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Volin

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Posts posted by Volin

  1. 2 hours ago, Blashyrkh said:

    Giant Slayer

    I have to giggle when this one comes to my mind - yeah great card too. It did not even get much attention from me as pve player (actually you @Blashyrkh brought it back to my mind, back then when we both started digging deeper into fire)

    Ah those funny lovely fire cards.

    Still hoping for Windhunter and our team to find more good solutions for Fire to make it a bit more consistent and overall playable, though ofc the last patch already helped.

    Dutchy and Blashyrkh like this
  2. 11 minutes ago, Dallarian said:

    Shadow has resource booster which is probably strongest.

    Shadow has resource booster which is probably strongest.

    11 minutes ago, Dallarian said:

    Factions are kept unique, and that's beautiful.

    Couldn't say it any better.


    Because in the next step it would be 2-3 Stong heals for each faction.

    A Cluster Red alike dmg spell for every faction.

    An Frenetic alike super CC for ervery faction...

    and in the end Deckbuilding is throwing in random cards.

     

     

    Metagross31 and Dallarian like this
  3. Hello Skyfolks!

     

    Even though not everyone plays it, 4 player rPvE lvl 9 battlegrounds is probably the most popular game mode in general. About time for a competition! The latest big balance patch, which has been around for a while now, made me realize I've never seen a rPvE match with 4 different colors. I'm curious to see your replays!

    Since I can't participate in my own contest, of course, I'd be happy to spend some time with you, if you'd like. Let's see how I can help!

    Replay analysis - strategic tips

    Anyone who has played their first rPvE lvl10, or speedrun with me knows I am a patient teacher and will gladly share ALL my knowledge if you just ask for it.

    And even if competitions are aimed at players above the average, we also know that there are (hopefully) many very good players who want to participate, but whose experience in speedrun is much smaller.

    That's why I'm happy to offer my strategic support to any team that wants it. Deckbuilding, routes, interaction, little tricks - I'll be happy to take a look at your replays over the next few weeks and try to support you from the outside as much as possible.

    My only condition: provide me with a replay and ask specific questions about it. If I see something obvious outside of the questions, I will of course mention it.

    I just want to make sure that you make the same effort as I do and not have a lot of theoretical discussions in advance.

     

    Team finding

    Although I would not recommend you to take this service, I would like to offer it: If you are looking for a "fixed" group for this contest, but can't find any players ingame or on Discord, feel free to contact me - if there are enough players, I can help you to group up. If necessary, you can also register here as a group of 2 or 3 and I will help you find the last members.

    However, I strongly recommend you to actively form your groups yourself via Discord or ingame, otherwise you will lose valuable time and players will hang in the queue until I have 4 requests together.

     

    General tips

    • There are free voice chats in the official Skylords Reborn Discord - use them! I promise you, the top teams will be those, who had fast and good communication.
    • Act as team. Ask yourselves constantly: What can I do for my companions? How could my team support me in my task? Teamwork and strategy are worth more than any good individual performance.
    • Stick to the meta (as far as possible). Voidreturn is usually essential in Speedruns. This should (presumably) be your first priority, to which you subordinate EVERYTHING else.
    • Do not hesitate to restart! Once the basic framework of a strategy is in place and a first time has been reached, it is often not worth finishing games where a lot has already gone wrong. Talk to each other and just restart the round! And please keep in mind that there are harder tasks and easier ones. It is not uncommon for the same player to ask for a restart over and over again. This may not be because your teammate is bad, but often because their task is difficult.
    • Speedruns are often at the limit, otherwise they wouldn't be a speedrun, so things just go wrong sometimes.
    • Think outside of the box!

     

    I wish all participants a lot of fun! And if you have any questions, please don't hesitate to contact me.

     

     

  4. 2 hours ago, Diratos said:

    so sorry,

    All good, let's forget this 🙂

    @Majora Can you perhaps help us here? Do you perhaps know where we are standing with this suggestion? I have in mind that the suggestion from @Diratoswas taken positively in the team and that this feature is perhaps even on the road - am I correct here? Can't find the info and fear a bit that my mind plays tricks on me 🙂

  5. 1 hour ago, Diratos said:

    You was the only one who talking against it...

    Who is telling bs now? I was never against more then 1 rerolls, I even gave my voice FOR that 🙂 But I just wanted to correct -shortly - the wrong assumption that something was already changed. I still hope for this feature to come, better sooner then later.


    PS: Just sayinggrafik.thumb.png.16ec324f0c04dc737b6af19061492c91.png

     

    PPS: Just reading it again shows me, that I even defended you, though I don't share all of your reasoning. But in the topic I do "Strongly agree" as my first post says in your suggestion.

  6. 3 hours ago, VinceyBoi said:

    Edit: you seem to dislike the idea of 5-orb decks, why?

    I am used that card games have a "cheat" card - but we have already 2 very stong ones in BaFo. Clearly maps and cards are by design for 4 orbs per player. Clever players already switch prolly an orb - this as a cost and I like that this malus occurs. Deckbuilding should have a strategy factor, not only throwing in randomly the best cards of all colors.

    And in addition balancing around a constant 5-orb meta would be hell I guess ^^

  7. Hey Metagross, thanks, glad you enjoy it.

    I have two different ways to engage. If I feel safe enough I avoid long shots and pull by sight, throw in a CC or two, and focus the spawner directly.

    Another great way to engage is just to spit in the frontline and CC them when they come, throw in infect and kill a few. Then you move in and can kill quite safe the spawner.

    Metagross31 likes this
  8. 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 :frostorb::natureorb:

    - supported by the best of :shadoworb::shadoworb:

    - as we have no straight tanks, we want to have strong CC and strong sustain spells to keep our Army steamrolling

    Important side note:

    grafik.png.e53fdb1a9e835a30301503e3f8f6e7bd.png

    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 :shadoworb::shadoworb: or :frostorb::shadoworb: or :frostorb::natureorb: (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 :shadoworb::shadoworb: 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 :frostorb::shadoworb::shadoworb: 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 :frostorb::natureorb: 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 :shadoworb::shadoworb: 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 :frostorb::shadoworb: 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 :frostorb::natureorb: start please check my other stonekin guide:

    Spoiler

     

    T3/4 - completing to any row of :frostorb::shadoworb::shadoworb::natureorb:

    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 :frostorb::natureorb: 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)

     

     

     

     

     

     

     

    Metagross31, Timer, Treim and 5 others like this
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