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Post by Sinister22✪NFS on Dec 3, 2015 14:16:41 GMT
Hi everyone, I know most of us are still upset about the update so here, as always, we are still alive and kickin. I also would like to apologize for the unnecessary words I have said.
Since Mantra now activates every round, Wight, Kitsune, Killer Queen, and most status effects get removed by the hero now.
To compensate for this, the forum staff, as well as some members contributed to make more efficient decks. Goal : To be able to achieve high damage in guildmaps despite the lack of previous techniques.
NOTE: Burn and Poison damage are the confirmed skills that do not get removed by mantra.
PROS and CONS
Pros * This deck can do great damage in most of the guildmap stage. * Can finish the map with one try if you get lucky.
Cons * The deck might encounter problems with Hero kill(curse), Disposal, Bullseye and Instakill opponents, not to mention Kitsune and Snow harlots.
HERO:
*Summoner Heroes - intended to absorb the opponent hero's curse. Any hero can be okay in guildmaps, their summons absorb damage for the hero making the battle last longer. There are two heroes that stand among the rest, namely Berserker and Dragon Rider. Though berserker is the best among the summoners because he can summon 3 boars at a time - to which all boars contribute for the damage and damage increase of your creatures.
*Zora Marauder - There is already a page dedicated for that so here is the link ------>>>>HERE
Explanation about Berserker and Musts:
*Berserker is a 4-star her that can easily be obtained midway. *Berserker hero must be at least 5+ or you will not be able to benefit from damage increase. *Berserker must be supported well along with his boars.
Creatures : Creatures to be used are very limited now. I will mention some creatures that people here in the forum have agreed and stated would be useful.
Bless/Heal Creatures : Used to sustain your creatures or heroes. *Blood Warlock - The creature can heal, cas poison, and heal the hero. Cons - Low HP pool, can be fixed by FA, or Earth Totem *Oracles - Can heal and increase human max HP. * Horned Beast - Can dodge and heal your team.
Offensive Creatures : Used for offense and to maximized damage output. *Graboid - 3x damage plus ravage can increase its damage exponentially. (melds that increase damage can damage up to, but not limited to 100k+ per hit) *Panther Chief - Can sustain self for some time. (needs more HP) * Twins - Can damage 2x 50% of the time. with good 30% defense that also damages the attacker. * Anathema - He can poison and has bullseye. Very good against FA, dodge enemies. * Taurus - She's rare but she can increase her attack exponentially really fast. * Lava Wyrm - Her ability Warcry 10 increases attack of your neanders by 50 for every successful basic attack, she can self sustain from lifesap, and has a sweeping blow which means 150 increase everytime she attacks. (i dont know if this is permanent or per rounds) * Spider Queen - She's a gold and can avoid 90% effect of skills and talents of creatures. * Sehkmet - Same as panther chiefe but with bloodrage and better stats.
Support: These creatures are intended to support your deck through the whole battle.
*Mythril Drone - for the heavy magic dealer decks, use to mute the enemy's magic casting ability. *Flame Brave - Can Nuke and add fire damage per round. (very optional)
That's it for now. I will edit this as I get more information about the players and their experience. If you have more ideas, please comment in the thread.
Thank you, best regards
Sinister22.
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Post by orgoth on Dec 3, 2015 14:42:46 GMT
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Post by Sinister22✪NFS on Dec 3, 2015 14:51:27 GMT
Ahh... this is a very good one! I'll continue reading all comments later...
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Post by Judgy on Dec 3, 2015 15:44:00 GMT
Mythril Drone is definitely worth a mention versus magic maps. Even with Frost Ragers that's devastating.
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Post by gfaq on Dec 3, 2015 16:40:47 GMT
I am going to start looking into this two threads. I am level 81 but I have played very badly until now. I am on a Guild with nearly no players and I need to start doing serious damage to get the guild moving. (I have inherited the Guild master position and we are like 3 getting all the shards so that is nice, just too slow.
Thanks a lot for taking the time to write all this (and the other thread too!)
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Post by Sinister22✪NFS on Dec 3, 2015 17:07:17 GMT
Mythril Drone is definitely worth a mention versus magic maps. Even with Frost Ragers that's devastating. Ahh how could i forget that.. Ill update it..
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Post by ihelios on Dec 3, 2015 20:04:32 GMT
Maybe for Map 1-1 against these annoying Paladins: Put 1-2 Soul Swap crits ( with runes) in your deck and place a high hp creature in front of these Knights
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Post by tanisomsford on Dec 4, 2015 0:00:36 GMT
Maybe for Map 1-1 against these annoying Paladins: Put 1-2 Soul Swap crits ( with runes) in your deck and place a high hp creature in front of these Knights I would've thought everyone did that. My faen magic deck has four cards all using SS8 and its, in my opinion, one of the best underrated skills. It damages(with sorcery bonus I might add), it heals(heal amplify also works), it increases attack(even when the victim has ZERO atk), and it cripples. No other skill in the game is quite as versatile IMO
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Post by tanisomsford on Dec 4, 2015 3:46:17 GMT
Awesome job Sinister! The info was well put together and very informative. I agree that while this info is on the forum here and there, It was really great of you to consolidate it in this manner.
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Post by LeGoGo on Dec 15, 2015 4:49:46 GMT
Example decks: 6x Frost Ragers Melded with Bless 7 2x Oracle Melded with Frost Armor 3 Oh, good idea. On hindsight the Frost Ragers would be a easier meld then what I had planned. How much damage does one normally do with that deck? Even with a not so great hero. Is the low crit amount so you can Skip without worrying about hitting the hero or is it just for quicker draws of what you need? I know what I'm going to ask about next isn't newbie friendly, but... I have Wight myself at Lv4, Undying 6, and Kindle 7. I had planned Oracles+3 FA 5, Oracles+2 IM9, Naga Mistress+2 FA5, Frost Rager+3 Bless. Still working on getting those 15 extra Oracles for that melding event, but is so many Oracles over kill? Still haven't passed 8-11 yet so I still got a while till Naga Mistress, is she still a good Guild Map card to aim for? As for Frost Ragers, they are a meld event away, nothing to worry about there. Is there a possible replacement for them or is this perfectly alright for getting high damage? I heard that there is a maximum coin amount you can get per battle though damage. What is that amount that max amount and how much damage does it take to get there? I've heard that some higher ranking guilds purposely lowered their damage to reach that cap and no more, to keep the guild map open longer to farm coins, is that true?
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Post by ℜ★God on Dec 15, 2015 5:18:50 GMT
Pretty nice guide for newcomers. Well done I want to point out a mistake, though. Kumiho's Demonization only works if her HP is above 50%, not below 50%.
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Post by Sinister22✪NFS on Dec 15, 2015 5:46:54 GMT
Pretty nice guide for newcomers. Well done I want to point out a mistake, though. Kumiho's Demonization only works if her HP is above 50%, not below 50%. Ahh thanks for the info!
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Post by Sinister22✪NFS on Dec 15, 2015 5:52:51 GMT
Example decks: 6x Frost Ragers Melded with Bless 7 2x Oracle Melded with Frost Armor 3 Oh, good idea. On hindsight the Frost Ragers would be a easier meld then what I had planned. How much damage does one normally do with that deck? Even with a not so great hero. Is the low crit amount so you can Skip without worrying about hitting the hero or is it just for quicker draws of what you need? I know what I'm going to ask about next isn't newbie friendly, but... I have Wight myself at Lv4, Undying 6, and Kindle 7. I had planned Oracles+3 FA 5, Oracles+2 IM9, Naga Mistress+2 FA5, Frost Rager+3 Bless. Still working on getting those 15 extra Oracles for that melding event, but is so many Oracles over kill? Still haven't passed 8-11 yet so I still got a while till Naga Mistress, is she still a good Guild Map card to aim for? As for Frost Ragers, they are a meld event away, nothing to worry about there. Is there a possible replacement for them or is this perfectly alright for getting high damage? I heard that there is a maximum coin amount you can get per battle though damage. What is that amount that max amount and how much damage does it take to get there? I've heard that some higher ranking guilds purposely lowered their damage to reach that cap and no more, to keep the guild map open longer to farm coins, is that true? Your plan is perfect, as you can see for now, the ragers and oracles only blocks physical attacks. As soon as you get a mythril drone, you wont need those Immunity creatures except for disposal and instakill enemies. for coins, the max you can get is 500k coins. and as far as I know, a 100k+ damage can already give you that(not that sure though). the frost armor decks wouldn't last that long against GM creatures so I suggest that as soon as possible, get a Mythril Drone...
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Post by Deleted on Dec 15, 2015 12:18:24 GMT
Oh, good idea. On hindsight the Frost Ragers would be a easier meld then what I had planned. How much damage does one normally do with that deck? Even with a not so great hero. Is the low crit amount so you can Skip without worrying about hitting the hero or is it just for quicker draws of what you need? I know what I'm going to ask about next isn't newbie friendly, but... I have Wight myself at Lv4, Undying 6, and Kindle 7. I had planned Oracles+3 FA 5, Oracles+2 IM9, Naga Mistress+2 FA5, Frost Rager+3 Bless. Still working on getting those 15 extra Oracles for that melding event, but is so many Oracles over kill? Still haven't passed 8-11 yet so I still got a while till Naga Mistress, is she still a good Guild Map card to aim for? As for Frost Ragers, they are a meld event away, nothing to worry about there. Is there a possible replacement for them or is this perfectly alright for getting high damage? I heard that there is a maximum coin amount you can get per battle though damage. What is that amount that max amount and how much damage does it take to get there? I've heard that some higher ranking guilds purposely lowered their damage to reach that cap and no more, to keep the guild map open longer to farm coins, is that true? Your plan is perfect, as you can see for now, the ragers and oracles only blocks physical attacks. As soon as you get a mythril drone, you wont need those Immunity creatures except for disposal and instakill enemies. for coins, the max you can get is 500k coins. and as far as I know, a 100k+ damage can already give you that(not that sure though). the frost armor decks wouldn't last that long against GM creatures so I suggest that as soon as possible, get a Mythril Drone... Yeah, exept if you evolve mythril and get godswill (like i got). Lol
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Post by Sinister22✪NFS on Dec 15, 2015 13:09:46 GMT
Your plan is perfect, as you can see for now, the ragers and oracles only blocks physical attacks. As soon as you get a mythril drone, you wont need those Immunity creatures except for disposal and instakill enemies. for coins, the max you can get is 500k coins. and as far as I know, a 100k+ damage can already give you that(not that sure though). the frost armor decks wouldn't last that long against GM creatures so I suggest that as soon as possible, get a Mythril Drone... Yeah, exept if you evolve mythril and get godswill (like i got). Lol Dang man, you should have only leveled it til 14.
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Post by LeGoGo on Dec 15, 2015 15:18:11 GMT
Notice it's usefulness as soon as it was mentioned on this thread, annoyingly good when I'm up against it.
Mythril Drone is something I plan to get after I unseal my second Thalassa and Spider Queen.
The mine is to much of a energy sink for now. When those are out of the way, it'll just be mines, HB and Oracle farm.
Thank ya for the much needed advice.
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Post by SirGin on Dec 15, 2015 16:44:59 GMT
Your plan is perfect, as you can see for now, the ragers and oracles only blocks physical attacks. As soon as you get a mythril drone, you wont need those Immunity creatures except for disposal and instakill enemies. for coins, the max you can get is 500k coins. and as far as I know, a 100k+ damage can already give you that(not that sure though). the frost armor decks wouldn't last that long against GM creatures so I suggest that as soon as possible, get a Mythril Drone... Yeah, exept if you evolve mythril and get godswill (like i got). Lol Zora and Mythrils ability wont be affected by godswill will they. I have an oracle evolved but unmelded with godswill 1 and it doesnt seem to make a difference to Zoras' ability or anything else
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Post by LeGoGo on Dec 15, 2015 17:00:17 GMT
Yeah, exept if you evolve mythril and get godswill (like i got). Lol Zora and Mythrils ability wont be affected by godswill will they. I have an oracle evolved but unmelded with godswill 1 and it doesnt seem to make a difference to Zoras' ability or anything else I think it's sorta wrong to compare a very low level Godswill with something like Godswill 8 from The Puppeteer which does 160 damage to the hero based on how many crits the other side has in play. At the very least you'll be doing 800 hero damage after they put five cards down in guildmap. Anyhow they were commenting on how getting Godswill on Mythril Drone when you are using Wight will mess you up.
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Post by SirGin on Dec 15, 2015 17:26:11 GMT
Yeah. Forgot about Wight. Sorry bout that.
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Post by orgoth on Dec 16, 2015 0:08:11 GMT
Yeah, exept if you evolve mythril and get godswill (like i got). Lol Zora and Mythrils ability wont be affected by godswill will they. I have an oracle evolved but unmelded with godswill 1 and it doesnt seem to make a difference to Zoras' ability or anything else godswill in guild map affects status effect including lockdown crearures (seals, tempest, thor's rage) e.g. phantom liege, naga mistress, abandon it also includes hero skills and talents that do the same e.g. wight ~ death curse devil hunter ~ entangle captivator should be same what is doesn't change gas cloud status effect (same for stinger,toxicity) flaming status effect since zora's damage comes from creature buffing and not death curse skill mantra doesn'r affect him as much
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Post by Deleted on Dec 16, 2015 10:19:15 GMT
Yeah, exept if you evolve mythril and get godswill (like i got). Lol Dang man, you should have only leveled it til 14. Yeah, i should've upgrade it only to level 14, but i realize after i upgraded it to level 15, that i can't use it in my guild map deck, since i use wight as a hero in GM deck.
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Post by sorryhaventname on Jan 3, 2016 18:02:56 GMT
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Post by Sinister22✪NFS on Jan 7, 2016 12:03:38 GMT
You are prone to lockdown skill like magic freeze(tempest,frozen arrow) which will be bad for the continuous heal. Get a mythril drone and you will notice a GREAT improvement with your deck. you might sometimes do less than 50k damage right? with a drone, you will have 200k+ damage 80% of the time.
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Post by sorryhaventname on Jan 8, 2016 1:37:13 GMT
You are prone to lockdown skill like magic freeze(tempest,frozen arrow) which will be bad for the continuous heal. Get a mythril drone and you will notice a GREAT improvement with your deck. you might sometimes do less than 50k damage right? with a drone, you will have 200k+ damage 80% of the time. Haven´t mythril drone , actually i try to get him from mines
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Post by Sinister22✪NFS on Jan 8, 2016 5:51:15 GMT
EDIT: put a sample photo for damage reference.
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Post by Cr@ig on Jan 8, 2016 12:35:28 GMT
One thing that is hurting you is the big Hero Vigor rune, you don't want to go over 25K max health on your hero. Oracles healing is limited to 1000 and since they heal at a rate of 2% of your hero's max health plus 500 therefor you only need 25000 max health to get the other 500. You want to limit max health because the enemy hero in Guild Wars does 5% of Max health plus 500. With your Hero at ~40,000 your getting hit with about 2500 each round while if you limited your hero to 25000 you'd be getting hit with about 1750 per round - assuming I'm able to math this early in the morning... In my case I just have an extra healing rune that gives 4,000 and swap out my bigger rune when I do Guild Maps. Costs me 50K coins each time by coins aren't my problem at the moment. Hopefully this makes sense and it isn't my original idea - read about it on here but don't remember who pointed it out so I can't credit him/her.
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Post by ninjafred on Jan 8, 2016 13:21:43 GMT
One thing that is hurting you is the big Hero Vigor rune, you don't want to go over 25K max health on your hero. Oracles healing is limited to 1000 and since they heal at a rate of 2% of your hero's max health plus 500 therefor you only need 25000 max health to get the other 500. You want to limit max health because the enemy hero in Guild Wars does 5% of Max health plus 500. With your Hero at ~40,000 your getting hit with about 2500 each round while if you limited your hero to 25000 you'd be getting hit with about 1750 per round - assuming I'm able to math this early in the morning... In my case I just have an extra healing rune that gives 4,000 and swap out my bigger rune when I do Guild Maps. Costs me 50K coins each time by coins aren't my problem at the moment. Hopefully this makes sense and it isn't my original idea - read about it on here but don't remember who pointed it out so I can't credit him/her. Craig, you should think again about your strategy. In your example, you say you're getting hit with 1750 damage per round instead of 2500. That's right. BUT the only important thing is how many rounds you stay above zero, and if you do your math with that point in mind (counting how many rounds you will stay alive with the same amount of bless) I think you will be surprised ...
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Post by Cr@ig on Jan 8, 2016 15:26:22 GMT
One thing that is hurting you is the big Hero Vigor rune, you don't want to go over 25K max health on your hero. Oracles healing is limited to 1000 and since they heal at a rate of 2% of your hero's max health plus 500 therefor you only need 25000 max health to get the other 500. You want to limit max health because the enemy hero in Guild Wars does 5% of Max health plus 500. With your Hero at ~40,000 your getting hit with about 2500 each round while if you limited your hero to 25000 you'd be getting hit with about 1750 per round - assuming I'm able to math this early in the morning... In my case I just have an extra healing rune that gives 4,000 and swap out my bigger rune when I do Guild Maps. Costs me 50K coins each time by coins aren't my problem at the moment. Hopefully this makes sense and it isn't my original idea - read about it on here but don't remember who pointed it out so I can't credit him/her. Craig, you should think again about your strategy. In your example, you say you're getting hit with 1750 damage per round instead of 2500. That's right. BUT the only important thing is how many rounds you stay above zero, and if you do your math with that point in mind (counting how many rounds you will stay alive with the same amount of bless) I think you will be surprised ... Hi ninjafred, I really don't know how to do the real math so I'd like to see how it is supposed to be calculated! I tried figuring it out using only 1 Oracle and I think you save 1 round by using the smaller rune. I came up with the hero being dead in round 19 with the big rune and dead in round 18 with the smaller rune but didn't take anything else into consideration. I know this probably isn't really valid in a real battle but I've noticed when I've forgotten to change runes I "seem" to die more quickly but obviously that is just subjective. Maybe this is only valid in maps with having hero killer characters with Curse?
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Post by nohmou on Jan 8, 2016 16:20:16 GMT
With 4 Oracles healing 4000 per round, it doesn't matter as much if Blood Curse is hitting 2500 or 1750 per round. It's true that with only 1 Oracle, you lose 750 per round with 25k hero hp, meaning 34 turns to lose, vs. 1500 per round with 40k hp, meaning only 27 rounds before you lose (under ideal circumstances; Oracle out on round 1 and is never locked down or killed). However with under 10 cards, or with cards dying off, you have to take into account the damage you take from enemy cards hitting you directly. If the opponent has 2 cards each hitting you for 800 damage every turn, with 1 Oracle you'd take (1750 + 800 + 800 - 1000 =) 2350 damage a turn, lasting for (25000/2350=) 11 turns, vs. (2500 + 800 + 800 - 1000 =) 3100 damage a turn, lasting for (40000/3100=) 13 turns (With 2 Oracles it's still in favor of 40k 19 turns to 18). If you can keep the same number of creatures on the board as the opponent at all times, or on maps with many Curse creatures, then a lower max hp is beneficial to limit the direct damage you take from skills, but with multiple Bless cards and fewer cards placed than the opponent, a larger hero health can help you survive the additional hits while Death Curse will be able to kill more creatures since you won't start hitting the enemy hero directly as soon as the first enemy is killed.
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Post by Cr@ig on Jan 8, 2016 23:42:54 GMT
With 4 Oracles healing 4000 per round, it doesn't matter as much if Blood Curse is hitting 2500 or 1750 per round. It's true that with only 1 Oracle, you lose 750 per round with 25k hero hp, meaning 34 turns to lose, vs. 1500 per round with 40k hp, meaning only 27 rounds before you lose (under ideal circumstances; Oracle out on round 1 and is never locked down or killed). However with under 10 cards, or with cards dying off, you have to take into account the damage you take from enemy cards hitting you directly. If the opponent has 2 cards each hitting you for 800 damage every turn, with 1 Oracle you'd take (1750 + 800 + 800 - 1000 =) 2350 damage a turn, lasting for (25000/2350=) 11 turns, vs. (2500 + 800 + 800 - 1000 =) 3100 damage a turn, lasting for (40000/3100=) 13 turns (With 2 Oracles it's still in favor of 40k 19 turns to 18). If you can keep the same number of creatures on the board as the opponent at all times, or on maps with many Curse creatures, then a lower max hp is beneficial to limit the direct damage you take from skills, but with multiple Bless cards and fewer cards placed than the opponent, a larger hero health can help you survive the additional hits while Death Curse will be able to kill more creatures since you won't start hitting the enemy hero directly as soon as the first enemy is killed. Good info! I've been in chapter 2 maps for the last few days but will have to give it a try after I get out of all these hero killer maps. Thanks!
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