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Treim liked a post in a topic by Pritstift in Official 4p rPvE Contest#1 The Bandit Hunt - Difficulty 9 - UNTIL 25.10.2021
Due to unfair treatment of one of our speedrunning team member which is connected to a ban for the 3 next official pve/pvp events I will not participate in this event.
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Treim liked a post in a topic by Volin in DECK-KIT#2 Stonekin 1/3 - the classical Stonekin (Grinder)
Hey all,
as the last deck that I showed was more an super-expensive expert deck, let's speak about the most beloved beginner faction this time - Stonekin.
Prologue:
Even though I don't want to present simple solutions with fixed 20 cards, I have to split the Stonekin topic into 3 parts. There are always nice cards that you can not take because of the limited slots, or other cards that offer other options, but that would be just another deck. Stonekin is a great example.
So that the tension is not quite so unbearable, already the outlook for you:
1/3 will be a classic Stonekin deck with (any row), a macro deck, with a small budget and equally popular among beginners as well as suitable for them.
2/3 will be a bit more expensive and a bit more advanced, taking advantage of the -meta. The deck becomes (slightly) faster, significantly stronger, but in the same measure becomes more "vulnerable" and requires significantly more intervention from the player.
3/3 will follow with the next patch as I have some changes in view on the test server. Here we will focus on the freeze mechanics and build a nice strong, but even more micro-intensive deck. A great fun!
1/3 Classical Stonekin
Theme/Scope: classic Stonekin deck with (any row), prefering Stonekin-Faction over pure Faction where it makes sense, easy to play
Playstyle: Macro
Budget: low budget
Addresses to beginners
Core Deck:
(as RPVE Decks mostly happen in T4, every RPVE Deck considering should be done from T4 downwards imo - just to explain my approach)
- Our scope sets Grinder as core unit as there are only 3 cards in this orb range. The other 2 cards have no value for us here, as they are about defense, a thing that we don't even consider for a second in Battlegrounds. Always forward, never backward.
- The Grinder is an incredibly good tank, but unfortunately does very little damage - we need a Damage Dealer (DD) and here Gemeye offers itself, more on this below
- Since we don't have good void manipulation ourselves, we rely more on armies than spells in all tiers. ("more" does not mean only)
- We use our nice crowd control (CC) spells that we have through all tiers
- We use large area buffs and heals for maximum efficiency with only a few interventions
- the 2 dmg Spells that we have speed up killing alot
T1: Either or
Basically, with any deck, keep the T1/T2/T3 as large as necessary and as small as possible
Nature Start - A classic, the most common start, and yet something to talk about, many do a lot "wrong" here
- Windweavers (WW), Surge of Light and Ensnaring Roots are usually set and enough for any rpve9. This is the gold standard.
- Dryad (B) is a great addition, but to me a waste slot as it is not needed. Shaman is a nice Quality of Life (QoL) addition but usually not needed either. If you want to take one of this two cards don't play too much. Usually build not more then 2 Dryads or 2-3 Shamans. For BG10 I would recommend Dryad (B), even more then a Shaman. If you play Dryad (B) I would recommend beginners to switch them to dmg (not using sleeping) it makes them easier to hold in line with your WW.
- Treespirits or Mana Wings are Rare, aren't they an option to Windweavers? Not a bit, WW are the superior nature allrounder. Mana Wings can be a rare solution against Lost Souls (if you play a MOTM where you know you face LS) as some of their strong units can't attack flying. But this is a too rare case to use Mana Wings as allrounder
- Melee Units or Amazon are simply no beginner options, please just trust me. Most melee T1 units lead to unintended pulls and Amazon is too weak for BG imo.
- Other T1 options that are worth mentioning: Mark of the Keeper as Upgrade for BG10, Hurricane is great against S- Units but usually not worth the short T1 stage (nice BG10 Upgrade), Fountain of Rebirth can be a nice addon in 4player groups, solo not worth the pick (BG10 and such... 🙂 )
In BG9 usually bring out 4-6 Windweavers, root smart and have one Surge of Light ready and T2 should be clear. Against LS play 6-8 WW, one of the rare cases where you want to pull enemys to you a bit out of the camp and clean beasts one by one. Fokus your fire a bit and your troops will do better.
Frost Start - the underestimated alternative, a shitload more damage but less sustain
- Frost Mages mixed with Masterarches in ratios between 1:1 and 1:2 supported by Homesoil/Ice Barrier can handle any BG9. If you choose to go for blue T1 then there is no way around Homesoil/Ice Barrier, use this combination the whole match until late T4 for your Gemeyes
- again melee tanks are no option in the scope of a beginner deck, though this is a valid option for more sustain melees usually do more harm then they give a benefit (aka unintended pulls)
- Nice BG10 addons can be: Glyph of Frost, one of the Wintertides, Lightblade (very micro intense), Frost Sorc (very micro intense)
Use your Homesoil (eventual Ice Barrier) to clear T2, ~6 Units deal insane dmg with that support, Barrier can be used to heal units too in some cases.
T2 either or - the opposite of the T1 choice
As we want to make a stonekin Deck, lets go Stonekin with our T2, where we get great options in our faction. As both colors come with some great splash cards at t2 too, we will focus on Stonekin and only go for "mandatory" splash cards, like the omnipresent Oink - never go out without your Oink! 🙂 Again we want to have a most lean T2, so pick at maximum 2 of the following considerable Units:
- Razorshard (G) is my hidden champion here on the paper he may look not that great (another S-Counter, you need to use ability, delayed damage), but he performs outstanding against most BG9 enemys, he gives your remaining T1 force a nice basic heal that gives a shitload of sustain
- Crystal Fiend (B) moooore sustain though is audio sucks - a really strong option, but beware that your army does not only consists of supporters and healers, a common "mistake"
- Stone Tempest a bit fiddly but a good M counter and providing nice CC via his knockback, though in some cases annoying
- Aggressor - ok'ish unit as L counter if needed, please consider that he is rather a supporter too then a damage dealer
From the Mono color units the following might be worth mentioning: Stormsinger (any) as strong air-counter or Burrower as swift sieger.
As most of the above mentioned are pure supporters or more-supporters keep some/all of your T1 force alive. Usually at T2 a Breeding Ground is not worth (building). After getting mix in - depending on the T3 situation - 0-4 of the above Units. All your T1 options are still viable and your army supported even with your T2 spells now should be fine to deal with anything and everything. The following spells are nice at T2:
- Oink, as said, never have a deck with a that goes without
- if you started Frost you still can consider to take a Surge of Light. Usually T1 spells are not worth a T2 slot, this is an exception
- Matter Mastery, expensive but strong and fun, can be used in combination with Homesoil if you started frost
- in rare cases: Gravity Surge (B) but Stormsinger would be prolly a better T2 choice for most uses here
- and finally the big question "to freeze or not to freeze" -> Coldsnap
It is a super strong tool in some rare cases but often used brainless, where it hurts more then it helps. I like to have it with me for seldom super hard T3 camps or to stop a frontline in late match when I am completly on my own. Always have in mind, that freezed enemys only take 50% dmg, which is a very significant penalty. Freeze is very strong against Lost Souls T3 camps, Coldsnap while running in and take out spawner + other buildings to weaken the Lost Vigils.
And please be very careful about freezing units for others, decks that have high burst damage or also rely on triggering their infects can be put in quite a hassle by a single freeze. As a rule of thumb, if you want to help your mates, buff or heal them, but unsolicited freezes are rarely welcome.
T3 (?)
Let's speak about void first.
Stonekin has two obvious options here, either Shrine of Memory () or Shrine of Martyrs () that both can be made available at T3, if we stay in the scope of Stonekin and mixed T2. I don't consider Shrine of Martyrs to be usefull in a deck that is not build around freezing, and even then it is doubtful. Shrine of Memory is very weak too, and I think leaving it out at all can be an option, but after hundreds of games with and hundreds without I have the weak feeling that the 2x 100 energy are just about worth the investment.
I find it very difficult to make an absolute statement here, but my cautious recommendation goes in the direction of SoMem, hence the choice of headline ""
As my Stonekin T1/2 units give usually give a very solid mix I tend not to take any T3 units for the usually quite short T3 stage - spells and my remaining force needs to do the job. If you want to take in a unit, it must be something really beneficial like taking in an XL unit like Deepcoil Worm or Deepfang. There are ofc other nice'ish units, but noting that really adds something that you couldn't do with your T1/T2.
You may now say "Hey, it's Stonekin, what about Rageflame/Stone Warrior" and you are right, those give an excellent combo. But still in this deck they would be aliens and not really solve any ugly T4 camp situations for which you would take them in now. I will have a close look on those two in part 3/3 of this "guide".
Spellwise T3 brings two mandatory ones for me, for this deck:
- Revenge
- Stone Shell (G)
Easy to use, both stack, and make your already strong force almost invincible.
Next "mandatory" pick: Thunderstorm - a perfect allrounder you want to have with you if you play a green splash. If there is a Shrine of War from your mates, use your Thunderstorm all the time either for waves (don't stop for them) or when you fight camps. Thunderstorm is as Curse of Oink - this card can't be wrong in most of your decks.
Other spells worth mentioning would be
- Equilibrium (G) if you feel need for more heal, here it is. Usually this should not be needed but can be a nice filler if you feel better with it
Neither Enlightenment nor Frost Shard would add something at T3, so they are not considerable for me.
And now comes the part where opinions differ: Support Buildings
- Wheels of Gifts are no option for me in this deck whereby I have to emphasize here "for me" just as much as the "no" option. Wheels bind 540 (405 with construction hut) energy that can't be invested in units. Solo even with taking muuuuch time it is hard to reach even the break even point where the wheels are useful. In groups ofc wheels pay out earlier, but are usually not really worth slowing down one player that strong.
The problem is compounded by the nature of the Stonekin faction, as individual units are not as strong here, but they become stronger when combined, having almost 2 units less on the field hurts me a lot there. Another reason for me to do without the wheels is that only one wheel buff is very profitable for ourselves, namely the attack buff.
On easy maps, a skilled Stonekin player doesn't even need a single heal, to buff this further with Wheels (partly it wouldn't even stack) would be absurd for me.
However, I also know my Battlegrounds so well that many factors are no longer random for me, but well predictable, that it is very difficult for me to fully take a beginner's perspective here. 20% is 20% more - and if you feel better to wait 1-2 min and take that 20%, then do it!
- Healing Gardens - a great buff! But still I rarely play them, as I consider most content well doable if all decks around are build well, it's a bit the same as for the wheels. But again, of course, if you feel the 300 energy for 2 HG is worth it, then play them (in a group). I would also prefer the HG over the Wheels.
T4
We have 2 Units in our Faction at T4, as both work together well, why not build around them?
- Grinder is our tank, usually I would only want to have one slot for it and take one of either affinty. Honestly, the fewest will use the skill. But it's not completely useless, though, so give it a try. I therefore slightly prefer the purple. I think having 2 is recommended, the more the better ofc. Grinders benefit greatly from grouping, I would want to set up 2-3 straight up and have 4-5 towards the end, then they are actually almost immortal, especially if you buff them nicely.
- Both Gemeyes are great for me, I like to have them both. Usually I play 1 green, put out all my purples and play Grinders or further purple Gemeyes when the cooldown is off. I would recommend to charge the purple Gemeye for this deck sooner or later. Ofc the green can be cut if you have other preferences.
- always leave some energy left for 1-2 spells
Ofc other Units can support this mix, though I don't feel a need for it. Primeval Watcher for example could go as supporter, Giant Wyrm as super budget DD.
The two spells I recommend the most here are Regrowth and Ice Tornado. The former is mandatory in most unit based decks though I don't often feel the need to use it in a Stonekin Deck. The latter is a great damage spell and should be set in the back of most camps, while you fight the frontline. Also it is a nice support for bosses or just as helper to increase dmg on endless crossing fights. Tornado and Thunderstorm should be used all the time if a Shrine of War of a group member is running.
Maelstorm can be an option to get even more sustain, but hey, freezing, we had this topic - be smart when you freeze!
There are other cool spells in this color range, but none that I would consider for this deck
Any more options throughout the the tiers?
- Incredible Mo is important against LS, if you play random maps make sure there is one around or take yourself (Yellow buff to avoid anti-range debuff)
- Amii Mon for solo purpose ofc possible
- construction hut if you considered any of the Buff Buildings or Amii
- Frost Bite (P) does work on bosses, usually not worth the slot to me but hey it needs to be mentioned
Bosses you struggle with:
- Hellhound can be dangerous, avoid to face him with a too small army alone. Keep your buffs up, take out spawner via Tornado and perhaps focus the boss then
- fear very early Urzachs and Infester, keep your Gemeyes out of range but close enough for your Grinders to count for their passive heal
Any other dangerous situations for this deck:
- early bosses, especially when you are on your shitty SoMem. Know your deck and retreat if needed in time
- Ugly T4 situations end in quite a "zerg" - even t3 units do not change much about that
- usually not a deck I want to bring to BG10 random maps/groups as it is too slow for the given time frame
- Willzappers in early match, reason enough for me to justfy Matter Mastery (that is useless against Lost Souls)
Personally tested Deck proposals, as always from Spells over Units to Buildings
BG9 allrounder
BG10 Solo
Replays:
BG9_4pl_motm_Stonekin_noheals
The very easy current motm, I guess I did not even use a regrowth in that match, perhaps one lazy one in the end. If maps are that easy usually this deck cannot ever be beaten.
BG10_1pl_MOTM_Stonekin
Current super easy motm tempted me to do it with a stonekin - slow but steady, deck above.
I will add a replay of a close and ugly T4 situation (current motm 3/4 comes to my mind) the next days. This is noting you want to have with this deck, but still doable.
BG9_4pl_MOTM_Stonekin_close_t4_fight
As I have seen many people struggling with this Pos3/4 (I am sitting in 4 here) I was a bit afraid to play it with this deck. A very low rank, Deck lvl 7 sat next to me. He touched every next camp in advance to trigger useless further spawn and brought non-optimal units to the field - a perfect stress-test for our Stonekin deck.
And what shall I say, have a look yourself, we are super-clean t4 in ~8min. Far from being fast, but for this map and situation still rock-solid imo.
If you have feedback, suggestions, nice replays or storys about this deck, please feel free to post below!
As always, all information without guarantee and with strong personal preference.
See you in the Battlegrounds!
Thanks to https://www.deepl.com/translator for helping me with some partly translations
BG9_4pl_motm_Stonekin_noheals.pmv BG10_1pl_MOTM_Stonekin.pmv
BG9_4pl_MOTM_Stonekin_close_t4_fight.pmv
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Donaar liked a post in a topic by Treim in All-time fastest speedrun rankings (October 2013-September 2022)
new rPvE 4 Player solo record
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Ggoblin liked a post in a topic by Treim in Offering(b)
The advantage of the frost affinity is that you are not bound by tier and so once you are past a tier you can use its units to gain more charges for higher tiers, the problem being here that usually units scale up in size over the tiers and that the units with charge problems are almost all XL which severely limits what cards are actually useful to use it on, not to mention that power costs make this largely inefficient to spawn a corsair, soulhunter or Grigori compared to a rifle cultist or Cultist master. Even with void manipulation you have to pay it upfront which is just inconvenient with the numbers we're talking about. You can argue that you save a deck slot if you actively use an Xl unit in t3 but then again, Cultist Master are a staple anyways and Rifle Cultists ability can still be usefull so it is not even necassarily a wasted slot.
--> The problem is that where the frost affinity should have an advantage the inherent power costs of units where it should be usefull make it inconvenient to say the least.
I think the biggest reason to play it currently would be when you are missing a lot of charges of L-sized creatures in t3 and then try to fit it in with relatively cheap L-sized t2 units like lost shade. This is pretty much only applicable to beginner and maybe early advanced players that are still building up their collection.
When you then consider that with nature affinity you can enable combinations like 2x infect, 2xsoulshatter, 2xthunderstorm or 2x cluster explosion, reset the cooldown of cc in a critical moment of a fight it is pretty obvious that nature affinity might cost you a deck slot but is more flexible and convenient. Frost offers 1 (potentially) big upside, but that upside also has downsides besides all the clear negatives compared to nature affinity.
Just an idea out of the blue (hah!) - why not let offering frost affinity regain charges for all cards that share orb requirements with the offered card (e.g. I offer a Lost Vigil and all cards that have frost or shadow orbs as requirements regain a charge), not sure about this though because it does sound very strong in 2 orb splash decks.
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Metagross31 liked a post in a topic by Treim in All-time fastest speedrun rankings (October 2013-September 2022)
new rPvE 4 Player solo record
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Volin liked a post in a topic by Treim in All-time fastest speedrun rankings (October 2013-September 2022)
new rPvE 4 Player solo record
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Metagross31 liked a post in a topic by Treim in Treim's Battleground/rPVE Speedrun Guide
For some reason the images in the initial post just ceased to exist (no clue why, when, how?!?).
Please use the link provided at the END of the original post to access dropbox where a .pdf document with the whole guide is provided.
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Treim liked a post in a topic by Volin in DECK-KIT AlmostStonekin (2/3) Gemeye meets Double Shadow
Hey all,
it's been a while since my last Deck so time for another one! Today we continue with a Stonekin variant that actually doesn't leave enough Stonekin to call itself that. However, since the army consists only of Stonekin units, I have always mentally added it here. I can't even say exactly why Gemeyes catch my eye so much and why I like this deck so much - I think it's just "sympathy" that I can't explain further.
Theme/Scope: Gemeyes! Getting out as much as possible, getting them as strong as possible
Playstyle: Micro <-> Macro
Budget: medium expensive
Addresses to any kind of player
Core Deck:
- Key Card is the Purple Gemeye! Ofc both can be taken if you like
- supported by the best of
- supported by the best of
- as we have no straight tanks, we want to have strong CC and strong sustain spells to keep our Army steamrolling
Important side note:
The Gemeyes show both a flat dp20 of 2750 dmg - this is the flat value of the spit attack leaving out the damage over time (DoT) effect. The real dmg of a purple Gemeye is much higher though you will sadly never have a situation where it can deal its full possible dmg.
T1/T2 - either or or (in the shown specific order)
It may seem strange, after I have made very free specifications in my decks, that I give here on the one hand 3 clear starting suggestions which appear however also very differently.
The reason for a Shadow or Frost start comes from the T1 Spells Motivate or Homesoil - both of which we can scale perfectly into T4 - therefore this recommendation.
The reason for the T2 is to further set priorities: Starting with allows for very early setting of Resource Boosters and is therefore a very strong one, as we can possibly get more Gemeyes out.
If you decide for a blue start, even if it is for reasons, it also makes sense in T2 and T3 to quickly get to to be able to set boosters faster. Especially on harder maps the double shadow spells help you of course to get to T4, to hold it and to go into further progress.
The start variant is definitely inferior to the above mentioned in direct comparison - but I still like to list them, because a Stonekin start is in my opinion much more beginner-friendly and stronger than a blue/shadow start. You want to take it slow, maybe never played shadow before - then this is your start.
Please don't start this deck with green - it would be at least one wasted deck slot, more like two.
What do we take specifically:
For I would never go without my Forsaken as allrounder (superior to Nox Trooper), the Green Soul Splicer and a Motivate. Git up a few Forsaken, build a Soul Splicer before the T2 camp, drag the enemys in the Splicer and FOCUS them one by one. 6 Forsaken should do it with the exeption of hard Lost Souls starts.
For T2 the common options would be: Shadow Mages (+your Soul Splicer, Warp, Motivate), a Harvester or the best-in-slot solution Phoenix/Embalmers Shrine
For the meta-start would be Frost Mages and Master Archers + Homesoil and Ice Barrier.
T2 as imho not much strong options, Phoenix/Embalmers Shrine is prolly the way to go if you want serious strengh, else Stormsingers are not bad and some of the Lost T2 Units are playable too.
For the start please check my other stonekin guide:
T3/4 - completing to any row of
T3/4 spells you want to add are: Stone Shell Green, Frenetic (either or both), Infect and prolly a Warp, fill with dmg and healing as you feel need for them
Other stuff to add to the deck: Gemeyes, that's why we are here! Furnace of Flesh + Cultist Master for Void return. Ofc a Breeding Ground that wasn't mentioned before.
You maybe want to bring Rifle Cultist+ Offering for more fast Gemeyes, even mandatory if you play with Motivate.
Last but not least: If you face lost souls your Gemeyes get disabled (like any ranged unit) from the Lost Dragons - either bring a Yellow Mo for that, or make sure your CC hits those Dragons perfectly (last is more an expert solution)
Even if you decided for the inferior start, you have strong spell options at T3 which should always give an easy access to T4 (Thunderstorm/Stoneshell, Heals, Oink - all combined with a rock solid T1/2 army)
If you decide for a late green orb, T3 offers you Frenetic/Infect which should be even an easier access to T4.
If you are forced to defend T3 for a minute raise a Furnance of Flesh to get Void back faster on the waves that you defeat. Spawn Cultist Masters there as soon as you can - once your Void manipulation is up things get usually easier.
How to play T4 stage - "I have only a squishy ranged unit, how the hell do I proceed?"
Though it may be obvious for many veterans I want to describe a bit the playstyle as some Beginners may say: "I have only a squishy ranged unit, how the hell do I proceed?".
Spam Purple Gemeyes, you can splash in 1-2 Green ones in the Mix for some CC, but you want to have mainly purple ones as they deal the dmg. A super serious Gemeye Deck would perhaps even cut the green Gemeye completly - at least I do.
When you engage a camp the first spell is a CC, usually a Frenetic. Stone Shell your at least 4 Gemeyes, Infect the crowd and perhaps add a dmg spell for faster Infect procs.
Then you use either Motivate or the Homesoil/Ice Barrier combo for a really nice dmg output.
When you have Motivate/Offering/Rifle Cultist use that Combo as often as possible to max your army size.
Once you got out 4-6 Gemeyes you should snowball any rpve map.
Any struggling situations:
This deck is slower in the early match, beware to engange strong dmg bosses like Infester or Urzach before you have at least 4, better 5, gemeyes. (4 is the critical mass for a perfect Stone Shell buff, the fifth gives you even the security that you could loose one and you are still "safe").
Once you hit the 4-5-6 counter this deck gets more and more rolling and no boss or situation should be able to stop you.
Willzappers can be taken out from afar.
Bosses usually never have a chance against a Stone Shell protected army and so neither any camp has.
At this point I usually add replays, which I leave out this time for two reasons: First, I was simply too lazy and thought something "Nobody watches this anyway" (or only the usual suspects who actually know the shit but only enjoy the gameplay).
However, I have just seen that the replays were downloaded more often than thought - next time I'll be happy to share some again.
The second reason to do without replays was clearly the upcoming update which is just around the corner and would break them anyway.
If you have feedback, suggestions, nice replays or storys about this deck, please feel free to post below!
As always, all information without guarantee and with strong personal preference.
See you in the Battlegrounds!
again partly Translated with www.DeepL.com/Translator (free version)
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Eirias liked a post in a topic by Treim in Lost Souls MOTM lvl 10
If there is Vigils/Brains at t1 the common strategy is to go 1 by 1 and people help each other just because otherwise everyone waits for power so long, usually a solo start is possible as well though aswell, sometimes more viable than other times.
Fire is the meta t1 for this. Usually you run Nomads, Mine, Eruption, Sunstrider and Blaster Cannon.
If you go by turn, the player that clears usually play 3 nomads and 2 blaster cannon and the others help with Mines (2-3 for the camp that gets attacked) + 1 defensive Mine for the other path that leads to your t1. Nomads run in and pull air units out a bit so blasters can start shooting. Afterwards Nomads go suicide and the spawn camp gets erupted (4 eruptions).
At t1 a sunstrider gets spawned with hold position command as soon as the lost dancer from thhe other income attacks it, so as to trap the income and prevent respawning waves from there.
If you want to go solo, you usually skip certain steps of the setup to get power back faster via your void pool if possible. So you might skip blaster cannons and take care of air units afterwards. The only set thing you have to do is erupt the spawn camp at t2. Everything else can be delayed in theory and has scenarios where it is advised to do so. Usually you at least set Mines to take care of most of the ground units though.
To be more specific for this month's map. On positions 2-4 you should probably skip the blasters first and just start with 3 mines at the camp + eruptions. You are forced to do 3 Mines because the camps all get shielded. In combination with another 2 blaster cannons you simply wait too long alone otherwise.
Position 1 is different because once you attack t2 the right camp gets mostly pulled which triggers additional waves from t3, while you also have to deal with buffed vigils which mostly stay out of range of blaster cannons and the position allows for very room to move units cleverly. Attacking the right camp first doesn't work either because the income from t2 will then pull vigils and treefiend nonetheless.
--> I guess you can wait ages for power until you attack but the income from t3 will get triggered by your mate at pos2 anyhow and you get the effect chain of --> t3 wave pulls right camp above t1 --> you need to kill those units --> incomes from t2 get triggered and suddenly you have both camps in front of you t1 and havent even killed anything.
So clearing this position solo is a purely theoretical exercise with no practical application.
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Metagross31 liked a post in a topic by Treim in Lost Souls MOTM lvl 10
If there is Vigils/Brains at t1 the common strategy is to go 1 by 1 and people help each other just because otherwise everyone waits for power so long, usually a solo start is possible as well though aswell, sometimes more viable than other times.
Fire is the meta t1 for this. Usually you run Nomads, Mine, Eruption, Sunstrider and Blaster Cannon.
If you go by turn, the player that clears usually play 3 nomads and 2 blaster cannon and the others help with Mines (2-3 for the camp that gets attacked) + 1 defensive Mine for the other path that leads to your t1. Nomads run in and pull air units out a bit so blasters can start shooting. Afterwards Nomads go suicide and the spawn camp gets erupted (4 eruptions).
At t1 a sunstrider gets spawned with hold position command as soon as the lost dancer from thhe other income attacks it, so as to trap the income and prevent respawning waves from there.
If you want to go solo, you usually skip certain steps of the setup to get power back faster via your void pool if possible. So you might skip blaster cannons and take care of air units afterwards. The only set thing you have to do is erupt the spawn camp at t2. Everything else can be delayed in theory and has scenarios where it is advised to do so. Usually you at least set Mines to take care of most of the ground units though.
To be more specific for this month's map. On positions 2-4 you should probably skip the blasters first and just start with 3 mines at the camp + eruptions. You are forced to do 3 Mines because the camps all get shielded. In combination with another 2 blaster cannons you simply wait too long alone otherwise.
Position 1 is different because once you attack t2 the right camp gets mostly pulled which triggers additional waves from t3, while you also have to deal with buffed vigils which mostly stay out of range of blaster cannons and the position allows for very room to move units cleverly. Attacking the right camp first doesn't work either because the income from t2 will then pull vigils and treefiend nonetheless.
--> I guess you can wait ages for power until you attack but the income from t3 will get triggered by your mate at pos2 anyhow and you get the effect chain of --> t3 wave pulls right camp above t1 --> you need to kill those units --> incomes from t2 get triggered and suddenly you have both camps in front of you t1 and havent even killed anything.
So clearing this position solo is a purely theoretical exercise with no practical application.
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Donaar liked a post in a topic by Treim in Treim's Motm solo speedrun archive
Hey everyone,
I decided to continue my thread from the original Battleforge forums, where i shared all my solo rPvE replays with the community - thanks to @Kybaka for picking this up again last month.
You can expect regular updates at the beginning of each month for the month that just passed. I will upload most replays throughout the month whenever I get a halfway decent time on these maps. Exception being maps where an alltime speedrun record is possible - those will be uploaded at the end of the month. Cleanliness of play in the replays can greatly differ due to time investment. You can at least expect a top 3 finish for the respective month for each of these replays though.
If i play Motm level 9 maps solo, they will be updated throughout the month as I am doing those just for the sake of it.
If you have questions in regards to gameplay or strategy feel free to post here or contact me on @Ultrakool's Battleforge Tutoring server: https://discord.gg/2R7yZTS
Please note that older replays will not work due to the game being patched now. If all cards in the replay are unchanged you can fix it with the Replay Fixer Tool that can be found on the forums. If cards are changed, replays are at least as of right now not watcheable anymore - not sure if a backward compability will ever be introduced.
If you want to cast any of these videos, feel free to do so.
General naming structure of the replays:
Motm_Month_Game mode_Difficulty_Time
You can watch the replays ingame by downloading the file(s) and saving them in this folder: Documents\BattleForge\replays.
January 2019 - 1 Player: Stonekin; 2 Player: Lost Souls
Motm_January_1Player_Level10_1847.pmv
Motm_January_2Player(solo)_Level10_2855.pmv
February 2019 - 1 Player: Stonekin; 2 Player: Lost souls
Motm_February_1Player_Level10_2216.pmv
Motm_February_2Player(solo)_Level10_2556.pmv - Youtube Commentary by RadicalX [RadicalX]
March 2019 - 1 Player: Bandits; 4 Player: Bandits
Motm_March_1Player_Level10_1413.pmv
Motm_March_4Player(solo)_Level10_1846.pmv - former alltime record for 4 Player solo rPvE
March Bonus
Motm_March_1Player_Level9_1334.pmv
April 2019 - 4 Player: Bandits
Motm_April_4Player(solo)_Level10_1854.pmv
May 2019
did not play
June 2019 - 1 Player: Bandits; 2 Player: Stonekin
Motm_June_1Player_Level10_1736.pmv
Motm_June_2Player(solo)_Level10_2648.pmv
July 2019 - 1 Player: Bandits
Motm_July_1Player_Level10_1644.pmv
July Bonus
Motm_July_1Player_Level9_1425.pmv
August 2019 - 1 Player: Bandits; 4 Player: Lost Souls
Motm_August_1Player_Level10_1738.pmv
August Bonus
Motm_August_1Player_Level9_1225.pmv
Motm_August_4Player(solo)_Level9_2046.pmv
September 2019 - 1 Player: Bandits; 2 Player: Stonekin; 4 Player: Lost Souls
Motm_September_1Player_Level10_1536.pmv
Motm_September_2Player(solo)_Level10_2230.pmv - former alltime record for 2 Player solo rPvE
September Bonus
Motm_September_4Player(solo)_Level9_2042.pmv
Motm_September_2Player(solo)_Level1_0233.pmv
October 2019 - 1 Player: Bandits
Motm_October_1Player_Level10_1446.pmv
November 2019 - Februar 2020:
did not play
March 2020 - 1 Player: Stonekin
Motm_March2020_1Player_Level10_1907.pmv
April 2020 - 1 Player: Stonekin; 2 Player: Lost Souls; 4 Player: Twilight
Motm_April2020_1Player_Level10_2215.pmv
Motm_April2020_2Player(solo)_Level10_2556.pmv
May 2020 - 1 Player: Bandits; 2 Player: Stonekin; 4 Player: Lost Souls
Motm_May2020_1Player_Level10_1241.pmv - Youtube Commentary by LEBOVIN [Skylords Reborn Speedrun Community] - former alltime record for 1 Player rPvE
May2020 Bonus
Motm_May2020_1Player_Level9_1137.pmv
Motm_May2020_1Player_Level1_0127.pmv
Motm_May2020_2Player(solo)_Level9_1450.pmv
Motm_May2020_4Player(solo)_Level9_1957.pmv
June 2020 - 1 Player: Bandits; 2 Player: Stonekin; 4 Player: Lost Souls
Motm_June2020_1Player_Level10_1839.pmv
Motm_June2020_2Player(solo)_Level10_2737.pmv
June 2020 Bonus
Motm_June2020_1Player_Level9_1324.pmv
Motm_June2020_2Player(solo)_Level9_2009.pmv
July 2020 - 1 Player: Stonekin; 2 Player: Lost Souls; 4 Player: Stonekin
Motm_July2020_1Player_Level10_2033.pmv
Motm_July2020_2Player(solo)_Level10_2728.pmv
Motm_July2020_1Player_Level10_1749.pmv
July 2020 Bonus
Motm_July2020_1Player_Level9_1120.pmv
Motm_July2020_2Player(solo)_Level9_1454.pmv
August 2020 - 1 Player: Bandits; 2 Player: Stonekin; 4 Player: Stonekin
Motm_August2020_1Player_Level10_1715.pmv
August 2020 Bonus
Motm_August2020_1Player_Level9_1437.pmv
Motm_August2020_2Player(solo)_Level9_1659.pmv
September 2020 - 1 Player: Stonekin; 2 Player: Lost Souls; 4 Player: Twilight
Motm_September2020_1Player_Level10_1931.pmv
September Bonus
Motm_September2020_1Player_Level9_1217.pmv
Motm_September2020_1Player_Level1_0212.pmv
October 2020 - 1 Player: Stonekin
Motm_October2020_1Player_Level10_1841.pmv
November 2020 - 1 Player: Bandits
Motm_November2020_1Player_Level10_1608.pmv
November Bonus
Motm_November2020_1Player_Level1_0139.pmv
Motm_November2020_4Player(solo)_Level9_1810.pmv
December 2020 - 1 Player: Stonekin; 2 Player: Lost Souls; 4 Player: Twilight
Motm_December2020_1Player_Level10_1947.pmv
December Bonus
Motm_December2020_1Player_Level1_0125.pmv
Motm_December2020_1Player_Level9_1056.pmv
January 2021- 1 Player: Stonekin; 2 Player: lost Souls; 4 Player: Twilight
Motm_January2020_1Player_Level10_1835.pmv - Youtube Commentary by Eirias and myself [Battleforge Creators Guild]
January Bonus
Motm_January2021_1Player_Level9_1107.pmv
Motm_January2020_2Player(solo)_Level9_1913.pmv
February 2021: 1 Player: Stonekin; 2 Player: Lost Souls
Motm_February2021_1Player_Level10_1522.pmv
Motm_February2021_2Player(solo)_Level10_1822.pmv - Youtube Commentary by LEBOVIN [Skylords Reborn Speedrun Community] - alltime record for 2 Player solo rPvE
March 2021 - April 2021:
did not play
May 2021: 1 Player: Bandit
Motm_May2021_1Player_Level10_1754.pmv
June 2021 - July 2021:
did not play
August 2021:1 Player: Bandits; 4Player: Bandits
Motm_August2021_4Playe(solo)_Level10_1829.pmv - Youtube Commentary by LEBOVIN [Skylords Reborn Speedrun Community] - alltime record for 4 Player solo rPvE
August Bonus
Motm_August2021_1Player_Level9_1030.pmv
Motm_August2021_4Playe(solo)_Level10_2033.pmv
September 2021:
did not play
October 2021: 1 Player: Bandit
Motm_October2021_1Player_Level10_1122.pmv - alltime record for 1 Player rPvE
November 2021 - December2021:
did not play
January2022: 2 Player: Bandit
Motm_January2022_2Player(solo)_Level9_1239.pmv
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Donaar liked a post in a topic by Treim in Treim's Motm solo speedrun archive
2 replays of 4 Player Motm August Lvl.10:
first one being the new alltime record for 4 player solo rpve. Was not perfect towards the end. The Bata was slow especially in the last layer of camps due to fuckups on my end and the bloodhorns were too far back because I missed sending them further forward at some point. They were supposed to attack the Slavemaster camp after I warped Bata into the camp on the top right, so they can be supported by spells which wouldve allowed Bata to mostly skip the Slavemaster base. Sadly I wasn't super motivated to play the map more and was not home for the last 1/3rd of the month anyway to maybe give it 1 more try.
Possible time: ~17:30. I also added a replay of an LSS run with a worse start strat (position 3 instead of position 1 in the first replay). This was my initial draft for this map until I realized position 1 can be done without pulling the camp next to t2 instantly which allows you to safe 1 deckslot (skeleton warriors) and still clear faster. I also had a Bata run with this start which clocked in faster than the LSS run (and were similarly well played) which is why I went forward with the Bata strategy and did not continue tries with LSS. 1 replay of 1 Player Motm August Lvl.9: was my 2nd try on the map, was an okayish run but not very polished.
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Metagross31 liked a post in a topic by Treim in Treim's Motm solo speedrun archive
2 replays of 4 Player Motm August Lvl.10:
first one being the new alltime record for 4 player solo rpve. Was not perfect towards the end. The Bata was slow especially in the last layer of camps due to fuckups on my end and the bloodhorns were too far back because I missed sending them further forward at some point. They were supposed to attack the Slavemaster camp after I warped Bata into the camp on the top right, so they can be supported by spells which wouldve allowed Bata to mostly skip the Slavemaster base. Sadly I wasn't super motivated to play the map more and was not home for the last 1/3rd of the month anyway to maybe give it 1 more try.
Possible time: ~17:30. I also added a replay of an LSS run with a worse start strat (position 3 instead of position 1 in the first replay). This was my initial draft for this map until I realized position 1 can be done without pulling the camp next to t2 instantly which allows you to safe 1 deckslot (skeleton warriors) and still clear faster. I also had a Bata run with this start which clocked in faster than the LSS run (and were similarly well played) which is why I went forward with the Bata strategy and did not continue tries with LSS. 1 replay of 1 Player Motm August Lvl.9: was my 2nd try on the map, was an okayish run but not very polished.
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Volin liked a post in a topic by Treim in Treim's Motm solo speedrun archive
2 replays of 4 Player Motm August Lvl.10:
first one being the new alltime record for 4 player solo rpve. Was not perfect towards the end. The Bata was slow especially in the last layer of camps due to fuckups on my end and the bloodhorns were too far back because I missed sending them further forward at some point. They were supposed to attack the Slavemaster camp after I warped Bata into the camp on the top right, so they can be supported by spells which wouldve allowed Bata to mostly skip the Slavemaster base. Sadly I wasn't super motivated to play the map more and was not home for the last 1/3rd of the month anyway to maybe give it 1 more try.
Possible time: ~17:30. I also added a replay of an LSS run with a worse start strat (position 3 instead of position 1 in the first replay). This was my initial draft for this map until I realized position 1 can be done without pulling the camp next to t2 instantly which allows you to safe 1 deckslot (skeleton warriors) and still clear faster. I also had a Bata run with this start which clocked in faster than the LSS run (and were similarly well played) which is why I went forward with the Bata strategy and did not continue tries with LSS. 1 replay of 1 Player Motm August Lvl.9: was my 2nd try on the map, was an okayish run but not very polished.
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Blashyrkh liked a post in a topic by Treim in nerf amii monument
That comes down to people not understanding HOW to break maps with that card.
There is a reason why Amii Monument is used for basically every single speedrun record except 2 and 4 player rPvE 10 and Siege of Hope
There is literally ways to abuse the card to allow for some insane strategy that speeds up the game by so much. The card is not only broken in solo play but allows you to play around a massive shortcut on all of those maps. And sure some are more obvious and insane than others - Soultree <-> Encounters with Twilight. On most of those maps Amii Monument is the card that even allows you to play that strategy: Convoy, Slavemaster, PtD, Nightmares Shard, Nightmares End, King of the Giants, Bad Harvest, Soultree, Oracle, Ocean, Insane God, Dwarven Riddle, Mo, Crusade Treasure Fleet, Behind Enemy Lines. Probably missed a couple as well.
In Nightmares Shard one player even gives up his last monument just so the other guy can use Amii Monument. Now tell me that doesn't change the way you play the game. Amii Monument is the single most used card across all speedrun strategies with maybe the exception of regrowth and that is because it is so often a massive shortcut if you know how to abuse it. Just because most players don't know how to abuse it, doesn't mean its not worth fixing. If there is a bug in your game but 99% of players dont know how to abuse it, doesn't mean you just leave it be. And Amii Monument basically is just that.
Otherwise we probably just leave all PvE cards as is and only balance PvP relevant cards.
it's not like we even argue Amii Monument is the only stupid card there is - because there is a couple more - just none to the insane level, that they literally change how you can play most maps.
LSS; Shadow Phoenix, Shrine of War, Furnace of Flesh + CM -the list goes on. This thread however was about Amii Monument.
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Treim liked a post in a topic by Pritstift in Official PvE Contest#2 Back to the roots - Slave Master UNTIL 28.07.2021
Will all the submitted replays-files shared to the community after the challenge is over? Would be nice not just to see some replays in the stream - i prefer to have the replays to check and analyse in detail. This was part of all the non official pve challenges before - so would be nice if you can upload after.
Also remark from my side --> for this challenge there are a way to much different kind of runs you can do and get prices for sure. I understand that you want to realize that more players are able to get prices - but at the end you are just lowering the quality of the submitted replays because nobody (or at least at me :-D) has the time to play and optimize every possible run for each category. I prefer to have high quality speedruns / challenging runs that were pushed to the limit against the best - part of this can be that you get no prices but still had a lot of fun while working out and testing different strategies. And this was for sure not a waste of time --> dont like this way of thinking that we need to overhelm the community with a lot of different categories for a challenge just to ensure that nearly everybody is getting prices.
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Treim liked a post in a topic by Volin in DECK-KIT Pure Bandit w/o much Bandits - Showcase Bloodhealing
UPDATED to match 1y-patch from 18.12.21
Hey all,
since we have many requests here, but few decks are shown pro-actively, I would like to show some of my RPVE decks (deck kits) over the next few weeks.
Each of the decks will be limited by a "theme", they will prolly not all be end-to-end meta approaches - especially since they are relatively simple to get to the point in the BG: Bata = Meta
And the rest will run behind. But since I'm a little bored with the Batariel right now - let's take a look at what other fine decks for rpve are out there. This first will touch the meta hard anyways 😄
Theme/Scope: In any row , as much meta as possible and as independently as possible from other players help/heals.
Playstyle: Micro > Macro
Budget: most expensive
Addresses to advanced/expert players
Core Deck:
- Unity (B) and Bloodhealing give the needed sustain
- Heavy spell dependent - the meta makes dmg, distracts enemy via Frenetic, Infect gives dmg and meatshield, the dmg spells clean up most of the units
- heavy voidmanipulation via Shrine of War or Cultist Master/Furnace of Flesh enables you to perma use of your spells and abilities
- strong T4 options unit wise, with mass Bloodhorns as main carry
- T3 is carried by spells and can handle ANY situation
- T1/T2 is very flexible and can be designed according to taste
T1 - Either or
Fire: Nomad (G), Mine, Eruption (possible BG10 addons are Blaster Cannon, Suppression or Sunstriders if needed)
Shadow: Forsaken, Soul Splicer (G), Motivate (possible BG10 addon is a good mate supporting your t1 with fire :P)
T2 - in any case
No matter what your t1 has been, your want a shadow orb as your second. If you started fire you want now to move asap to your double shadow, if you started shadow you want to raise your Boosters NOW 🙂 Isn't shadow T1 better then? Perhaps sometimes but not in general. Every start has its own pros and cons, the pros of a fire start is that it is lean, fast, self healing, team-friendly and due to its spells strong and flexible. I often prefer to run into a BG9 T3 camp with 3 nomads and my fire spells rather then having a few Forsaken and almost no support.
Cool-kids-t2-stuff is
- Best-in-Slot solution is probably Shadow Phoenix/Embalmers Shrine (almost mandatory for BG10)
- Gladiatrix (Gladis shine only really with Green Support, but mass Gladis with good positioning can do the job, more an advanced players solution I assume)
- Windhunter is the T2 alternative to Gladiatrix now (Bithday Patch) and outshines Gladiatrix in stats
- Firestalkers (nice siege, cheap throw-away t2)
- Harvester or Shadow Mages can be pure Shadow options if that suits, Undead Army can scale quite ok'ish with Bloodhealing into T4)
- Skyfire Drake is not big carrier, but can do an insane job on some maps
- Bandit Minefield is okish, but usually not worth the slot in this meta approach. If you come from Fire T1 to Shadow T2 you already bring your mine and if you start Double Shadow ... you get it 😄
- Undead Army shines with Blood Healing and is almost a must-pick for harder situations. This combo is way more flexible as the Grim Bahir option that I posted in the first run
Be aware that map depending is one of the weakest (not weak, only in relation) options aviable but usually not much of a problem.
T3 - you want to have now - time to shine!
At the T3 stage Void Manipulation and your -spells kick in the door! Though some nice T3 units are aviable the only options for this deck are imo Cultist Master (if you prefer Culstist/FoF over SoW) and Fallen Skyelf (as boss-killer support in T4).
T4 Camps can be taken out with Nomads/Forsaken and spells and so can be handled a possible close camp.
As far not mentioned interesting T3 cards are:
- Incredible Mo (not really needed here but always nice to have one)
- Soulshatter (if there is a possibility to take it, do so! You want to have as much dmg-spells as possible)
- Amii Monument (only for solo, but there very handy)
Last word on t3: No, I did not oversee Sandstorm - not worth a slot 🙂
T4 - finally
Carrier is the Bloodhorn (BH) - fast, strong dmg, heals nice via stampeding buildings. Get out 2 and play more as soon it is possible, if you play a second unit get it in the mix after the second BH. Always let 250+ energy left to have spell energy.
Before engaging a camp bind your units together with a Unity (b)
First spell when engaging is either Frenetic or Cluster (Amok can do the job too), the other second, asap Infect then further according to the remaining priorities. I like to use Bloodhealing on Undead Army skelletons or Grim Bahir crawlers - that a reason for the Grim Bahir for me, though ofc this is not mandatory.
Bloodhealing does a nice job too on a BH with Unity running, it does not loose much HP.
Earthshaker is a nice skill, but does not perform as stong as we know it in this deck due to the mass BH spam 🙂 If you have room it can prolly clean up last buildings, but I tended to cut it.
Just to say it: OFC you can do various T4 units in the mix here, but naming them all would go beyond the scope of this. Though this is more a deck-kit then a deck, I want to give ideas how to play a faction not to give an overview over the faction as a whole.
Any more options:
- The classic shadow buffs (Life Weaving, Unholy Power & Hero) do a great job on BH!
- Never go out without your Disenchant
- Warp is always nice to have
- Offering (g) can resett your stong spells, if you decide to do so, prolly cut the Cluster (P) (this will get an even nicer option with the comming Grim Bahir changes (Test Server))
- purple Amok gives a nice damage buff and can either replace one Frenetic or be added. Beware to play it not on your units, as they will take friendly-fire then. Also be aware not to play it on your teammates units (same reason) and this is grief play.
Bosses you struggle with ... none that comes to my mind.
Any other dangerous situations for this deck: Engaging Twilight Dragons with a spell-protected (Twilight Negator) Willzapper nearby (a ugly situation for most decks). Play your Unity as late as possible and strike HARD with the first engage!
If more questions come, please feel free to ask or discuss this, I will edit this "guide"
Personal, tested(!), samples of my decks are
BG9 allrounder for random maps with random groups:
BG10, adapted for 1Player-MOTM 2021-06
BG10, 4player, random maps with random groups, assuming SoW by Mate btw one Joker slot
Replays deleted as they are broken due to patches.
I attach a few replays to see it in action. Be aware, non of this replays is "perfect" or aim to be that. This are raw takeouts to give you an idea how this can be played.
I played this deck a lot in the last weeks and can assure that it can work in ANY BG9 situation completly independent from other players heals and can even carry a group. Even the BG10 performance was not as bad as you may think without the perma present green splash 😄
BG10solo_pureBandittest
A random BG10 solo in below 23min, easy Bandit map, but still not bad I think. Lost my t4 orb in the second last camp that forces me to retreat. This was my first test in BG10. Here a pure BH T4 w/o Grim Bahir
BG10_4player_Pure_Bandit_Test
Super nervous played mess - my first group attempt in BG10. In 14min I ran sleeping into a dragon = thx for the rescure group ^^ But hey, this is normal BG10 random group gameplay, nobody is perfect.
Really not a carry here, but neither a total fail. Straight average BG10 shit
BG9_Bloodhealing Showcase <- recommended!!!
A quite strong performance in a 4player BG9 with Command Walker Boss in the End (for me alooooooone) 🙂
BG10_SOLO_MOTM_ PureBandit_rank7
And as last one the current 1player MOTM. This is a first try, I swear, and far from clean, but still a good perfomance I think and at least for now it is a top10 time.
Finally: You have feedback, suggestions, nice replays or storys about this deck, please feel free to post below! I am looking forward to your reactions 😄
Is this helpfull? Want more of this?
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Metagross31 liked a post in a topic by Treim in Looking for pure Fire BG10 Expert
Fire tends to be able to clear these camps by tackling one problem after another to continously open up more room for units to work with.
If you want to summarize the problems on Stonekin maps it usually is:
Windhunters Nox Sniper Deepgorge towers Moloch Construct Just tackle these one by one, usually a front to back approach is the way to go, though it can vary.
Usually early on Windhunters and the Nox Sniper severely hinder your options due to oneshot potential or cc from dragons, but they are also fairly easy to take out so that's the first step.
After that I realized that the Tortugun would turn around later than the construct and can be kited with Nomads easily outside of the tower range. So very easy to take out with Mines aswell.
If that wouldn't have been possible you'd just continue with Skyfire Drakes and Sunstriders. You'd use the Skyfire Drake to lure the Tortugun to your orb slowly. Prepare a few Mines there. Sunstriders to not take damage from the tower while luring. Use Nomads to take hits from the Tortugun and it shouldn't be too much of an issue. Your orb might take damage but should be able to survive. Usually 4-5 Skyfire are enough.
After that there is no real thread any longer because of Sunstrider (for remaining towers) + Skyfire drake combo.
I'll attach a replay. I did not play perfect here, especially the Tortugun part was poorly executed overall - was my third try and just realized I could do the kiting strategy on this particular map in this run, so it was a bit scuffed.
T3 was fully cleared at 8:35. I think you can get it down to 8 flat for sure or a bit lower than that with a perfect run.
rPvE_1Player_Level10_Stonekin_Pure Fire example t3 clear.pmv
I hope this helped.
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Metagross31 liked a post in a topic by Treim in Compare achievements function
Wouldn't an option to be able to compare yourself with a friend and a global comparison be the best way to implement such a feature? Similar to what Steam does with its achievement. The global comparison essentially shows how many % of the playerbase have unlocked a specific achievement.
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Treim liked a post in a topic by Donaar in All-time fastest speedrun rankings (October 2013-September 2022)
New record for Insane God Solo 10.27.1
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ImaginaryNumb3r liked a post in a topic by Treim in Looking for pure Fire BG10 Expert
Fire tends to be able to clear these camps by tackling one problem after another to continously open up more room for units to work with.
If you want to summarize the problems on Stonekin maps it usually is:
Windhunters Nox Sniper Deepgorge towers Moloch Construct Just tackle these one by one, usually a front to back approach is the way to go, though it can vary.
Usually early on Windhunters and the Nox Sniper severely hinder your options due to oneshot potential or cc from dragons, but they are also fairly easy to take out so that's the first step.
After that I realized that the Tortugun would turn around later than the construct and can be kited with Nomads easily outside of the tower range. So very easy to take out with Mines aswell.
If that wouldn't have been possible you'd just continue with Skyfire Drakes and Sunstriders. You'd use the Skyfire Drake to lure the Tortugun to your orb slowly. Prepare a few Mines there. Sunstriders to not take damage from the tower while luring. Use Nomads to take hits from the Tortugun and it shouldn't be too much of an issue. Your orb might take damage but should be able to survive. Usually 4-5 Skyfire are enough.
After that there is no real thread any longer because of Sunstrider (for remaining towers) + Skyfire drake combo.
I'll attach a replay. I did not play perfect here, especially the Tortugun part was poorly executed overall - was my third try and just realized I could do the kiting strategy on this particular map in this run, so it was a bit scuffed.
T3 was fully cleared at 8:35. I think you can get it down to 8 flat for sure or a bit lower than that with a perfect run.
rPvE_1Player_Level10_Stonekin_Pure Fire example t3 clear.pmv
I hope this helped.
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Volin liked a post in a topic by Treim in Compare achievements function
Wouldn't an option to be able to compare yourself with a friend and a global comparison be the best way to implement such a feature? Similar to what Steam does with its achievement. The global comparison essentially shows how many % of the playerbase have unlocked a specific achievement.
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Volin liked a post in a topic by Treim in Looking for pure Fire BG10 Expert
For the general strategy for this map about 10 minutes. From start to the finished run about 50.
I started out with checking the map for exploitable components and there was the cliff as the main component. Using the risk assessment from my previous post and checking fires available units and buildings it was obvious that the construct would and Moloch would absolutely rek any army consistant out of ground units that was not massive. So that was pretty much out, which left me with very few options actually, so I came in with the Blaster cannon + Mine combo as the first step, otherwise cc + towers would just be too much damage, not even speaking of the Tortugun.
In my first run I tried experimenting with Termite Hill for to maybe get them on max range to kill the towers but it proved to not be possible (for me at least), I had especially high hopes for a corner on the right top side of t2, but yeah no luck..
You know what instead of just explaining it in detail, I'll just upload all the replays before the final product you already saw... for whoever is interested. (the scout replay is just a 12 second one for me to check out the map.)
Replay names are too long, so I added a description for what it is.
rPvE_1Player_Level10_Stonekin_Pure Fire_Map scout.pmv --> Map scouting
rPvE_1Player_Level10_Stonekin_Pure Fire_Test1.pmv --> Test 1
rPvE_1Player_Level10_Stonekin_Pure Fire_Test2.pmv --> Test 2
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KserSke liked a post in a topic by Treim in Compare achievements function
Wouldn't an option to be able to compare yourself with a friend and a global comparison be the best way to implement such a feature? Similar to what Steam does with its achievement. The global comparison essentially shows how many % of the playerbase have unlocked a specific achievement.
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Kubik liked a post in a topic by Treim in Compare achievements function
Wouldn't an option to be able to compare yourself with a friend and a global comparison be the best way to implement such a feature? Similar to what Steam does with its achievement. The global comparison essentially shows how many % of the playerbase have unlocked a specific achievement.