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Volin

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  1. Volin liked a post in a topic by Toggy in The Skylords Open #11 26.09.21   
    Hello fellow Skyladies and Skylords!
    Another 1on1 tournament, who will take the title this time?

    When?
    On Sunday 26.09.21 starting on 2pm CET (Berlin time), the stream will start about 30 minutes in advance.
     
    Format
    The tournament will be played as a 1on1 best of 3 double elimination tournament, grand finals will be best of 5, no reset.
    The grand finalist coming from the winnerbracket will start with a win (1-0) already.

    Prize Pool! (subject to change)
    1st place  - 4 Booster packs + Promo Lyrish Knight + 1000 BFP extra
    2nd place - 3 Booster packs
    3rd place - 2 Booster pack
    4th-8th place  - 1 Booster pack
    200 BFP for every participant.
    Bounty: Beat radicalX in a set to gain 3 extra boosters.

    Big thanks to the devs who sponsor the booster packs!
    Big thanks to The_big_wet for the promo lyrish knight.

    Organisation and sign-up
    The tournament brackets will be on Challonge, so register and join the tournament there.
    Please use your in game account name to make communication and finding your enemy easier.

    The streaming channel that will be covering the tournament is DasToggy on twitch.tv.
    In case of problems contact me or one of my mods via Discord, Battleforge or on twitch.
    Twitch mods: LynnTaki

    Rules (read this!)
    • The Map Pool is: 1st round: Haladur, 2nd round: Simai, 3rd: Elyon, 4th: Lajesh, 5th: Uro and 6th: Yrmia (same pool as in ranked duel).
    The first match of the round will be played on the fixed map, then it is losers choice. The winning player (who won the previous match in the bo3) also has to lock in his deck first.
    • Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
    • Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    • After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
    • The brackets for the tournament will be shuffled before the tournament starts.
    • Use your Battleforge name for the tournament. If your Challonge account differs from your Battleforge account name use the "Sign up with an alternate name" feature or change your name for the tournament in the settings. Finding your opponent will be a LOT easier this way.

    Questions
    Reply in this thread if you have questions, I will check it out later.
    Best regards,
    Toggy
  2. 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
  3. Volin liked a post in a topic by Donaar in Titans Expert Solo - P2 Start   
    Hey guys,
    I got another Titans Solo P2 replay, since after the new patch old ones don't work anymore.
    I also improved the record by over a minute, optimizing a bit the second half of the run.
    See you in the Forge,
    Donaar
    Titans Solo P2 18.36.pmv
  4. Volin liked a post in a topic by Deadman in Boosters   
    You got a mauler, 10/10 pack 
  5. Volin liked a post in a topic by SunWu in Boosters   
    You have to amuse the booster gods by opening the cards in the right order! And grigori, ashbone, parasite swarm, roots, lost shade - that's not even that bad of a run!
    Edit: bad luck brag chat?

  6. Volin liked a post in a topic by Ladadoos in Boosters   
    @Naturee https://skylords-reborn.fandom.com/wiki/Booster_Packs
  7. Volin liked a post in a topic by Majora in Community Update #11 - September 11th 2021   
    Greetings Skylords!

    It's been two weeks already since our last community update so it's time to bring you up to speed with everything going on in Skylords Reborn!

    A big thank you
    We want to start this update with a big thank you to the community. When we posted our feedback survey two weeks ago, we expected maybe 100 of you would take time out of your day to give us some feedback. But you completely blew us away, with over 1150 responses so far!  We will close the survey this weekend, so if you still want to provide us with some feedback (and get a booster) make sure to do so before Monday. 
    So far the survey has already provided helpful insights and feedback, and many kind comments. We are glad that overall you seem to be happy with the state of the game and the changes we are making. Everyone is working very hard on this game we all love, so we are glad you are here for the ride.
    On a personal note, I am very grateful to be the community manager of such an awesome community. Every single one of you makes this game tick. Whether you are a casual PvE player, climbing the ranks of PvP, helping newer players out with some cards, finding new speedrun tactics, discussing balancing changes with us, or just enjoying the game; thank you for being part of our awesome community!
    I would also like to thank everyone from the team who put hours upon hours into the project. It's an honor to work alongside you on making Skylords Reborn the best it could be. 
    So thank you, all of you!
     
    New Patch + Reveal Stream
    Our newest patch has released! After months of balancing, testing, fixing bugs (some even from the days of EA that only now come to light) we have released our biggest balancing patch yet. To celebrate the occasion, we teamed up with Toggy for a reveal stream, where he went over the patch notes, played PvP games and gave away some boosters. You can rewatch the stream here.
    This patch has a lot to love, including suggestions from the community that we got as feedback on our community updates or through our social media channels. Suggestions like adding a power well and monument to the forge for testing, or being able to look at lobbies while players are in a ranked queue; we are happy to work alongside you and make this game better. 
    This patch also contains many requested balancing changes to cards. Ravenheart finally has its new design, and combining it with the changes to Jorne now allows players to play a viable legendary-themed deck. A lot of effort was put into making Pure Frost more rewarding to play, with many new tools focused on shields and freeze. Speaking of Freeze, the new Warlock allows interesting new fire/frost builds as well. We hope you will enjoy playing with these cards and experiment with new deckbuilds. 
    You can read the full patch notes here. Alongside a 15 page document for the balancing changes, there have been so many changes that we decided to post the rest of the minor changes to the Wiki. Among those are description and class fixes, animation changes (for example Brannoc and Backlash) and all kinds of Quality of Life changes. A special thank you to our Skylord of Honour LEBOVIN for helping us with this patch and updating the wiki!
    Two things that are notably missing from this patch are the upgrades to our free PvP decks (as mentioned here), and the changes to Avatar of Frost (as mentioned in our Deep Dive for Pure Frost). We expect the changes to the free PvP decks to be implemented in the coming weeks. Because of some unforeseen bugs, the Avatar of Frost changes did not make it into this patch, but we still intend to bring some changes to him. We will continue to work on this card and share our status on the balancing discord. 

    Survey data
    Here are a few fun insights and pie-charts (who doesn't like pie charts?) from the survey. We will spend the coming weeks going through all the data once we close the survey. 
    • Did you play the original BattleForge from EA (2009 - 2013)?
    • How long have you been playing Skylords Reborn?
    • How do you feel about the economy of Skylords Reborn? 
    • How do you feel about the odds of getting promo cards in Skylords Reborn?
    • Are you aware that you can adjust the contents of the free PvP decks? For example, swapping a free card for a card in your own collection?
    The following questions were regarding your opinion on new content
    • Lore / Backstories
    • New voice-lines / Sounds
    • Adding voice lines to current units that lack them (for example, Amii Phantom, Dryad, Brannoc, etc.)
    • New campaign maps 
    • Adding pure factions for rPvE (for example, mono Fire as enemies)
    • Defence rpve (defend against waves of enemies)
     
    Community Updates will move to a 3-week schedule
    For the past ~3 months we have been giving you an biweekly insight of the things going on behind the scenes with Skylords Reborn through these community updates. While the feedback has been very positive (thank you!) we feel it would be better for both our workflow and the quality of the community updates to move them to once every three weeks. Time zone differences between team members, fulltime jobs and us wanting to provide good quality content and updates, has resulted in some last minute stress spikes to get the updates done in time and have something worthwhile to share. We feel that by moving to a 3-week schedule, we can keep up the quality and content of these updates. In between updates you can of course always find us on our social media and in the game. Rest assured that our team will keep working just as hard on getting you new features, better balance, and the long awaited new cards!

    Open Sourcing of New Sounds Converter
    We are excited to announce that we have made great progress in decoding BattleForge's format for sound files. BattleForge uses a special format called "snr" to encode any sounds, and so far we were only been able to convert these sounds from snr to conventional formats like mp3 and wav. Our developers have built a converter from wav to snr, which will allow us to add new sounds or voice lines to the game!
    Unfortunately, our converter is not yet perfect, and during conversion a lot of quality is lost, making them currently unfit to be used in the game.
    We are open-sourcing this application in the hope that the community can help us solve this problem. We would appreciate contributions to help improve the conversion! Some additional info can be found in the application link above, and this old forum topic. 
     
    New Team Members / Open Positions
    Some team changes since the last community update. DutchyDutchy has been promoted to Global Moderator, and Madgadget has joined the team as a discord moderator. Their help is much appreciated, as Ultrakool and Bradley left the team as Global Moderators. We want to thank everyone for their contributions! 
    We could definitely need some more help with the Skylords Reborn project however.
    Below are two roles highlighted, but you can find more information, desired traits and all our open positions here. If you are unsure if you qualify, please reach out and have a talk!
     
    Open Position - 3D tool developer
    As a 3D tool developer you are responsible to solve one of our biggest technical challenges that will boost the project to the next level: the ability to modify existing 3D models. We already have an internal tool capable of adding new cards using existing re-textured models, but we have no way to meaningfully modify the geometry, animations and special effects. You will be responsible for researching the way BattleForge represents their 3D models and develop tools and a workflow capable of modifying different aspects of those models. The ultimate goal is to be able to add new models with animations and effects never seen before. There have already been very good community efforts and already a lot is known.

    Open Position - Backend web developer
    As a backend web developer you are responsible to maintain and extend the backend of our current and future web applications. The primary project you will contribute to is a feature rich platform which aims to provide various extensions and integrations for Skylords Reborn. As of now, this platform is for internal use only as the focus currently lies on creating internal moderation tools. However, after the moderation tools reach a satisfactory state, we plan to make this platform public and expand it with features like a new and improved cardbase, leaderboards, a system to download, manage and share your replays, and various other useful extensions. There is a lot of room to contribute in, as this platform is still in its early stages of development! 

    We are also in need of French and Russian translators. If you speak this language in combination with good English language skills, please help us out!

    In Conclusion
    Thanks for reading! 
    We will update you again on the 2nd of October! In the meantime, we would love to hear your opinion on the latest patch.
    s always, we are open to feedback so please let us know!
    Here is a scratch code you can redeem in-game for 100bfp: COMM-UNIT-YNEW-S011
    The code is valid till October 2nd. Please note you can also get a booster by filling in our survey. 
    Archive
    Community Update #8
    Community Update #9
    Community Update #10
  8. nkmol 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)
     
     
     
     
     
     
     
  9. Volin liked a post in a topic by Deadman in Patch #400030 - 08 September 2021   
    cool, buffing magma hurler, nice 
  10. Volin liked a post in a topic by Zyna in Patch #400030 - 08 September 2021   
    Patch #400030
    Greetings Skylords, Skyladies and Skyfolk!
    This update contains our third balance patch for the game alonside some other changes, enjoy! In this patch we put our main focus on making Pure Frost a more competitive deck in PvE and on improving the balance of PvP. All of these changes were implemented and tested in the last four months, so it's built up to be quite a big patch. Feedback to these changes can be given on the balancing discord. When you give feedback make sure to properly support your reasoning by including replays or video footage.
    ------------------------------------------------------------------------------------------------------------------------------------------------------------
    Where are balance changes discussed? 
    For now we have a Discord server dedicated for this. An invite link to the server: https://discord.gg/NvSUwpf
    How can I join the test server?
    To join the test server you simply need to launch LauncherTest.exe located in your BattleForge installation folder. It is important you run the updater first, so you download the latest test server files. In the future we plan to make it easier to join the test server. 
    ------------------------------------------------------------------------------------------------------------------------------------------------------------
    Changes
    A detailed list of all changes can be found on our wiki. However, since the patch notes are quite long, we prepared a summary document for you! You can find it attached to this post. Patch #400030 - September 2021.pdf
  11. RadicalX 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)
     
     
     
     
     
     
     
  12. Volin liked a post in a topic by Sylar in All-time fastest speedrun rankings (October 2013-September 2022)   
    Since I see you added 4p rPvE 9 to rankings, here is my solo map of the month difficulty 9 best time, from last month.


  13. Volin liked a post in a topic by Metagross31 in Community map Challenge #3: "King's Ridge" until May 31 2021   
    Hey everyone! Since the upcoming patch is probably going to break replays again, I decided to cast the winning replays from the King's Ridge challenge back in may, so the will be preserved to after that date. The first one is already online and the remaining ones will also come online during next week. I also added @KserSke's two replays, which he cast on his channel as well and put all of them into one playlist:

    https://www.youtube.com/watch?v=gsv7N7EBTyI&list=PLOGMzVQue-AZ492AxuxAuqeHufqGkhHUm&index=1
  14. Blashyrkh 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)
     
     
     
     
     
     
     
  15. Metagross31 liked a post in a topic by Volin in DECK-KIT AlmostStonekin (2/3) Gemeye meets Double Shadow   
    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.
  16. WindHunter 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)
     
     
     
     
     
     
     
  17. 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)
     
     
     
     
     
     
     
  18. Timer 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)
     
     
     
     
     
     
     
  19. Metagross31 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)
     
     
     
     
     
     
     
  20. Kapo 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)
     
     
     
     
     
     
     
  21. Eirias liked a post in a topic by Volin in Lost Souls MOTM lvl 10   
    A 4player Lost Souls 10 can only be beaten by a team that works together as team.

    The mentioned Video is a great advice as the map was even harder then the current map. This is the Vid:
     
    I completely support this, with the exception of the Firesworn. The only additional cards that I personally would consider for this map are perhaps Sunstriders on some positions and/or suppression to lower dmg a bit. Sunderer may perhap be a solution on several positions, but I doubt from the first tests.

    Something like this would work

    Many cards can ofc be swapped there is no "best and only" way.
    Purple T2 is very common too, with Phoenix and one Player bringing an Embalmers Shrine.


    Last but not least I would strongly recommend to use voice chat. Ofc it may be possible with very good players without, but fast and good communication is very important on hard BG10 maps
  22. Metagross31 liked a post in a topic by Volin in Lost Souls MOTM lvl 10   
    A 4player Lost Souls 10 can only be beaten by a team that works together as team.

    The mentioned Video is a great advice as the map was even harder then the current map. This is the Vid:
     
    I completely support this, with the exception of the Firesworn. The only additional cards that I personally would consider for this map are perhaps Sunstriders on some positions and/or suppression to lower dmg a bit. Sunderer may perhap be a solution on several positions, but I doubt from the first tests.

    Something like this would work

    Many cards can ofc be swapped there is no "best and only" way.
    Purple T2 is very common too, with Phoenix and one Player bringing an Embalmers Shrine.


    Last but not least I would strongly recommend to use voice chat. Ofc it may be possible with very good players without, but fast and good communication is very important on hard BG10 maps
  23. Volin liked a post in a topic by Cocofang in Community update #10 - August 28th 2021   
    Well, that line is murky as hell, isn't it. Does the fact you cannot buy cards anymore detract from the nostalgia? Promos from boosters? Buffs to bad cards? Balance changes in general? Quests and Achievements? New cards? New game modes? Fixes to exploits and broken mechanics? And had the game not died it would look drastically different today too.
  24. Dutchy liked a post in a topic by Volin in Proposed PvE Campaign Map Changes   
    I can understand both sides very well here at Ascension Map 2.
    On the one hand, of course, it feels completely wrong that a taunt stops Viridya endlessly, and on the other hand, the map already fails sooooo often that I'm skeptical to change this.
    For a long time I have often gladly supported Ascension groups, also out of the thought that new players do not have the feeling to play a dead game. On the other hand, I find myself doing this less and less, because I notice in the lobbies that I annoy people with the desire to coordinate us on Map2 - but am annoyed myself that it just constantly fails because then someone is there who does not know the task. Just 1-2 weeks ago again I have not managed 3 attempts in a row because Map2 failed - that makes me then little fun.
    In conclusion, I would almost say that I think that a further increase in the level of difficulty here is not purposeful.
     
     
    PS: And please, please, don't misunderstand, I know some here think I'm an elitist. Far be it from me to say: "You don't know Map 2, then please leave" - of course you have to take the time to explain the mechanics. Unfortunately, I find that many players simply do not want to develop here
    Translated with www.DeepL.com/Translator (free version)
  25. Volin liked a post in a topic by Blashyrkh in Proposed PvE Campaign Map Changes   
    Your concerns are valid. In general, these are all reasons that all types of CC should work on Viridya. I have seen so many people try to oink or root Viridya. It is just not intuitive at all what works and what doesn't. In the discord i wrote that taunting should not work on Viridya. But it was meant that after the time runs out Viridya can run again. The fact that Viridya stops forever when casting the ability is simply a bug for me.
    But i think the most important thing is to create clarity about the CC issue in general. I think that would help everyone the most.
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