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Found 3 results

  1. Why does Wheel of Gifts suck... – that's what the title suggests. Now, give me a moment to explain why many in the community share this viewpoint. Let's start with the fact that this card has a bit of a bad reputation, and not for the right reasons. In the early days, there was a bug that allowed stacking the same buff multiple times. Combined with the ease of using Lost Spirit Ships, any map became super easy. This was especially true for Random PvE maps. Since the Skylords Reborn team revived the game, this bug is fixed, but the notion that this card is "good" still sticks around, especially among casual or older players. Now, let's understand what the card does before jumping to the present. Wheel of Gifts is a Tier 3 Shrine with a rare rarity. When you build it, you get to pick one of three global buffs. The first one boosts your and your allies' units, making them deal 20% more damage. The second one lets you and your allies take 20% less damage. The third buff heals every friendly unit, yours and your allies', for 3% of their total health every 4 seconds. If you build three of these buildings, you can have all three buffs active simultaneously. On paper, these buffs sound very impressive. This is even further enhanced when considering that the buffs are “free”. You pay 180 power upfront, and you get a global buff. However, this plays perfectly into why it is not as great or efficient as most people think. Since this card is mainly used in Random PvE matches, this topic will mainly focus on that area. In Random PvE you have to kill all enemies within a certain time alone, or with a group of two or four players. This time limit is part of the difficulty for the higher-difficulty maps, especially in four-player maps. These maps are also where Wheel of Gifts is commonly found. The idea behind this card is to buff up all friendly units in the game, including those of your teammates. It's a great deal because, for just 180 power, about 20 Tier 4 units can deal 20% more damage. Spending another 180 power makes these units also take 20% less damage. Imagine adding a third building that makes all friendly units heal for a percentage of their total health – it would be even better! Spending 540 power on building three Wheel of Gifts might not be the best move in Random PvE. For the same amount of power, you could build two Gemeyes, enough to handle earlier camps. With the strict time limits in Random PvE, investing in Wheel of Gifts can slow down your progress on the map. Here's why building them right after getting Tier 3 or Tier 4 is not a great idea: - You use up 540 power on a building that doesn't directly help you clear the map. - At this point in the game, there aren't enough friendly units to make the buff worthwhile. - Many spells can handle earlier camps by themselves (Maelstrom, Frenetic Assault, Cluster Explosion). - Your teammate has to defend and attack on their own for the first few minutes/camps, while you are stacking Wheels. - The buffs don't stack with other external buffs, like Unholy Hero. - Building Wheel of Gifts right after Tier 3 denies you two power wells and leaves your partner alone to capture the Tier 4 camp. On the topic of buffs. Often Wheel of Gifts is played in a single-unit deck, like Batariel or Bloodhorn. Because of the high initial investment, it is just not worth the effort to place them down. Besides that, single-unit decks can not utilize the buffs from the Wheel of Gifts as they do not stack with other external buffs. (For more information on a Batariel deck, click the link at the bottom.) Now, you might be wondering if Wheel of Gifts has a place in Random PvE. It does! In the last rows of a Random PvE map, you often have excess power that's hard to use. This is the perfect time to set up Wheel of Gifts for that extra boost needed to tackle the toughest camps. Also, in scenarios without a timer and plenty of power, Wheel of Gifts can be a decent card to buff up your army.
  2. Hello everyone! I am pretty new to the game and the first obvious thing a beginner wants to do after he played for 1-2 hours is building a new deck. For me aswell. So I tried to create a Shadow/Nature deck out of scratch with cards I already had or which I bought from the marketplace for almost nothing. And that worked for me in standard missions or lvl 5 random maps ^^ As I played along for several hours more I was focussed on improving my deck. I added more expensive cards like Mo, Grim or the Wyrm but as I used my deck in harder missions I felt like it was not strong enough and had useless cards in it. I won some lvl 9 PvE maps but I also had 3 teammates to help me out. I also felt like (especially when I saw some other PvE decks) that my deck has no targeted direction what I want to do with it and almost none of the cards play along together. I had the problem that searching for good cards which fit your deck is very hard, especially when you don´t even know half of them. I think this is a problem a lot of beginners have. So I am asking more experienced players to help us stop building stupid decks with just some random cards thrown in. I think my deck is close to most beginners decks when it comes to this problem. Maybe someone can help. ^^ (Deck Level is almost at 70)
  3. Hello skylords, I'm going to teach you a few usefull cards for a nature-deck for PvE, semi or full. These are just some usefull cards for Nature decks not full decks!!! But in my opinion if you would build a deck with these cards and adding some of your own you'll be okay !STONEKIN AND TWILIGHT COMING SOON! 1st part is about a few basic nature cards, usefull for beginners. 2nd part is about defensive nature, usefull for advanced players 3th part is about full nature decks, usefull for advanced players 4th part is about Stonekin decks, usefull for advanced players (coming soon) 5th part is about Twilight decks, useffull for advanced players (coming soon) P.S. this is my first guide so if you have tips or improvement, speak up In my opinion these cards are essential in any Nature deck at least if you start with a nature orb, if not skip 1st orb part Most of the cards I chose were rather cheap or free on the old Battleforge, as far I can remeber. PART 1: THE BASE OF YOUR NATURE DECK 1st orb card(s): -Shaman, usefull for his healing ability. required orbs: -Windweavers, great because or their multi shot damaging nearby enemies. required orbs: -Surge of Light, A rather usefull healing spell. required orbs: 2nd orb card(s): -Breeding grounds, this building will reduce the cost of units within it's effectiveness radius. required orbs: -Curse of oink, transforming a limited number of enemy units into pigs will come in use while fighting larger groups of enemies (warning if you attack the pigs they will take on their orignal form faster, so watch out with units that can harm multiple enemy units. required orbs: 3th orb card(s): -Swamp Drake, this flying rascal has good a good health and attack base and a great skill (sleep powder) which is very usefull if you are passing trough or just to take some of the heat off. required orbs: -Equilibrium, healing spells, usefull, duh... required orbs: 4th orb card(s): Giant wyrm, this dragon.... excuse me wyrm, has a Thu'um that damages enemies iin a large radius and it is a flying unit (like most airborne units it is fast) Fus Ro Dah! required orbs: Regrowth, powerfull healing spell with a large radius. required orbs: PART 2: DEFENSIVE NATURE: (warning: some of these cards weren't that cheap in the old Battleforge) Root is love, Root is life.... Some Nature unit have the ability too root giving them stronger attacks, especially when a larger number of units is rooted and they are connected in linked fire making the attacks stronger and/or faster. Btw I will be only discussing units that can root, not rootable defenced you can leave in the comments. 1st orb card(s): Treespirit, the only first orb card that can root making it usefull and pretty overpowerd in PvE (especially with Shaman) required orbs: 2nd orb card(s): Living Tower, is a strong tower making is root will speed up the firing rate. required orbs: Root Nexus(Blue), giving all unit connected 25% extra defence, score! required orbs: 3th orb card(s): Thornbark, while rooted in a group the attacking speed goes up. required orbs: Sylvan Gate(Red), this healing building/tunnel speeds up his rate of healing while connected to a root network, oh and almost forgot giving unit within 25m 25% extra attack. required orbs: Sylvan gate(blue), same as above but instead of 25% extra attack this one gives 30% extra defence (jeez these buildings are cool) required orbs: Razorleaf, is will become very strong while connected to a root network and the rate of fire speeds up while having a long range! (note the hits will take time to hit so units with swift will come close easy)(oh, and it was rather expensive) required orbs: 4th orb card(s): Just build two Ice orbs and place a Worldbreaker Gun! And yes if could have said Spore Launcher, but I hate that card and I don't want to discuss it. PART 3: FULL NATURE DECK: (warning: some of these cards weren't that cheap in the old Battleforge) 1st orb card(s): -Shaman, usefull for his healing ability. required orbs: -Windweavers, great because or their multi shot damaging nearby enemies. required orbs: -Surge of Light, A rather usefull healing spell. required orbs: -Dryad(Blue), this unit gives the surrounding units 20% extra defence. required orbs: -Mana Wing(optional), this one orb flying unit is very usefull is some maps. required orbs: -Treespirit, serves as a tank and because of his ability too root in larger numbers treespirits can deal a lot of damage. required orbs: -Ensnaring roots, this spell stop enemies is they try too pas trought the spell. Warning: they can't move but will attack. required orbs: 2nd orb card(s): -Breeding grounds, this building will reduce the cost of units within it's effectiveness radius. required orbs: -Curse of oink, transforming a limited number of enemy units into pigs will come in use while fighting larger groups of enemies (warning if you attack the pigs they will take on their orignal form faster, so watch out with units that can harm multiple enemy units. required orbs: -Deep One(Purple), a strong unit that can teleport a enemy unit and give it 25% less defence. required orbs: -Parasite Swarm, a weak unit with a great ability to take control of 2 orb <150 power units. required orbs: -Shrine of Memory, you'll regain your void power faster. required orbs: 3th orb card(s): -Abyssal Warder(Red or Blue), an on first sight not a great tier 3 unit but after it dies is falls apart in two weaker and smaller versions of himself. required orbs: -Deepcoil Worm, Strong, Fast, 2x Siege and a possible tunnel oh and will moving takes 50% less damage. Best. Card. Ever. (at least for tier 3) required orbs: -Wheel of gifts, (note: you will need the first upgrade for this card to be totally awesome) this building can grant you three gifts 20% extra strenght, 20% less damage taken and if upgraded gains the gift of juvenscence heals units 3% every 4 seconds. (all these gifts are for every friendly unit, cannot stack) required orbs: -Enlightement, this spell is one of the best spells in the game. It grants you the ability to play any card (in your deck) !any card! for example you could spawn a Jorne a four frost orb unit or Batariel a four orb fire unit. required orbs: 4th orb card(s): -Forest Elder(Green), gives surrounding unit 25% extra damage and besides that.... It looks awesome required orbs: -Giant Wyrm, Fast, Strong, and discussed in part 1, Mull Qah Diiv required orbs: -Regrowth, healing spell, cool! also part 1, required orbs: -Colossus, Strong unit (and the fastest ground unit in game) required orbs: I hope you find this usefull! Any other tips for nature post them in the comments! Yours truly, retront
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