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Chorba

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Posts posted by Chorba

  1. 16 hours ago, beijingguy said:

    Hey Chorba

    Windhunter was kind enough to reach out to me and let me know about this post. 

    It really warmed my heart to hear you have fond memories of watching my replays back in the day and still remember to this day.

    Windhunters suggested deck is pretty close to what I'd play but there was never really any final version of the deck. I will try to share my favorite iteration of the deck. 

    T1:

    Meta: Windweavers, Spearmen, Dryad, Shaman, Roots, Hurricane, Surge of Light

    Off-meta: Werebeasts, Amazon(Green), "Primal Defender"

    Windhunter already mentioned that it is actually not a super strong deck so every small advantage you can find matters. I liked picking Werebeasts over Swiftclaw because it felt easier to trade it more cost efficiently for enemy units. Swiftclaw while hitting like a truck is also an easy target and at the time the only two factions you would play against in T1 was Fire and Shadow both of whom loved to play a S/M as a second unit. 

    Green Amazon doesn't actually counter anything you would encounter in T1 but they boost Werebeasts regeneration and any healing they might receive from a shaman, combined with the aura from Dryad it can pretty brutal. 

    Primal Defender is far from mandatory but really good at punishing an enemy that is too greedy buying wells in T1 or force out an eruption thereby building a tiny advantage. 

    It looks like a pretty giant T1 but the three spells scale incredibly well into T2 and the three support units are also really helpful in keeping Spikeroot alive(Green Amazons also works on Spikeroot). Not that you would necessary summon them in T2, but if they happen to be the units you have left over after the T1 fighting is done you are very well set going into the midgame. For most other T1 units, as soon you reach T2 you are more or less looking for any reason for them to die so you can reclaim that power and summon stronger units. 

     

    T2:

    Meta: Ghostspears, Spirit Hunters, Spikeroot, Oink, Parasite Swarm, Root Nexus

    Off-Meta: Living Tower

    You can argue that Spikeroot and Root Nexus are off meta but since we are talking about a root network deck I feel like they are obvious meta-picks so the only non-meta pick in T2 is actually Living Tower. 

    The standard root network attack strategy for me was always Living Tower into Root Nexus into Spikeroot built with the distance between them so Spikeroot could hit whatever Well or Orrb was the intended target while the Living Tower was so far away they would have a hard time contesting it being built. On some maps that meant you could build the Living Tower next to your own Well/Orb while on other maps you would build it in the middle of nowhere but it still gave you a fallback position. You could do Spikeroot into Root Nexus into another Spikeroot but its 50 power more expensive, does not give you any protection from air attack and is vulnerable to Aura of Corruption. 

     

    T3: 

    Meta: Razorleaf

    Off-Meta: Timeshifter Spirit

    Rarely will a game be decided in T3 but Razorleaf combined with any remains of the T2 Root Network counters pretty much everything, put in a Timeshifter to give you a Spellblocking aura around Razorleaf and you can pretty much take on the world.

     

    That's 19 cards, leaving the last slot open since I might have forgotten some mandatory card, if I did not I would probably add Mana Wing in T1 just to increase the chance of getting some small advantage going into T2. 

     

    I apologize if some of the information is outdated. 

    hollyyyyy shit. you are the best

    thank you!! will def try it! 

    if you decide to play pvp anytime hmu! would love to spar 🙂

    beijingguy likes this
  2. On 2/25/2022 at 9:13 PM, WindHunter said:

    From what I can remember this was his deck: image.png

    Depending on the day he would swap out Envenom and include Mana Wing and/or Werebeasts. Other times he would run both Root Nexus. Every so often he would include T3 which was usually Drones + Fathom Lord. Again, this deck was fairly inefficient and it is also is from before any balance changes but largely should be better due to the T1 and upcoming T2 Nature buffs. The version RadicalX posted above is more meta which still preserving a lot of the beijingguy flavor.

    Thank you!!

    side note, are you guys still in touch? does he know the game's back? 

    he was such a fun player to watch back then. made nature look so fun

  3. 4 hours ago, RadicalX said:

    I can only make a guess, but with a Werebeast/Treespirit start you might want to cut Swiftclaw/Spearmen. In T2 Burrower/Deep One also end up being less relevant as you apply siege pressure through Spikeroot. Since root network strategies require to accumulate advantages by slowly building up pressure the 100 energy downtime through building Shrine of Memory also grants less value in this set up. This should open up enough slots to play the full root setup without cutting down T3 which would be another option of opening up the deck slots.  

    Attached a root network deck, that I like to play from time to time. I don't use living tower as it is way to static for my liking (root nexus + living tower can be a good response to aura of corruption though) and kept Deep One due to its overwhelming stat efficiency. Razorleaf is more for style points, Brannoc/Mo usually are more powerful XL options in T3. 

    Root.png

     

    Thank you! will give it a go

  4. 11 hours ago, Eirias said:

    I haven't played this matchup in 1v1 since the buffs to mountain rowdy and white rangers (and nerfs to skyelf templar), but I typically faired decently (actually if I knew my opponent was pure frost, I preferred pure fire compared to fire nature).

    My usual plan is 

    1. long t1, try to gain power advantage by making the frost player go t2 early, while you stay t1, then play defensively and get lots of wells.

    2. go t2 -> t3 quickly. If you have a lot of wells then it's okay if you lose a few wells here, as long as orbs stay alive

    3. juggernaut to initiate base trades and close the game

    This has probably changed because mountain rowdy and white rangers are very powerful vs sunstriders, but before the buffs fire t1 is pretty effective at defending vs frost t2 on lower power levels, because frost can't outrun you to attack different places on the map. Gladiatrix just loses to war eagle, so I often find that I'm playing some sunstriders to defend war eagles even in t2. So essentially, you are going t2 only for skyfire drake and disenchant. 

    When you are t2, try to use as many skyfire drakes as possible. If you get a cliffing position so that gravity surge doesn't work, skyfire drake will beat stormsinger. It's really good if you can force out skyelf templars, because this makes the enemy bind power in non-offensive units which allows you to "escape" to t3 easier.

    If you want to add a card to make the matchup easier, I recommend nomad (r) instead of global warming. The ability will 1-shot war eagles which lets you stay t1 much longer. Additionally, nomads are very effective at harassing frost t1.

    the nomad thing sounds really cool. i'll try, thanks!

    if you could watch the replay Dallarian uploaded; i did many of the things you did there.would love insight

  5. 1 hour ago, Dallarian said:

    When Frost player goes for second monument, take monument yourself, not a power well. Don't defend T1 vs T2.
    Play defensively - kill War Eagles with Skyfire Drakes. Spawn undazed Enforcers to kill Stormsingers. White Rangers? Hmm...

    When you get to Tier 3, do not use Juggernaut defensively. Juggernaut is way better at killing structures than Tremor. Disenchant breaks Taunt / Freeze cycle. When Jugger dies, spawn new one. If you aren't behind all the game, such pressure should be incredibly difficult to deal with. Stampade can be only stopped by more units spam + well placed Glacier Shell.
    If you want to defend, use Giant Slayers, they are also great at killing power wells.

    If that's okay, I will enclose our today's replay, maybe someone better than me will be able to help you. And me. I recently do pretty badly vs Pure Fire.
     

    Frost vs Fire.pmv 25.17 kB · 0 downloads

    The t1 was a mistake, I agree. Killing stormsingers with enforcers I don't find so easy - stormsingers are swift, and I only have one charge. plus, you always carry a war eagle with you that 2 shots the enforcer.

    The jugger play was a mix of tilt + I wanted it on the field because I knew my orb was gonna fall.

    Thanks for the tips

    Dallarian likes this
  6. Hi. 

    I've been playing almost every element (besides shadows mix and pure shadow) in pvp and one matchup I couldn't work no matter how hard I tried is pure fire vs pure frost.

    I genuinely think this issue needs to be addressed. I wouldn't mind a hard matchup, as this is part of the game, but I honestly feel like this is hardly playable.

    As long as you don't get some massive t1 lead (map dependant - can't always scavy rush, and even if you do the frost player can defend it), on T2 you get destroyed in any point of the game. 

    Defending is next to impossible because fire doesn't have building protect spells, so even if you kill the units a well probably will drop. 

    frost has stormsinger + abillity, area ice shield, skyelf, cc (coldsnap) and homesoil and you have drakes. can't even play gladi for the skyelf cause they'll get destroyed by an eagle so

    you're force to spam drakes which doesn't work cause you can only cast ravage on one of them.

    Carrying Global warming (which is not effective AT ALL in any other matchup) is a bit dumb, cause it's only for frost matchups (and maybe fire frost).

    Rushing T3 doesn't fit fire playstyle mostly and it is not that effective since frost players can easily counter juggernaut stamepede, even if you manage to get one.

     

    Would love to get some insight, and/or suggestions. I couldn't think of anything, because pure frost isn't as strong as pure fire in PVP in general and nerfing frost is definietly not the right call.

     

     

    Dallarian likes this
  7.  

    Hey,

    i remember back in the day, battleforge.gr existed to share replays of good matches. anything like that exist? 

    i think it'll make pvp more popular which is needed since there are like 5 players ranking anytime i log in.

    would love to share some replays ive saved and get tips :)

  8. On 2/17/2019 at 10:28 PM, Navarr said:

    Make 2 scavengers guarded by 1 or 2 sunstriders each and fight with these 2 squads on 2 different locations. Nature units are too expensive to keep up with the pressure in early game so if you place the erus well to finish quickly and take map control, you should come out ahead 

    Thanks.

    Multiquote didn't work lol, i was thanking all of you. i'll give it a try on ranks :)

  9. Pvp ranks doesn't seem to work when we're talking upgrades level requirements. for example, i was trying to upgrade my disenchant. my pve lvl was too low for it but my pvp rank was just fine, the circle wasn't red and i could click if but it wouldn't apply.

  10. On 11/20/2018 at 10:18 PM, RadicalX said:

    Okay I watched the replay and it was pretty much the issue that I assumed earlier. Your void level lowers itself by 250 from picking up T3 and this makes Eruption for Cannon Tower trades more than effective for your opponent. What is more important though: You mentioned, that you outplayed your opponent and were in a good spot to take the T3. That wasn't actually the case. You lost T1 by a wide margin and this shows in the power scaling. You did well in T2, but still you were slighty down in power at the end of your T2 (1805 vs 1824), so there was no lead at all during the time you went T3. Since there was no power lead in the first place you ended up losing as Fire Nature doesn't have the strongest T3 in this game. If you don't pick up such a greedy powerwell in T1 you will most likely be able to win these type of games before any cannon towers hit the ground as your mid game was quite good and it's fire natures strong point anyways.   

     

    Thank you. 

  11. 3 hours ago, RadicalX said:

    Would be useful to see the replay in order to give you more effective tips on how to deal with cannon tower spam. 

    Usually an investment in every single base is very expensive and grants you alot of tools to either pick out one base that is unprotected or brute force through one single spot with Virtuosus since the power pool is split up onto a defence in multiple bases. 

    Also you may want to check if your T3 timing maybe ended up being the problem. It shrinks your void level by 250 and if you do this too early, you end up struggling against a strong T2 spam. So this means even trades end up being in favour of the person, that is on the lower tech level and Eruption for Cannon Tower will favour the Stonekin player. Fire Nature has an excellent T2 with alot of tools to attack with massive power efficency. If you do have a solid power lead in T2,  there is a good chance to finish the game there aswell. Your T3 is most likely just a tool to close out games with a huge power lead.

    Thank you, first of all. I get what you're saying and it might be the T3 timing that made me lose it. My micro obv wasn't perfect but I had around 200~ power a few minutes and was aggressive almost the entire time so I felt it's alright to go that far. I'd love to send you the replay, do you have a Discord? 

    I added the replay to the comment. thank you again

     

     

    Cannon tower spam.pmv

  12. My deck is fire/nature (T1 fire), pretty standart. my T3 includes GS and virtuoso.

    I played today against a nature/frost player, this matchup is pretty hard in general since stoneshards but i managed to micro my drakes over cliffs to avoid stormsinger's abillity and i was in a pretty good spot. After a long tight t2 fighting I've decided to go t3, thinking he probably doesn't have t3 in his deck and i could finish him off with t3 units. He went on the aggressive with a small army I could handle but the problem was he started spamming cannon towers. first, in everyone of his bases, and then next to my orb. I used eruptions whereever i could but I eventually lost to this. Felt pretty shitty, knowing I outplayed him most of the game but lost to towers. 

    Any advices, what should I do?

    I can add the replay if it's necessary

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