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Found 2 results

  1. NAME: Bloodhorn(p) upgrade2(II) Stampede damage vs buildings too high when buffed with Tainted Enrage DESCRIPTION: Bloodhorn(p) upgrade2(II) Stampede damage = 9.000 Bloodhorn(p) upgrade2(II) Tainted Enrage = The unit will deal 100% more damage 9.000 = 100% x = 100% + 100% x = 200% 18.000 = 200% (am i rite or am i rite?) I am calculating this in this way based on the damage done to units. Normally 200(100%), when buffed 400(200%). Bloodhorn(p) upgrade2(II) Stampede vs 2x Comet Catcher(5.000 hp each) Bloodhorn(p) upgrade2(II) Stampede destroys one Comet Catcher(5.000hp) and one Comet Catcher survives with 1.000hp. A total of 9.000 damage has been done. Bloodhorn(p) upgrade2(II) Stampede with Tainted Enrage vs 6x Comet Catcher(5.000 hp each) What I expected, 3 Comet Catchers dead, one left with 2.000hp What happened, all died. How is 9.000 + 100%more damage greater than 30.000hp REPRODUCIBILITY: Always in the Forge. SCREENSHOT/VIDEO: LOG: [This is really important. Attach/upload your log file! This provides us with the data we need to fix your problems. You can find your log in the Documents/BattleForge/Diag directory as _log_proxy_latest.log if you didn't restart your game yet, _log_proxy_0.log if you restarted your game once, _log_proxy_1.log if you restarted your game twice, and so on. If your game crashed, please also include the crashdata.mdmp.] ADDITIONAL INFORMATION: -/- _log_proxy_latest.log
  2. UPDATED to match 1y-patch from 18.12.21 Hey all, since we have many requests here, but few decks are shown pro-actively, I would like to show some of my RPVE decks (deck kits) over the next few weeks. Each of the decks will be limited by a "theme", they will prolly not all be end-to-end meta approaches - especially since they are relatively simple to get to the point in the BG: Bata = Meta And the rest will run behind. But since I'm a little bored with the Batariel right now - let's take a look at what other fine decks for rpve are out there. This first will touch the meta hard anyways 😄 Theme/Scope: In any row , as much meta as possible and as independently as possible from other players help/heals. Playstyle: Micro > Macro Budget: most expensive Addresses to advanced/expert players Core Deck: - Unity (B) and Bloodhealing give the needed sustain - Heavy spell dependent - the meta makes dmg, distracts enemy via Frenetic, Infect gives dmg and meatshield, the dmg spells clean up most of the units - heavy voidmanipulation via Shrine of War or Cultist Master/Furnace of Flesh enables you to perma use of your spells and abilities - strong T4 options unit wise, with mass Bloodhorns as main carry - T3 is carried by spells and can handle ANY situation - T1/T2 is very flexible and can be designed according to taste T1 - Either or Fire: Nomad (G), Mine, Eruption (possible BG10 addons are Blaster Cannon, Suppression or Sunstriders if needed) Shadow: Forsaken, Soul Splicer (G), Motivate (possible BG10 addon is a good mate supporting your t1 with fire :P) T2 - in any case No matter what your t1 has been, your want a shadow orb as your second. If you started fire you want now to move asap to your double shadow, if you started shadow you want to raise your Boosters NOW 🙂 Isn't shadow T1 better then? Perhaps sometimes but not in general. Every start has its own pros and cons, the pros of a fire start is that it is lean, fast, self healing, team-friendly and due to its spells strong and flexible. I often prefer to run into a BG9 T3 camp with 3 nomads and my fire spells rather then having a few Forsaken and almost no support. Cool-kids-t2-stuff is - Best-in-Slot solution is probably Shadow Phoenix/Embalmers Shrine (almost mandatory for BG10) - Gladiatrix (Gladis shine only really with Green Support, but mass Gladis with good positioning can do the job, more an advanced players solution I assume) - Windhunter is the T2 alternative to Gladiatrix now (Bithday Patch) and outshines Gladiatrix in stats - Firestalkers (nice siege, cheap throw-away t2) - Harvester or Shadow Mages can be pure Shadow options if that suits, Undead Army can scale quite ok'ish with Bloodhealing into T4) - Skyfire Drake is not big carrier, but can do an insane job on some maps - Bandit Minefield is okish, but usually not worth the slot in this meta approach. If you come from Fire T1 to Shadow T2 you already bring your mine and if you start Double Shadow ... you get it 😄 - Undead Army shines with Blood Healing and is almost a must-pick for harder situations. This combo is way more flexible as the Grim Bahir option that I posted in the first run Be aware that map depending is one of the weakest (not weak, only in relation) options aviable but usually not much of a problem. T3 - you want to have now - time to shine! At the T3 stage Void Manipulation and your -spells kick in the door! Though some nice T3 units are aviable the only options for this deck are imo Cultist Master (if you prefer Culstist/FoF over SoW) and Fallen Skyelf (as boss-killer support in T4). T4 Camps can be taken out with Nomads/Forsaken and spells and so can be handled a possible close camp. As far not mentioned interesting T3 cards are: - Incredible Mo (not really needed here but always nice to have one) - Soulshatter (if there is a possibility to take it, do so! You want to have as much dmg-spells as possible) - Amii Monument (only for solo, but there very handy) Last word on t3: No, I did not oversee Sandstorm - not worth a slot 🙂 T4 - finally Carrier is the Bloodhorn (BH) - fast, strong dmg, heals nice via stampeding buildings. Get out 2 and play more as soon it is possible, if you play a second unit get it in the mix after the second BH. Always let 250+ energy left to have spell energy. Before engaging a camp bind your units together with a Unity (b) First spell when engaging is either Frenetic or Cluster (Amok can do the job too), the other second, asap Infect then further according to the remaining priorities. I like to use Bloodhealing on Undead Army skelletons or Grim Bahir crawlers - that a reason for the Grim Bahir for me, though ofc this is not mandatory. Bloodhealing does a nice job too on a BH with Unity running, it does not loose much HP. Earthshaker is a nice skill, but does not perform as stong as we know it in this deck due to the mass BH spam 🙂 If you have room it can prolly clean up last buildings, but I tended to cut it. Just to say it: OFC you can do various T4 units in the mix here, but naming them all would go beyond the scope of this. Though this is more a deck-kit then a deck, I want to give ideas how to play a faction not to give an overview over the faction as a whole. Any more options: - The classic shadow buffs (Life Weaving, Unholy Power & Hero) do a great job on BH! - Never go out without your Disenchant - Warp is always nice to have - Offering (g) can resett your stong spells, if you decide to do so, prolly cut the Cluster (P) (this will get an even nicer option with the comming Grim Bahir changes (Test Server)) - purple Amok gives a nice damage buff and can either replace one Frenetic or be added. Beware to play it not on your units, as they will take friendly-fire then. Also be aware not to play it on your teammates units (same reason) and this is grief play. Bosses you struggle with ... none that comes to my mind. Any other dangerous situations for this deck: Engaging Twilight Dragons with a spell-protected (Twilight Negator) Willzapper nearby (a ugly situation for most decks). Play your Unity as late as possible and strike HARD with the first engage! If more questions come, please feel free to ask or discuss this, I will edit this "guide" Personal, tested(!), samples of my decks are BG9 allrounder for random maps with random groups: BG10, adapted for 1Player-MOTM 2021-06 BG10, 4player, random maps with random groups, assuming SoW by Mate btw one Joker slot Replays deleted as they are broken due to patches. I attach a few replays to see it in action. Be aware, non of this replays is "perfect" or aim to be that. This are raw takeouts to give you an idea how this can be played. I played this deck a lot in the last weeks and can assure that it can work in ANY BG9 situation completly independent from other players heals and can even carry a group. Even the BG10 performance was not as bad as you may think without the perma present green splash 😄 BG10solo_pureBandittest A random BG10 solo in below 23min, easy Bandit map, but still not bad I think. Lost my t4 orb in the second last camp that forces me to retreat. This was my first test in BG10. Here a pure BH T4 w/o Grim Bahir BG10_4player_Pure_Bandit_Test Super nervous played mess - my first group attempt in BG10. In 14min I ran sleeping into a dragon = thx for the rescure group ^^ But hey, this is normal BG10 random group gameplay, nobody is perfect. Really not a carry here, but neither a total fail. Straight average BG10 shit BG9_Bloodhealing Showcase <- recommended!!! A quite strong performance in a 4player BG9 with Command Walker Boss in the End (for me alooooooone) 🙂 BG10_SOLO_MOTM_ PureBandit_rank7 And as last one the current 1player MOTM. This is a first try, I swear, and far from clean, but still a good perfomance I think and at least for now it is a top10 time. Finally: You have feedback, suggestions, nice replays or storys about this deck, please feel free to post below! I am looking forward to your reactions 😄 Is this helpfull? Want more of this?
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