if there is a 2nd one that could potentially be a spawn building as well (just from the way it looks), one of those is fake and will never spawn any units. There's a way to identify the correct and the fake spawn building with 100% security. In order to do so you need to know following things: You will have several entries and one of them is the 'main entry', you can always recognize the 'main' entry on how the base is aligned. In this case the 'main' entry is 'entry 1'. You can recognize it as 2 towers are directly oriented to that entry (they are always on the left and the right of that entry), even though you might get into the base from entry 2, 3 or 4, '1' will always be the main one. With that knowledge the spawn building that spawns units is not random at all anymore, its 100% predictable which of them will be the 'right' one. When you would run into the base from the 'main' entry, it is ALWAYS the spawn building on the right side of the base. If you ever think it's not, well better check if you have the main entry identified correctly. 2.3. The issue of close camps and trapping spawns. I bet most of you (if not any), already had this: you're into a battleground game and you pull the aggro of the t3 when trying to take t2. This often happens (95% of the time), the spawn of the t3 will somewhat pull the whole t3 base to your t2 base. In very rare cases, the aggro range of the t3 includes the t2. In all the other cases the spawn will just 'ask for ally help'. That actually means that you can avoid those attacks from close camps by 'trapping' the spawn in-between t1 and t2. Every fraction (fire/nature/frost/shadow) can do that, some easier some harder: Fire: Get 3 nomads (green), kill the melee part of the spawn and kill the most part of the archers, you want of the squad of 6 archers that maximal 4 are alive, so your nomads always stay healthy. For the last few hp you need to take away from them, you can just through them. It is very necessary to hold position (press 's'), so that the nomads don't attack the archer squad. Demonstration: http://listenonrepeat.com/watch/?v=g52hV...ade_Expert Frost: Kill the melee units, take aggro of the archers with one unit and run to t2 with another one, you can take a well when the archers are NOT in range of it, otherwise its a gamble, if they switch their focus. After that spam some ice barriers and kill the squad you held aggro with. (if you are confident in your skill, you can try to do the same as with nomads, but its much harder as you can not run through them to do damage. You need to use master archers and stop the attack of them at the exact correct time, so that the bolts doesn't finish off the whole squad, but only parts( that works because every unit of the squad needs to get killed by a single bolt) Shadow: Basically same game as with frost, kill the melees, pull the aggro of the archer squad with one unit and take a well at t2 with another unit, kill that one after. Build Soul Splicer in-between t1 and t2 and kill some units next to it to, to fill it up. Then just press 's' with the squad you have aggro. By the time the soul splicer is empty, your aggro unit is dead and the soul splicer is destroyed, you should have enough energy collected to clear t3 easily. (You can try the same as mentioned in Frost, as it will lower the damage of the squad you gain more time) Nature: Kill the melees or the archers, take aggro of the other one with a shaman and build t2.. done. Extra tip: When you face lost souls and the spawn includes a lost dancer you are the luckiest guy in the world. Use any squad unit (windweavers/forsaken/northguards/master archers, etc.,etc.), kill all other stuff but the lost dancer, and press 's' with your squad unit. When the lost dancer attacks it, the squad will split up and stay like that, any following attack of the lost dancer on that squad will do no damage anymore. This also works for close camps at from t3 to t4. 3. rPVE/Battleground 1 Player 3.1. Map structure and general principles First of all I would like to show you the general structure of a lvl 10 1 player Battleground map, you will need to understand this in order to follow some of my thought process. In this case we start at the bottom of the map. That is because it easier to explain it that way, but it doesn't matter if the map is twisted 90°, 180°, or 270°. The principle stays the same. You see that the way will split up right in front of your t1. The t2 will always be at the end of the way that goes to the edge of the mini map. Notice that the way to the camp that is closer to the centre of the map will always be way shorter and you might get problems with pulling the whole camp and or shamans if any exist in that camp. That is important as you want to avoid attacking anything from that base, because it will force another camp to spawn units as well, it makes it way harder to defend. You always want to rush to t2 with the smallest possible amount of energy being used - in other words as soon as possible. At that rank on the map you will always have 2 camps next to your t2, while t3 is always above on the next rank of the map. You always want to clear that as soon as possible as well, without using to much power in defence for the units that will attack your t2. Next to your t3 you will always find 2 other camps and the t4 on the exact opposite of the map. From that point on you will have 2 more ranks on the map with each 3, rarely 4 camps. That means in general you have to clear 6-7 bases after you cleared the 'real' t4 base. Whenever you reach a base you basically want to destroy the 'right' spawn building before it can spawn any units, as those can respawn the whole base. Which would cost a lot of time. 3.2. Common t1- t4 strategies T1: Enemy - Bandits: Fire: Get 3 nomads (green), kill the melee part of the spawn and kill the most part of the archers, you want of the squad of 6 archers that maximal 4 are alive, so your nomads always stay healthy. For the last few hp you need to take away from them, you can just through them. It is very necessary to hold position (press 's'), so that the nomads don't attack the archer squad. Demonstration: There's some additional information I want to mention: This only works when your monuments can NOT attack the spawn, it will kill them slowly but not for sure. That makes it very important to be careful with the positioning of the spawn. Shadow: Almost always your first choice to go. You will need forsaken or Nox Trooper (I personally prefer forsaken because- of their passive and because Nox Trooper aren't very good against squad units, which you will mainly face at t2). Key cards are forsaken, soul splicer and motivate. You basically want to build up the soul splicer at the exact range, where you don't aggro the t2 and then build just enough forsaken to clear the camp. You want to use 3 frenzied forsaken (in some cases with very bad spawns and unit positioning you might need more) to clear the spawn building, while you focus on taking down towers and those annoying mana wings with the other forsakens first. As soon as the first forsaken (not frenzied) hits a point where he has half of his hp left, motivate them. So the soul splicer can heal the rest up in time. Sometimes its worth/necessary to get a skeleton warrior in front of them to tank up a lot of damage. That is the case when you have a t2 base with bunch of units. Defend with 2 forsaken. Spawn behind the monument and don't worry about enemies focussing on the monument. Frost: If shadow isn't working great against the enemy try frost. Key cards are frost mage, ice barrier and homesoil. If you face those annoying spearmen that can't get knock backed summon 2-3 master archers in order to kill the spawn building, as frost mages aren't really good against those due that they cant attack the spawn building properly. Defend with 1-2 frost mages, if the spawn includes spearmen use 1 frost mage and 1 master archer. Spawn behind the monument and don't worry about enemies focussing on the monument. Fire: Only good in very rare cases. Mostly when you have these windhunter thingies AND you're having a close camp. What you want to do is: Spawn 3 nomads (green) set 1-2 mines and use 4 eruptions to kill the spawn building. You can defend with makeshift tower or 1 mine. Key cards: Nomad (green), mine, eruption. If necessary you can add sunstriders against those mana wings. After that you want to set up 3 blaster cannons (red) and build another nomad. So you have 4 nomads. Then set 2-3 mines in front of the t3 base and pull the whole base into your mines and blaster cannons. You run in the t3 base and clear the spawn building with eruptions. Mission accomplished. I got an example video for you: http://listenonrepeat.com/?v=8EkqkzbuLw0..._von_Treim Nature: Never viable, units and spells are just to expensive and following orb order is not better than frost. Basic information: in 95% of the maps you should be fine with spawning 6-8 units to clear the t2. T1: Enemy - Stonekin: Shadow: Same as Bandits, but you will almost always need to have skeleton warriors on top of the soul splicer. If there are those crystal fiends at t2 you should prefer nox troopers over forsaken as well, just to avoid the knock back, as well as being able to kill them very fast with the 'overload' ability. You will need immediate motivate in order to clear the spawn building with nox troopers though. In general 4 should be enough for that. Frost: You will often need some master archers on top of the frost mages, as they're not very good against the crystal fiends with their non targeted damage. You need to focus on them before killing the spawn building as they do so much damage. It's very likely that they respawn if you only use frostmages as well. I recommend using at least 3-4 master archers to kill the spawn building. Fire: not viable Nature: not viable T2: Enemy - Bandits: Your second orb is always shadow. You always want shadow phoenixes to clear the t3. If you started shadow t1 you can even build up resource boosters already. Those are a must in every deck. If you have those windhunters at t3 use spawn 3 shadow phoenixes use the embalmer shrine (you want to build up 2, so you can have the effect up all the time) and clear the base next to your t2, kill the spawn building in 100% of the cases and find the right target to get all 3 phoenixes back. That way you made those 3 phoenixes 'voidless'. That means they're not binding any more energy in them. You get all the energy back (into the void pool) when they attack. That way you can spawn 2-3 more phoenixes relatively fast and attack. You need 5-6 of them as 2 will get paralysed and might get focussed down before they are able to attack. If there are no windhunters just use 3 shadow phoenixes and enjoy to clear your t3 very fast. T2: Enemy - Stonekin: Basically the same as for against Bandits just with some special cases. You will most likely face constructs and tortuguns and t3 that means you need 11-13 phoenixes. In order to get 13 phoenixes very fast, you need to modify the way you get the phoenixes voidless by a little bit. You want to basically get 3-4 (depending on how many you can get back when attacking) and attack the base next to t2 again. But this time use a unit in the base that is far enough away from the spawn building, that the spawn building will NOT die. You will just fly away with your 3-4 phoenixes and let whole base respawn just to spawn 3-4 more phoenixes and now kill the base entirely (don't kill towers or anything if phoenixes wouldn't revive from it). that way you will have 6-8 phoenixes already and can almost instantly build 4 new and your good 2 go. Pro tip: Some of those tortuguns have a ranged anti air attack (just as the normal tortuguns have). Those will destroy a lot of phoenixes if it hits and your attack will most likely fail. In order to prevent that 'stack' the phoenixes on top of each other. If you tell 12 phoenixes at the same time to go to a certain map point they will automatically get in the formation you can see on the left side of the picture. However you can pick small groups or even single phoenixes and all let them go through a certain point and press 's' to stop them from moving right when they're in that point where you want to stack the phoenixes. If you stacked them correctly there should maximally die 1 or 2 of them to the tortugun, as they will fly in basically the same point all the time. If there are windhunters in that base you might want to consider to send 2-3 units in front of the phoenixes to tank their paralyse and damage. If you started frost you can use coldsnap to just freeze them. In some cases you will face something that is even more annoying: you might have to deal with deepgorge towers that will attack your t2 when you try to build it up. Those bases will get pulled when the spawn hits the t2 definetly. You have to trap the spawn in-between your t1 and t2 as mentioned in 2.3.. In those cases you need to get a bit creatively. You do not want to take the wells and only take the monument. You can either defend it with skyelf templar and trap the spawn with ice barrier spam, what is really expensive though (if you are not able to kill the most part of the archer squad and only leave parts of it alive) as you will need some time to get enough power in order to be able to attack t3 OR you use warden's sigil and just shield the t2 over and over with 2 of those and trap the spam with 2 warden's sigil that give each other a shield. I prefer the green one over the blue affinity due to the healing that helps much against the trapped spawn. T3: Enemy - Bandit: Get 3 cultist masters and a Furnace of flesh (if you didnt build one yet, I recommend building one already at t2) + amii monument. Latest point you get your resource boosters is when you hit t3. T3: Enemy - Stonekin: Should be a nature orb. Get amii-monument with nature aswell. Switch the frost orb into shadow if you started frost t1. Do not build t3 shadow just to get the resource boosters, but rather get it for frenetic assault. Its not worth it if you just build them now as you don't need a whole bunch of power anymore until you're totally fine. Enlight Batariel (red). T4: Enemy - Bandit: Spawn Lost Spirit Ship and clear the map. Use heals and buffs to keep them alive. I recommend to only use Lost Spirit Ship (red) so you can use flame crystal and motivate to buff them up. Use rifle cultists and offering (green) to get enough charges. I recommend to send 1 rifle cultist right behind your frontline so you get ground presence close to your main army and you're able to spawn them without them having to run a very long way to your troops. Extra information: If there is a boss with a lot of hit points you can use a fallen skyelf and his 'tainted disease' to kill those faster . You need to be very careful with the timing though at it gets completely reset if you are not able to kill the boss in the time 'tainted disease' is active. I only recommend using this if you have a free slot in your deck that you don't really need. T4: Enemy- Stonekin: Get 2 shrine of war to permanently have the void manipulation active and just buff it with spells. You can get those by switching the amii-nature orb into a fire orb. You also need that to get disenchant against the windhunter paralyse. Extra information: if there is a boss with a lot of hit points on the map, such as command walker (not sure if he was called like that, I mean that super construct thingy): You can use Bloodhorn(s)(purple) with his 'tainted enrage' and unholy hero to basically kill those in few seconds as batariel is very slow against bosses. So your end orbs would be like that: shadow, nature, nature, fire. This being said I would like to present you some very standard decks for a Lost Spirit Ship and a Batariel deck. I did not explain every card in detail but the one I didn't mention pretty much are explaining themselves. One last shot on this topic: Most of the time you will need to learn how much units you minimally need in order to clear t1-t3 just by trial and error. This is especially true for the fight for t2. You will probably need several tries until you find the correct units to focus and when to change the aggro. Just don't get frustrated if it doesn't work in the first few tries ^^ 3.3. Pathing Okay so at this point it starts to get a bit more complicated. In order to find the optimal path to run you need to always keep in mind these 3 basic variables: The strength of each camp The strength and way spawns will try to run down your base Most importantly the general map structure, that includes the ways you are allowed to run (the ways from base to base) as well as the position of certain camps on the map. To 1.: It doesn't really matter to much for Batariel decks, you can steamroll them anyway and you should always have enough power due to shrine of war. You just need to take care that you don't get to the very high damage bosses to fast as you don't have enough power to support 1 or 2 bloodhorns and a batariel early on the t4 phase. Crucial point for Lost Spirit Ship, you really want to kill the easier camps at first, as some camps are just to strong for few Lost Spirit Ship. Either it takes forever or you will just get wiped out. In order to use that time correctly try to kill easy bases at first. You really want to avoid bosses with high hit points until the very end. I'm talking mostly about the command walker as those literally take forever without at least 7 ships and a fallen skyelf. To 2.: As you want to clear bases with your Batariel and only send your bloodhorns in after the base is dead (except the boss) just try and let them sit back on ways where spawns will pass by. This requires you to study the ways certain spawns will go. Basically you want to avoid spawning too many units at your base to defend as that binds power that might be necessary for buffing and healing. Sometimes you can use Lost Spirit Ship that you would use for motivating in your base anyways to defend, but you need a bit of luck to have the power for that at the exact right time. That means you basically want to defend most, if possible spawn the rifle cultist and spawn a Lost Spirit Ship next to him that can then be added to your troops straight away. Sometimes you need to kite a bit in order to have enough power. In both cases you want to prevent that very strong spawns hit at your t3 as you will often times just loose the game by that. To 3.: With both decks you want to avoid going unnecessary ways. That means you need to find the way with the shortest distance to run by clearing all camps. Often times there is not a perfect solution that would include you running every way exactly 1 time and never run out of a base in order to reach the next one. If you remember the picture of 3.1. (or just scroll up to it again) you have exactly that case given. You need to run backwards from at least camp 7 or 10 depending on which one you want to do first. I played exactly that map in this video https://www.youtube.com/watch?v=8EkqkzbuLw0 (you might remember it file:///C:\Users\Niklas\AppData\Local\Temp\OICE_BB1A28E5-6F75-4C7E-BE57-31B96B37F208.0\msohtmlclip1\01\clip_image001.png). Even though I didn't use amii-monument in that game due to a challenge I had with a friend you can see the path I took after I had t4. This ones doesn't really give you a big task of finding the best path just because of the limited amount of Lost Spirit Ship I had and the fact that bases on top (8,9,10)of the map wouldn't be possible for me to clear due to their insane strengths. As well as the point that the chance of pulling the whole base 9 while mainly attacking cap 8 is kind of high due to the fact the whole camp is built up in a very small place and Lost Spirit Ship sometimes move weirdly through that. Even if I made it through that one it is likely that if I attack camp 9 I would pull camp 6. Those risks just shut down the only other efficient route in terms of point 3. To sum this one up: Its very necessary to know a map very good in order to be able to combine the 3 above listed variables well enough to find the optimal path. Often times you will need to gain that knowledge just with trial and error even though it will get much better the more experience you have with combining the variables and overall speed run experience. 4. rPVE/Battleground 2 Players 4.1. Map strucutre and general principles So obviously you have 2 starting bases on a 2 player map. These are basically identical in structure. Both have 2 direct ways away from their t1 to 2 outer camps. In-between those you will face a third camp. A nice little fact to take note of: If the t2 is at the left/right side of his t1, it will be on the same side for player 2 as well. This is always the case. There is no separate bases for t3 and t4, but both monuments are in the same base. The T3/4 bases are always directly linked. On the way you will face 2-3 camps (most of the time 3). Rest of the map is split in 2 rows with each 5 bases. The basic concepts of 1 player rpve and what you want to do and avoid are similar: Destroy the correct spawn buildings as soon as possible and try to not use to many resources in defence. 4.2. Common t1-t4 strategies T1 - Enemy Bandits Basically you are doing the same like in 1 Player rPVE, for both players. T1 - Enemy Stonekin Basically you are doing the same like in 1 Player rPVE, for both players. T1 - Enemy Twilight Shadow: Standard t1 with forsaken, soul splicer and motivate. Attack the spawn with 3 frenzied forsaken and kill the units with the rest of your forsaken. If have got Twilight hags at t2 you can use skeleton warriors to absorb the damage and use knock back with them, 1 should be enough though. If you face those annoying parasite swarms, either take them down very quickly or just start with frost. Frost: Standard t1 with frost mages, ice barrier and home soil. If you face twilight hags I recommend some master archers to have an easier time on focusing on them and the spawn building. Parasite swarms are no problem due to the knock back of frost mages. Fire: super situational. I don't recommend it 99% of the time. Nature: Not viable Extra information: This is the case for both players. I recommend one of them to start shadow, so you get some early embalmer shrines for t2 shadow phoenix. T1 - Enemy Lost Souls Shadow: Only viable for 1 player and only if the t2 doesn't include lost vigils. The other player will need to support the shadow player with massive fire spell spam. Use skeleton warriors only. Frost: Not viable Fire: If one player starts shadow support him massively with 2 mines and 4 eruptions on the spawn building at least. That's 440 energy minimum. You can add a defensive mine to defend the spawn near t1 to that if you wish. Notice that this will slow down the fire player massively but will speed up the other player massively. If there are lost vigils though you are forced to play fire with both players. The concept stays the same though. One player will support the other one with spells. You want to support the other player with at least 2 mines and 2 eruptions on the spawn building. Blaster Cannons are a must have. You want to start off with 3-4 nomads (depending on how good you can pull and how fast you can erupt). Start of with 2-3 blaster cannons (when you build 2 you will most likely need to erupt 1-2 times unless you're a bit lucky with the focus). You want to set up 2-3 mines at the place the ground units will attack your blaster cannons. Placement of those can get tricky, depending on which enemies (trees, manabeasts, lost dancers, etc) you will face. After you set up yourself or your team-mate, pull out the whole base into your blaster cannons and let them switch focus, until you run into the base again and kill the spawn building. In optimal case you want to kill the spawn with the eruptions as well. Set a defensive mine to defend t1. You want to basically support the other player with basically ~60% of the total energy costs for spells that is necessary to clear the base. The supporter should NOT build any units or buildings until the t2 of the other player is cleared. The supported player will go t2 afterwards. The supporter will try to clear his base mostly alone, most of the time he will get only 1 mine and 2 eruptions. Notice that you need sun striders to trap those annoying lost dancer spawns. Nature: Not viable T2 - Enemy Bandits/Stonekin Bandits and Stonekin T3/4 is built up identical, so I'll just sum them up. You will face either 2 constructs, 2 tortuguns or 1 construct and 1 tortugun. Sometimes you will face Windhunter's in addition to that. Most of the time you will have at least 1 guy starting frost t1 so you will have coldsnap most of the time for those annoying dragons. You need again ~12 phoenixes to clear the base 100% calculating that you might 1 or 2 before you can attack the spawn. In order to get them fast you will need to make them voidless again, just as described in 3.2 T2- Enemy Stonekin. When you face that long range attacks from tortuguns just stack them as described in there as well. You will most likely have to defend against a bunch of spawns, you can leave some of them alive to defend against that. The rest you can kill near a furnace of flesh to get some void power back. Clear the dragons with frost mages/ master archers/ forsakens. T2 - Twilight Most twilight t3's aren't really strong, you will most likely need 5-6 phoenixes for an easy clear. Just care about those parasite swarms. If they are able to make your unit beyond control you might screw up. Just make sure you give them right target to attack before you lose control. T2 - Lost Souls So this one can get kind of tricky. You will most likely face a lot of units at t3 and I recommend using around 10 phoenixes. In order to do that you will need to make phoenixes voidless. But you need to take care that they don't die when you fly into a base or leave it. Lost vigils kill phoenixes really fast. In order to do that you probably have to fly from weird angle into them or have to attack units that you wouldn't focus on other wise. For example little squad units. Those die basically from 1 phoenix, you need to make sure that all phoenixes you send in attack that unit. Do that by stacking them, so they all reach that unit at the same time. Those weird angles and unit focuses are sometimes even necessary for t3/4 attack. Especially if you use less phoenixes as possible. Try to clear any air units with either a nomad spear, sun striders or blaster cannons. Use your phoenixes to defend the spawns. T4 - Enemy Bandits In 2 player maps you will often face a major amount of bosses. I recommend at least 1 player uses bloodhorns to kill the big bosses. You will probably need to split that one up from the rest of the troops, so that the bloodhorn can take care of bosses that are alone in their base while Lost Spirit Ship clears the rest of the base and just run from boss to boss. Batariel can be an option here as well. You need to decide individually, what is better --> trial and error. T4 - Stonekin Most of the time Batariels will be faster than Lost Spirit Ship against Stonekin maps. But Lost Spirit Ship can be an option for some maps --> trial and error I recommend Bloodhorns as well. T4 - Twilight Hardest T4 in the whole game. There is basically only shit available and you can get wiped out with everything quite easily. You need tons of crowd control. Both players need to have oink and at least 1 freeze (such as coldsnap or maelstrom) to cc those wrathgazers. In some bases you will face 4-5 of them+ spawns. Personally I play bloodhorn and Lost Spirit Ship against that, you can add 2-3 green gemeyes for the extra crowd control. Earthshaker is a must to get rid of the willzapper buildings. I do not recommend to split up at the last rank of bases. You will need every single unit you can get. Sometimes you can't even clear those easier t4 bases alone. Batariel is not an option. Path finding becomes very important at this map, because you can not defend your base with a single t4 unit, due to wrathgazer spawns. You need to kill every spawn on its way to your base with your main troops or it might get messy. If you want even wheel of gifts can be an option. Shrine of war is a must. T4 - Lost Souls Lost Spirit Ship - Spam. Incredible Mo with yellow ability is a must. It prevents the lost dragon debuff and so you got a pretty easy time with your Lost Spirit Ship. You can add a Bloodhorn and send them behind your ships to clear the bosses. Do not run into bases with it though or it will get just get killed instantly. Shrine of war is not a must, but I highly recommend it. Batariel is not an option as you have the anti-spell aura buildings and any spell you use in advance of entering the base will get deleted by those nasty lost dancers (that's true for wheel of gift, incredible mo, spells, etc --> never build those buildings against Lost Souls unless you have a lot of air units). That will cause your batariel to just get destroyed in later bases. 4.3. Pathing This one gets a bit harder than for the 1 Player maps. So what you basically want is both players to clear their last bases at the exact same time. Then you did everything correct. However in order to find both paths that are optimal you always have to keep the 3 variables in mind: The strength of each camp The strength and spawns that will try to run down your base Most importantly the general map structure, that includes the ways you are allowed to run (the ways from base to base) as well as the position of certain camps on the map. However you need to now keep in mind for yourself and your team-mate that it might be an easier or harder to get to t4 due to probably stronger spawns, bases, etc.. So there might be camps that you can clear at a certain time. The map structure will most likely not be mirrored exactly so that one of you will have longer ways to certain key points of the map. Might be easiest if I just explain with the help of the graphic above in 4.1.. I assume that that map is a bandit map and you both decided for Lost Spirit Ship. The camps in-between got cleared by you with 3 Lost Spirit Ship and you both are back at your t4 with 5 Lost Spirit Ship in total.(That's a typical scenario. You clear the easy bases between the t4's while your waiting for enough power to spawn enough Lost Spirit Ships to start fighting the bigger bases). You have similar power and start at the same time running from t4. Notice that this is just a model. So this is basically the perfect situation to plan routes. In this case Player 1 wants to go clear camp 10 --> camp 9 --> camp 11 --> camp 16 and camp 17. Player 2 wants to clear camp 13 --> camp 12 --> camp 16 --> camp 15 --> camp 14. That is because Player 1 has a sub optimal way to go as they have to run a certain amount backwards (out of camp 9) and has an extra camp before reaching the very hard camps. In order to compensate for having a longer way than player 2, player 1 gets 3 easy camps and 2 hard camps to clear while player 2 gets 2 easy and 3 hard camps to clear. This gets even more complicated if you assume that in certain camps are bosses of different strength or only 1 player has a bloodhorn. I hope that the base concept of this got clear with this easy example though. 5.rPVE/Battleground 4 Players 5.1. Map structure and general principles So as you can see in the image above, you will face again the split way at t1 meaning that as soon as you attack you will get attacked at your T1. Notice that the T2 is for all players on the same side of their T1 (in this case right side). T3 and T4 is pretty standard as 2 players share those bases with each other. In-between the T4's of the 2 sides you will face 1-2 bases, and in the 2 ranks after T4 you will have each 4-5 bases. The spawns that will come from T3 always attacks the outer players (1 & 4). Therefore they will have more of a supportive role in the game as they aren't able to build up their t2 army as soon as the inner players (2 & 3). The basic principles pretty much stay the same: Kill the 'right' spawnbuilding as soon as possible and do not use any more power than necessary for defence. 5.2. Common t1-t4 strategies T1 - Enemy Bandits/ Stonekin/ Twilight Player 1 will support Player 2 and Player 4 will support player 3. Therefore the outer positions will start with fire while inner positions start shadow for early access to resource booster. Depending on the strength of the camp player 2 and 3 will get 1-2 mines & 3-4 eruptions on the spawnbuilding. Depending on the map Dreadchargers might be a thing to destroy the spawnbuilding if you 'only' get 3 eruptions. No need for skeleton warriors. After that outer positions can try and clear their t2 by themselves or wait for the inner players to help clearing them. T1 - Enemy Lost Souls This one can get really tricky. If you only get 1-2 manabeasts or treespirits + only squad units, your good to go and just do the same as against Bandits, Stonekin and Twilight. But most of the time you wont be that lucky and face lost vigils in addition. If that's the case you will have to choose one guy who starts shadow, so either position 2 or 3. Who starts shadow depends on how easy the T3 will be and how well he can reach other parts of the map from his side of the map as this guy will have quite significantly more power than everyone else. The other 3 will start fire and just support the hell out of him. Erupt the spawnbuilding (each vigil needs 5-6 eruptions when buffed up, depending on how fast you can erupt). I recommend 2-3 mines and as many eruptions as necessary while the shadow player will tank the damage with 2-3 skeleton warriors (unholy armour obviously active). After that the other inner player will get supported by the 2 outer players and himself. He can take care of the vigils with help of Blaster cannons. I recommend 3-4 nomads for that + 2-3 blaster cannons. Outer players are just defending themselves against the T3 spawn and gather power. T2 - Enemy Bandits/ Twilight Most likely very easy camps. 5-6 shadow phoenixes should be enough to clear T3 and T4, unless you face a boss at t4 or have those nasty windhunters against you. T2- Enemy Stonekin You will most likely face constructs and/ or tortuguns again. Means you need to summon 12 phoenixes again by making some of them voidless in the first place. Pretty much same as in 4.2. T2 - Enemy Stonekin. I recommend not to clear T4 unless you are 100% sure you can do it as some of the spawns can get really nasty, especially if they are coming from the after T4 camps (bunch of shields and those bandit snipers) and you really want to have some shadow phoenixes to defend against that. T2 - Enemy Lost Souls You will most likely need 10-12 phoenixes to clear t3 and help your team mates on the outer positions to clear their t2. Outer positions will spawn a bunch of sunstriders for lost vigils while shadow phoenixes take care of the big ground units (treespirits & manabeasts). I recommend using 4-6 shadow phoenixes for that depending on if those ground units get shielded or not. (Man beasts die from 3 phoenixes and 5 if shielded, treespirits from 4 phoenixes and 6 if shielded). You will most likely get massive spawns from the camps after T4, those can include 2-3 treespirits/manabeasts, 2 lost vigils, several squad units and those shield lost wanderers. That means you will need several phoenixes to defend against that and something anti air. Sometimes a mark of the keeper is worth thinking about. T3 - Enemy Bandit/ Twilight Basically skipped as T4 is already cleared. Outer players building shrine of war. Against twilight healing gardens and wheel of gifts CAN be built. If you want so outer players will do it. T3 - Enemy Stonekin/ Lost Souls One of the inner players will go amii-monument and clear the t4 of his mate (against Lost Souls most of the time the shadow player). The other side can try ashbone pyros with frenetic assault/ infect/ soulshatter. Shrine of war is build by outer players again. Against Lost Souls incredible Mo with 'benevolent Mo' effect is a must, also build by outer players. T4 - Enemy Bandit Lost Spirit Ship Spam supported by bloodhorns(red) for the outer players (they might have some lost spirit ships in the end as well). I highly recommend using red Lost Spirit Ships only as you can use motivate + flame crystal to increase their damage significantly. Use Bloodhorns for the bosses. T4 - Enemy Twilight Mix of bloodhorn and Lost Spirit Ships. You will need a lot of crowd control to be able to deal with the wrathgazers. I highly recommend earthshaker for destroying willzappers. Always run with 2 people (I recommend 1 inner and 1 outer player) or its very very likely that you get wiped out. Batariel CAN be an option for 1 or 2 players (I recommend 1 maximum). You need the ground presence of the bloodhorns but be careful to keep them alive. Same deal with Lost Spirit Ships and flame crystal. T4- Enemy Stonekin I recommend a mix of Batariel and Bloodhorns as Lost Spirit Ships have huge problems with the high hp buildings and units of stonekin. T4 - Enemy Lost Souls Lost Spirit Ships are the only way to go here. Incredible Mo prevents Lost Dragon debuff from them. Have bloodhorns always 1 base behind them and send them in after the base is cleared to kill bosses (be careful at the hellhound as he can 'eat' your bloodhorns) otherwise your bloodhorns will just get killed by necrofurys and even your ships have a harder time as necrofurys can deal damage to them when they focus a ground unit right under them. Batariel is not an option in here as lost dancers will deny all the buffs you want to send at him and necrofurys killing him super fast then. 5.3. Pathing Basically the same as for 2 player maps but now you have to also coordinate 2 more players, which can lead to some weird routes especially for the outer players. Expect to have a power deficit on one side of the map making that side a bit slower by clearing camps and overall starting to clear camps. It becomes very situational in 4 player maps even though basic concept stays the same. Most of the time you will need to change up your original route to go by quite a bit as its hard to calculate strength of each player at every time in the game correctly and you will most likely have mistakes in there which is changing viable routes completely. Learning by doing is the only way to find correct routes in 4 player maps. 6. Cards that can be very useful but are very situational (mostly for 4 player maps) Netherwarp - Porting over walls. Portal Nexus - Viable with ground units only, makes ways shorter to the next base and avoids long ways back out of bases / dead ends - mostly use for stonekin maps Tunnel + Burrowing Ritual - Having few units that are mostly air and in a dead end? use this - mostly useful on twilight maps Mark of the Keeper - Defending against heavy Lost Souls spawn on your T3 Witchclaws (red) - Sometimes good in 2 player maps to clear out the spawnbuilding when its very far back. Stone of Torment - Avoiding to pull out shamans from bases. Matter Mastery (green) - Some Bandit Maps having this nasty Rioter's Retreat towers, matter mastery can be an option if the rest of the base is very weak and you are getting strong spawns. Frost Bite(purple) - Alternative to Fallen Skyelf when not using 2 shadow orbs and having a free deck slot. Used against bosses to increase the damage they take( mostly used in 2 and 4 player). Mumbo Jumbo (red) - Alternative to Fallen Skyelf when not using 2 shadow orbs and having a free deck slot. Used against bosses to increase the damage they take( mostly used in 2 and 4 player) Constructive critics and comments and improvement suggestions are very appreciated. Feel free to ask any kind of questions as well. Leave a reputation if this was helpful At this point a special thank-you goes to @Kiwi, that helped me with my english for this guide and @ladadoos who made the graphics, you are awesome Thanks for reading. P.s. as the attachment upload doesn't work for me i will add a dropbox link where you can find a pdf with the whole guide: https://www.dropbox.com/s/6kgyobccr9u03hd/Treim's Battleforge rPVE Speedrun Guide.pdf?dl=0
  12. Treim

    More Buffs shown on the Screen

    Shrine of Memory comes to mind immediately as an effect that only works dor 1 player and gets shown there
  13. Treim

    Build in Expert Strategy Replays

    Maybe as a little addition: This doesn‘t mean that i will/would never share replays with the community. I just believe it is wrong to have it as the default option.
  14. Treim

    Build in Expert Strategy Replays

    It is not the case that I remember all the strategies either. I probably remember a few pieces and bits of information more than most players but a lot of strategies or pieces of them are wildly known or on Youtube. Putting those together again is still a lot of work with research and trial and error. I don‘t quite see why i would share that instantly with just about anyone. You got the pieces relatively freely available - do your research and use yor own time on or wait for someone to publicize them freely. Even is this new stage there is already a new strategy for Guns of Lyr which took several evenings to get to, before you even practiced it. Dwarven Riddle we did research and found out a piece of information that we didn‘t know beforehand and helps greatly. Again multiple hours of research. Convoy we had to reverse engineer the whole strategy as well and are STILL working it out after multiple evenings. Similar things can be said for Soultree, Slavemaster and Sunbridge on my end. Why would anyone have the right to just access those gains without my consent. I obviously don‘t expect people to share their strategies either. It is half the fun of speedrunning anyways. Seeing the little improvements of time or the elated feeling you have when you find a new piece of information.
  15. Treim

    Build in Expert Strategy Replays

    For a bunch of maps showing the deck makes the used strategy relatively obvious which results in a similar issue as showing the replay, if to be fair to a smaller extend. I understand that it is probably interesting to see the decks used for the best times but the effort to build and develop those decks and strategies still get undermined.
  16. Treim

    Must pick cards

    To expand maybe a little bit more on my answer: I think you can always play around missing 1 card that is considered „Core“ or „Meta“ for factions. F.e. Abomination —> Play spell heavy with inferno, double cluster explosion, thunderstorm and then use Grimvine or Nightshade Plant with maybe Skycatcher. In that type of deck Abonination is still nice because it makes melee bosses and income much easier with its ability, but must play —> definetly not. SoL —> Play Shaman T1 archers —> Phasetower/Nox, Dryad/Mana Wing/Shaman, Mine/Nomad/Eruption/Blaster Cannon, Frost Mage/Home Soil. There are options to play around anything as long as you don‘t restrict yourself with too many things. I think it is fair to assume that there are Meta cards which if you don‘t have enough of them your deck becomes significantly less effective, because the workarounds often are at least a tad bit worse or require additional deck slots. If you consider any card isolated though there are however no „If you don‘t pick this, you‘re fckd“-cards
  17. -----------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.
  18. Treim

    rPvE map of the month rankings January 2019

    Update Edit: @MephistoRoss I think this one can be closed?
  19. Treim

    Must pick cards

    There are no such cards, that must be picked every time. Ther certainly are cards that offer a lot of things and are very good, but a must pick in a general sense. Maybe you could make that statement if you‘re talking map specific but for a general scnerario there are no must pick cards.
  20. You activate it before you use your heals. That way the heals becomes that much more effective. I recommend assigning a group the building so that you can easily access it
  21. Treim

    Add a chest to all T2 orbs in random PvE

    Level 3 is stil possible with tier 1. Not sure about levrl 4. It will at the very least not be a comfortable run. Agree with your general point though
  22. Treim

    rPvE map of the month rankings January 2019

    At least there is a lot of room for improvement
  23. 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
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