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Treim

Alpha & Beta Tester
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  1. fritzfantom liked a post in a topic by Treim in RPvE deck ideas   
    For rPvE 9:
    Support:


    "Standard" t4 decks:



    T3 decks:


    Weird stuff:

    For rPvE 10:



  2. Metagross31 liked a post in a topic by Treim in The legendary forum game "count"   
    2786! = 78441370907817493531451941393679643081123242678108974665898007510236994342105745192035636784288490499847844285943451337993179617715089163146509712532857804146729517265792564411846225793946131726147577848411433447895370181409607907369287260741272033225908395024413144811251592183350881565694973549867167578501115078252681810450123334428936901445574181952760276617418057421880617741183638181126270256646206365596072845662043458832242753011091455915826600058692179479766047936649117598209209374044526024704124251488886865857112719310041350636908984515305753783267812498830453115766127064380616919708546342207438980225229938299444127262672325997315658979102549124196499461110190514723143992973360041945338512691591972436413635706972853266809874309372205024916096375197047913275595091299000724139620845521113708761399698943191906708665220971229595849875137623046849666242533196266678283596709515303127205157329483261135823490818796168089380101046826817895675598022168130921405116973766349585934790920274867374874793234036706499367147172672896710614502990719386680213375895405900844361036314885713852290149914622740132969278854523534301986836514694783831209416219663206408826159059085676788541138832471463115000979466387093862789134091420840360568282064640795682438822864822801853082891403309148595054454656457773048559914595275537786864715228357500504535443852786116486024950324718587081426887775732172030997404976237228277723077275991637444851052379455539329631382555870288666068341407960102669579051407106551432687222113872113014508738146121196909097490217093042205783904197222163740143621312232212705388847343622106817731866596071404387911286541376000923964309179033839692764133642173640230424039644073001497006838367457413773388879204628039368752442329794311487105624471763874481971017067703876755290353314554059110834270936920785882509673491616208051600229361401169316494699556624546572572430700440868314982159104177466715688010445766386038462586303303122429404127268608062612197804138911250145793369429056549075988205331288373528339204453142916893383277636821260985452742463124858950858230361464656261601400551991683216018748441703500213089629323205327935419524813382783637520425394700395291242914731657130248030396798463018710437606251286087957668827173474177997564466876856036643320395497328918710538766724577871567059461821255203664488022639227091320979035188863490700088482212967116048277903157964356272113648851284146888434870484653462069544884825071216520075366767347751218223080033096490974468165083164390207935042299727986368219515249609537784721249335057994120516398648280530585629647832852688317144687218089898794159762987730006073662969008154262700336629388542251425548634593575902150326455614578599334969943294140134747957532852917373054387135026823016542281160668655873926210397975279279422402731448206720593525631539522655954556641327698882890257297090015225148182723444005499223937720602356575127643229418771296496598447455308684803388553281386376488546426583623269722547972564369075366672138493202917776520416161918462468231967724803170228323196592751583055136660907657596737226388271541515850852058537832996950204366367329945046318140880791300178671809661513854009061081651486672394503799439757444635247034935334592259461467532483143800409918879975415823568627843734437676869975052719179810652594088616424484019913528653507414193342708608587381308245921770245746311204736055627501958807477411301004127154540544304532471639620704805756694423167531011808486011019240101827974488999126226677265237747453464036344003727291280081279162625009033763168710009388458530606097450111440129387249103177702857896380889876224565356101135086758514878546473019707129373844833265736762405233541262595571473007153933062699341677861002236659407545411511366624566636849511306992593157955357912919250854529381129371369804645089384289079822099282687859507236617453379390189721722399334885717844011240063910351507627854581486465651839243194298938585867798545882655003905883415199729250780517775578558864388783125783955210604928115784422960278333097970300450617428249816409068700625028044656878701977236336404849451990473216023300485679213850490725336496674851779009698217358794951163695660700870147047136271255009780756182395715419352052732511693108125502599699369207384913937480084580551898952033353070337098731483668863234873126588153516284473780421991695766922960176630744302915897399197844644678932123649417786957085945820127350815808563156531192453373135064111091970739696752130040969819403458244710251763557774408462604342233561084292033415422327865665076090560133200923962922496206821102659309944079942512505659105312282751455934474732797115223383016634433444590679163026786071662974873894761474470935394674402796987444596793889719509197642777712058013538007367002497566323489936893000303124108047533861629689081118906817399144705139554374735803861814776010042518296425019163499512766712998247620826901412565962524556246632209102819699212227260766082760707188571241024520074781356691788712970329019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    
    You're welcome.
  3. Loriens liked a post in a topic by Treim in Remove the BG10 achievement please   
    That is true, would especially open up deck versatility for t2-t4 though.  If we just talk about diversity in t1, I still think the biggest problem is that 3 factions can get somewhat reliably in situations that are completely unplayable and fire also has a really hard time (at least in random matches). A secondary effect my proposed change on the game could have though, is that non fire starts are still slower than fire and with increased occurence of these in single matches a slight increase in game time might become necassary to further enable the viability of these changes anyway, especially if the assumption is that at least some more varitey in t2-t4 strategies is valued.
    For Motm's I agree. I just think (and as you mentioned already) if those are basically unplayable in random play you have a problem entirely. I guess the question is what you want to balance 10's around - random play or motm play. Personally I think random play is the way to go. If even the best teams have insane fail rates, you either have a massive player skill issue (wouldn't assume that) or a balancing issue imo.
    Also just removing Vigils, only really trivialize things for mostly fire t1. Especially Shadow and Frost and to a lesser extent nature will still have a really hard time if it's just twilight brains + 3 Treefiends/Mana beasts + Lost Dancers + Shields. It is just going from blatantly unplayable to extremely difficult. Obviously teamplay is still advised in those situations as well, it's just not strictly mandatory.
    I think the key questions in terms of balance philosophy to be answered are:
    Balance around motm's or random play.
    Is a broadening of viable strategies for Motm 10 wanted, if yes in which stage of a match (t1, t2-3, post t4) and by how much (also for each individual stage).
    --> TL;DR increasing t1 viability by removing vigils and further incentivizing deck viability by minor time limit changes is probably the most efficient way forward for random play imo. If only argued from a t1 perspective I'd probably still say that Vigils are the single biggest hindrance.
    If you prioritize Motm you probably can do nothing for t1 realistically besides rebalancing t1 of nature, frost, shadow (would also solve the t1 issue in random play). Overall deck variability would still increase by increasing the time limit.
     
    Increased timer or higher starting energy basically is the same change, though starting energy only really makes sense up to a certain point
    Always glad to derail a thread
     
    Also that's all I have to say on this, so I'll just go back into my retirement home. See ya in another year or until I randomly stumble upon the forums again and see an interesting thread
  4. Volin liked a post in a topic by Treim in Remove the BG10 achievement please   
    That is true, would especially open up deck versatility for t2-t4 though.  If we just talk about diversity in t1, I still think the biggest problem is that 3 factions can get somewhat reliably in situations that are completely unplayable and fire also has a really hard time (at least in random matches). A secondary effect my proposed change on the game could have though, is that non fire starts are still slower than fire and with increased occurence of these in single matches a slight increase in game time might become necassary to further enable the viability of these changes anyway, especially if the assumption is that at least some more varitey in t2-t4 strategies is valued.
    For Motm's I agree. I just think (and as you mentioned already) if those are basically unplayable in random play you have a problem entirely. I guess the question is what you want to balance 10's around - random play or motm play. Personally I think random play is the way to go. If even the best teams have insane fail rates, you either have a massive player skill issue (wouldn't assume that) or a balancing issue imo.
    Also just removing Vigils, only really trivialize things for mostly fire t1. Especially Shadow and Frost and to a lesser extent nature will still have a really hard time if it's just twilight brains + 3 Treefiends/Mana beasts + Lost Dancers + Shields. It is just going from blatantly unplayable to extremely difficult. Obviously teamplay is still advised in those situations as well, it's just not strictly mandatory.
    I think the key questions in terms of balance philosophy to be answered are:
    Balance around motm's or random play.
    Is a broadening of viable strategies for Motm 10 wanted, if yes in which stage of a match (t1, t2-3, post t4) and by how much (also for each individual stage).
    --> TL;DR increasing t1 viability by removing vigils and further incentivizing deck viability by minor time limit changes is probably the most efficient way forward for random play imo. If only argued from a t1 perspective I'd probably still say that Vigils are the single biggest hindrance.
    If you prioritize Motm you probably can do nothing for t1 realistically besides rebalancing t1 of nature, frost, shadow (would also solve the t1 issue in random play). Overall deck variability would still increase by increasing the time limit.
     
    Increased timer or higher starting energy basically is the same change, though starting energy only really makes sense up to a certain point
    Always glad to derail a thread
     
    Also that's all I have to say on this, so I'll just go back into my retirement home. See ya in another year or until I randomly stumble upon the forums again and see an interesting thread
  5. Hirooo liked a post in a topic by Treim in Remove the BG10 achievement please   
    And it will stay that way which is fine. I think the biggest detractor of versatility in a game(mode) is when there is somewhat regularly occuring scenarios where no matter how good you play options(in this case factions) become unplayable or rely heavily on support (of especially meta solutions) which further incentivizes the meta solution.
    That doesn't even mention that it is also less fun to know that basically every 10th or so map there is basically nothing you can do yourself and need help from others.
    Allowing every faction to at least be (more or less) solo playable against "normal" scenarios in game is probably the best thing you can do to enhance playrates of those factions. That won't make them the most popular faction by a longshot but at least you open up the possibility of playing these in random groups without frustrating everyone from the getgo.
    I think in a secondary step you could introduce changes to Shadow, Nature and frost to make them more viable in 10's but those will also have to be considered in other scenarios. The "quick and dirty" solution to the problem described above and my last post is to just remove vigils as a possibility at t2 which from what i remember the code structure of rPvE maps to be, is fairly easy. (correct me if I'm wrong as I am not really involved in this stuff anymore for at least 2 years or so)
  6. ulvfdfgtmk liked a post in a topic by Treim in RPvE deck ideas   
    For rPvE 9:
    Support:


    "Standard" t4 decks:



    T3 decks:


    Weird stuff:

    For rPvE 10:



  7. nukie liked a post in a topic by Treim in All-time fastest speedrun rankings (October 2013-September 2022)   
    Heavily depends on the map, some runs are more optimized than others, some maps have random elements while others have not, some maps have higher complexity (which usually means more inputs). Those are the 3 most important factors in rating how difficult it is to beat a time.
    These are the all-time records for a reason and are the result of 100th of runs on these maps (incl. strategy development).
    Like e.g. I would not want to try that GoL record, very highly optimized, endkill is highly randomized and high amount of inputs (though shortness of run and verry few random factors in setup lessen this factor to some extent)
  8. Blashyrkh liked a post in a topic by Treim in Ashbone Pyro Deck   
    My Ashbone deck. This does work solo, you will need to have very good void manipulation to make this work on some maps though and LS maps can hurt. If you are new to this deck i recommedn playing with a friend first who also plays ashbones.
    This one is more related to how you played them in the old speedruns - t3, with mass ashbones (20+) - obviously wheel stack and second chance do not exist anymore so we have to make do with some secondary cards.
    The biggest advantage of an Ashboene-deck is that you do not need any t4 cards, so you can save 300 power on that, due to the missing cards above you need much more support cards than in the past which makes this quite an slot hungry deck:

    Netherwarp to avoid the initial artillery shot from bases and to reach the spawn camp nicely, can also be used abilities such as Slavemaster Sandstorm, Shots from Commandowalker & Hellhound as well as generally a very good repositioning tool. i tend to port myself towards the outher edge of camps, preferably the side of the spawn camp, to reduce angles units can attack my ashbones from and to maximize the cc i get out of frenetic assault.

    Triple Heal: Ashbones are quite fragile, especially so mass heal is required, due to their passive even in between camps. I like to use Surge of Light for when single Ashbones get low to save on charges - mostly not necassary if you play well around offering (which you should do anyways, to maximize Ashbones).
    Revenge + CC for similar reasons. CC is vital and Frenetic Assault is doing that perfectly, also while Ashbones do damage it is not massive unless you have a huge army and Frenetic helps out greatly in that regard.

    Infect: Great additional damage source and tanks a lot of damage, Motivate crawlers early on instead of ashbones to not cripple yourself for later camps too much. Your army will not be that massive early on and motivated crawlers do a lot of damage. Can clear up leftovers of camps and can be used afterwards to kill incomes early on if necassary.

    Offering to get your Ashbone army rolling early on as well as to reset cooldowns for Frenetic Assault and Infect if necassary, as well as Netherwarp if necassary later on.

    Motivate goes without speaking for shadow t1 and as mentioned usefull for crawlers and later on Ashbones.
    FoF + Cultister Master for void manipulation (if someone has SoW, even better) - On some maps you might need 5 Cultist Masters: Group them up in 2 groups of 3 and 2 respectively and activate them anti cyclic every 15 seconds to essentially always get void back. (So start with the group of 3 --> after 15 seconds activate group of 2 --> after 15 seconds group 1 again --> ...)

    Resource Booster to get the necassary power to build your army quickly, Ashbones in low numbers get VERY weak very fast, numbers are key here. Splicer for t1 clear
    Inc Mo.: Only build against Lost Souls and Twilight - always use the benevolent Mo (yellow), against Lost Souls lets you avoid the anti ranged effect of Lost Dragons at least partially, Spellbreakers will debuff the Immunity from some of the Ashbones, but with sheer number it still makes sense, Against Twilight the twilight whisperers can mass blind your whole army which you can avoid with yellow mo.

    Fallen Skyelf for bosses - you will never see a boss drop qiuet like with 20+ motivated ashbones + Fallen Skyelf on the boss.
    Shadow Mage over Shadow Phoenix or Harvester because it is the most Slot efficient t2 unit in this deck. Shadow Mage works very well in rPvE with Netherwarp and Motivate, two cards which are mandatory for this deck anyways.
    The rest should be self explanatory.
  9. Lans liked a post in a topic by Treim in Treim's Battleground/rPVE Speedrun Guide   
    ------------------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.
    Also note that the metagame in some areas has evolved since the game has been accessable again. This mostly manifests in the fact that Lost Spirit Ships became a lot more situational and Batariel is often the way to go instead, even against Lost Souls maps. This happened because Batariel is a lot better understood in its limitations and players got better at playing around those limitations which are especially relevant to Lost Souls maps.

    If you want to see the theories described here in practice you might want to check out following thread where I upload solo speedruns of 1, 2 & 4 Player maps pretty much whenever I play them: https://forum.skylords.eu/index.php?/topic/6281-treims-motm-solo-speedrun-archive/
     
    Apparently images originally attached and referenced in the explanations just ceased to exist for some reason. For the full guide please go to the END of this post and use the dropbox link attached there to get access to the full guide.

    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 30x15file:///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
  10. Zeroo liked a post in a topic by Treim in RPvE deck ideas   
    For rPvE 9:
    Support:


    "Standard" t4 decks:



    T3 decks:


    Weird stuff:

    For rPvE 10:



  11. Metagross31 liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    though it is late, I added the 2 player solo run on level 9 from last month's Motm - only did 3 runs on the map. Further improvements were possible.
  12. Volin liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    though it is late, I added the 2 player solo run on level 9 from last month's Motm - only did 3 runs on the map. Further improvements were possible.
  13. Treim liked a post in a topic by Dallarian in Community Map Challenge #4: “Lyr’s Distress Call” until 21st February 2022   
    Welcome Skylords and Cute Beings!
     
    Winter is not over yet, and so are winter events.
    Kingdom of Lyr  receives way more attention than it would like to, Skylords need to intervene once again. Take a set of warm clothes, for these tasks shall lead us into Lyrish Reaches, where one of Lyr’s key fortress is being attacked.
     
    Trailer
     
    Where, when and how?
    The event will be run on a brand new one-player community map “Aeglos Fortress”.
    The contest starts today – submit your replay through Discord (Contact Dallarian#1085) or through forum message until 21st February 2022 23:59 CET (16 days).
     
    Lyr’s Distress Call – fastest time wins

    Near mount Aeglos a siege takes place.
     
    Complete 1-player community map “Aeglos Fortress”
    on Advanced difficulty as fast as possible.[1]
     
    [1]. While complying with following restrictions:
    Rules
    Do not use Amii Monument. Do not use Enlightenment to summon any affinity of Batariel. Do not teleport, create, or in any way move a unit with ground presence into location where Blue Stronghold is sieged, without going the usual way first – this includes but is not limited to: Nether Warp, Scythe Fiends, Incubator and many more. You may use spells like Infect, Undead Army, or send flying units like Swamp Drake or Grim Bahir. Do not decompose any non-player Frost units. Play the map alone, replays with two players are not accepted. Play the map as a Skylord that has monument in bottom left corner of the map, if you start the game in top-right, replay will not be accepted. Accessing and sending the replay
    You may find your replay in:
    This PC --> Documents --> Battleforge --> replays
    Your most recent game will be named “autosave.pmv”, unless you have already saved it in-game, or checked in option “save all replays” in the game options.
    You may submit your replays as many times as you want, however, only the fastest one will count. To reduce my workload, please rename your file to CMC4_"time”_”nickname”.pmv – for example: CMC4_23m51s_Dallarian.pmv  .
    Submit your replay through Discord (Contact Dallarian#1085) or through the Skylords Reborn forum until 21.02.2022 23:59 CET
    Please note that some of the best replays may be posted on forum or may be used in a video.
    If there are found any significant gameplay breaking bugs, I reserve the right to disqualify entries.
    How to access the map
     
    Rewards
    In the unlikely case of a tie, the run that was submitted earlier gets the higher placement in the ranks.
     
    Pure Frost have received many nice changes in the past, including brand new card added in December. I have genuine hope the event will increase interest in playing pure Frost. Therefore, the whole rewards pool consists of Frost boosters and Frost cards only. Some rewards are unique to newer players only.
    1st place             6 Frost Boosters         Avatar of Frost
    2nd place           6 Frost Boosters         Avatar of Frost
    3rd place            6 Frost Boosters         Dreadnought
    4th place            6 Frost Boosters         Mountaineer
    5th-8th place     4 Frost Boosters
    9th-20th place   3 Frost Boosters
     

    1st-10th place – only players with PvE rank 11 or below will receive :
    Dallarian’s Frost starter pack, containing:     

    Frost Mage      Coldsnap        
    War Eagle        Area Ice Shield                            
                Battleship                                   
     
    Bonus category
    This category is separate from the main one - you may participate in both with different replays.
    Complete the map on Expert. Follow the same rules as before.
    1st place - 6 General Boosters
    2nd place - 4 General Boosters
    If you want to take part, state the difficulty when submitting the replay.
     
    Mysterious reward
    Two chosen players will receive following rewards:
    2 Frost Boosters and Dallarian’s Frost starter pack    .
     
    Sponsors
    All the rewards have been sponsored by:
    Dallarian                      The Old God of Battleships                             Cult of Battleships GmbH
     
    Map discussion
    Please fill in the poll in map's thread to provide feedback.
    If you would like to share your thoughts on the map, you may find the discussion here:
     
    Thank you
    To: Metagross31, Hiko and Majora, for helping me with organization of the event.
    To: Everyone who supported me in map making process
     
    Have fun and and may the be with you,
    Dallarian
     
     
    Future events
    If you are interested in helping with these (or better) kinds of events for the community, or want to host one yourself, don't be afraid and simply reach out! Contact our beloved Event Managers Minashigo Hiko and Metagross31 on the forums or discord. They are happy to assist you with upcoming events and with sponsoring your prize pool!
  14. Metagross31 liked a post in a topic by Treim in RPvE deck ideas   
    For rPvE 9:
    Support:


    "Standard" t4 decks:



    T3 decks:


    Weird stuff:

    For rPvE 10:



  15. Little_Ducky liked a post in a topic by Treim in RPvE deck ideas   
    For rPvE 9:
    Support:


    "Standard" t4 decks:



    T3 decks:


    Weird stuff:

    For rPvE 10:



  16. Dutchy liked a post in a topic by Treim in RPvE deck ideas   
    For rPvE 9:
    Support:


    "Standard" t4 decks:



    T3 decks:


    Weird stuff:

    For rPvE 10:



  17. Dallarian liked a post in a topic by Treim in RPvE deck ideas   
    For rPvE 9:
    Support:


    "Standard" t4 decks:



    T3 decks:


    Weird stuff:

    For rPvE 10:



  18. Treim liked a post in a topic by Lans in CCC #2 - The Besieged Forge - UNTIL 05.02.2022   
    I did not know those stats on the community and honestly I think the chances of these things mattering are pretty slim even if that were not the case. Still, it is fairly low effort so thought I mention it.
    I am going to try to start a religious war and say the only valid format is YYYY-MM-DD (so that it sorts property)! 😛
  19. Majora liked a post in a topic by Treim in Official 2p rPvE Contest#2 The Bandit alliance - Difficulty 9 - Event Finished!   
    Even though the event isn't over yet - I'd like to bring my first point of feedback already.
    I feel like the event runtime is way too long. Imo 3 weeks+ just feels like it is stretching on forever. Especially considering the ruleset is relatively simple and straightforward. For events like the Guns of Lyr one where the ruleset was way more expansive I can understand a longer event runtime, even then 3 weeks might be a tad too long.

    Personally I would prefer a event runtime of 10-14 days for the "simple" competitions and maybe a couple days extra for something thats more complex.
  20. Treim liked a post in a topic by Kapo in CCC #2 - The Besieged Forge - UNTIL 05.02.2022   
    Hello Skylords, Skyladies and other Skybeings; and welcome to CCC #2 – the second Crappy Community Contest!


    THE CONTEST HAS ENDED.
    To see the winners, click here. If you are just here to grab the booster code, there you go:  CCC2-SAVE-THEF-ORGE

         
    What are “Crappy Community Contests”?
    This and future CCC's are meant to be small-scale contests with weird challenges, hopefully luring you away from well-trodden paths. They are small-scale on the organizers side too: there will not be a stream, video or event announcing the winners. What's special about these contests is a participation price for the whole community.
         
    What, when, where, how?
    CCC#2 offers something very special – a completely new map made by Mynoduesp just for this contest: 
    The Besieged Forge - Fastest Time wins


    As the Skylords return from their efforts to restore Nyn, the Forge itself became infiltrated by Stoneskin and Bandits. 

    For this challenge, win the 1-player community map
    “CCC - The Besieged Forge” on Advanced difficulty
    as fast as possible. 

    For instructions how to access the map, see below. The contest has already started – submit your replay together with your In-Game-Name through Discord (DM to Kapo#0116) or the Skylords Forum (DM to @Kapo) until 05. FEB 2022 23:59 CET (= 7 days time total). 
    You can find your replays here: Documents => Battleforge => replays (your last game will always be saved as autosave.pmv).
    You can submit multiple times, but only the one with the fastest time will count. Please note that the Top 3 Replays will be posted here in the forums. To reduce my workload, you may rename your file to CCC2_<time>_<IGN>.pmv (e.g. CCC2_08.28_Kapo.pmv).

    Special notice: Since this is a completely new map, if you find any major bug that breaks everything apart, and you finish in ten seconds (or something like that), we reserve the right to disqualify entries. Clever use of mechanics is still encouraged, though.
     
    Community Maps 
    How to access “The Besieged Forge”: 
     
    What's the prize pool?
    Since this is not just a Crappy Contest, but a Crappy Community Contest, you may earn a price for the whole Community. If we reach more than 25 participants (unique players, not entries), you will unlock a Mini-Booster code for the entire Skylords Community. If more than 40 participants enter, it will be upgraded to a General Booster instead of a Mini-Booster. So tell your fellow Skylords to try this challenge – it raises our chances to hand out a code for everybody. 
    The Skylords with the fastest times will get prices as well.
    In the unlikely case of a tie, the run that was submitted earlier gets the higher placement in the ranks.
    1st place               5 General Boosters + Rogan Kayle Promo + Stronghold + Ravenheart + Mauler
    2nd place              4 General Boosters + Lyrish Knight Promo + Mindweaver + Ravenheart + Mauler
    3rd place              3 General Boosters + Enlightenment + Moloch + Ravenheart + Mauler
    4th place              2 General Boosters + Firedancer + Shadow Worm
    5th place              1 General Booster + Wheel of Gifts + Shrine of Martyrs
    6th place              Spitfire + Bloodhorn P
    7th place              Core Dredge B + Skyelf Commander
    8th place              Tortugun R + Lost Grigori R
    9th place              Matter Mastery G + Cultist Master
    10th place            Revenge + Skyelf Commander

    Last place             Juice Tank (x4)
    For participation, there is a random chance to win one of the following cards:
    Random Draws          5x1 General Booster, Infect, Overlord, Brannoc, Church of Negation, Worldbreaker Gun, Juggernaut, Grinder R, Shrine of War
    Sponsors

    If one or more mighty Skylord(s) decides to sponsor this event, please contact me. I would be more than happy to expand the prize pool beyond 5th place, add additional random draws, or any other upgrades to the prize pool. 
    The following prices have been sponsored so far:
    Skylords Team     General Boosters (x20), Community Booster Code
    Kapo                    Enlightenment, Moloch, Church of Negation, Mindweaver
    Odessa                Wheel of Gifts, Infect, Overlord, Brannoc, Firedancer, Shadow Worm
    arabika                Lyrish Knight Promo
    THE_BIG_WET      Rogan Kayle Promo
    Damo                  Juice Tank (x4)
    SylarXXI               Core Dredge B, Tortugun R, Matter Mastery G, Shrine of Martyrs, Bloodhorn P, Skyelf Commander
    Metagross31       Spitfire, Juggernaut, Cultist Master, Worldbreaker Gun, Revenge, Lost Grigori R, Revenge, Grinder R, Mauler (x3)
    Glurak                 Shrine of War
    Donaar                Ravenheart (x3)
     
    In conclusion
    My very special thanks goes out to @Mynoduesp for proposing to make a map for the CCC and his awesome work. If you like the map as much as I do, go and tell him. 😉
    I’d also like to add that the Editor and all necessary tools for creating a map are accessible to every Skylord at all times. So maybe the contest will spark some interest in the art of map making - as many of you already know, one of the most wished for and requested features for Skylords Reborn are new maps to play. The SR Team currently seeks out Map Testers, Map Artists, Map Designers and Map Developers. 
    Good luck and best regards,
    Kapo
    Asked Questions
     

    Future events
    If you are interested in helping with these (or better) kinds of events for the community, or want to host one yourself, don't be afraid and simply reach out! Contact our beloved Event Managers Minashigo Hiko and Metagross31 on the forums or discord. They are happy to assist you with upcoming events and with sponsoring your prize pool!
    If you especially like this small-scale-format, and you have an idea for it, you may also contact me directly to discuss your idea.
  21. Kapo liked a post in a topic by Treim in Official 2p rPvE Contest#2 The Bandit alliance - Difficulty 9 - Event Finished!   
    Even though the event isn't over yet - I'd like to bring my first point of feedback already.
    I feel like the event runtime is way too long. Imo 3 weeks+ just feels like it is stretching on forever. Especially considering the ruleset is relatively simple and straightforward. For events like the Guns of Lyr one where the ruleset was way more expansive I can understand a longer event runtime, even then 3 weeks might be a tad too long.

    Personally I would prefer a event runtime of 10-14 days for the "simple" competitions and maybe a couple days extra for something thats more complex.
  22. Metagross31 liked a post in a topic by Treim in Official 2p rPvE Contest#2 The Bandit alliance - Difficulty 9 - Event Finished!   
    Even though the event isn't over yet - I'd like to bring my first point of feedback already.
    I feel like the event runtime is way too long. Imo 3 weeks+ just feels like it is stretching on forever. Especially considering the ruleset is relatively simple and straightforward. For events like the Guns of Lyr one where the ruleset was way more expansive I can understand a longer event runtime, even then 3 weeks might be a tad too long.

    Personally I would prefer a event runtime of 10-14 days for the "simple" competitions and maybe a couple days extra for something thats more complex.
  23. Minashigo Hiko liked a post in a topic by Treim in Official 2p rPvE Contest#2 The Bandit alliance - Difficulty 9 - Event Finished!   
    you can view them ingame --> be in the Forge  --> Book icon on the top -->Profile --> Replay icon on the right side --> names will be as they are named in the replay folder but you can see the finish times of the replay selected, so as long as you know what your replay time is you should be fine. The replays are ordered based on recency, so if you know a date you can skip quite a few as well.
    Also you can change the names of replays outside the game by changing the name in the following folder:  C:\User\Battleforge\replays
     
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