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SaberTooth
772
0
235
tanisomsford
Enter your message here...
1,023
Jun 19, 2015 16:42:31 GMT
June 2015
tanisomsford
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Post by tanisomsford on Jun 20, 2015 15:17:18 GMT
Hey guys.
Keep in mind, that when you use the healer rune(at level 5, it ups atk by 10%, which is quite attainable with minimal effort) on the Teant Guide, who has the mass heal skill TWICE, you get the rune stack two times.
Plus, make sure your hero has a decent heal amplify rune.
On my current deck, my 2 treants and 2 magic weavers, and Horned beasts all have healer rune to level5, and when I have a full load on the board, my creatures get an extra 100-400 attack, it especially helps against cripple/undying decks.
PLUS.
My heal amplifyIII rune at level 3 gives extra 27 heal, and my treant guidse heal 254 per round, for a total heal of over 500 life between 2 creatures. I have found the best way to amass wins out of lower creatures is to get more abilities out of fewer cards, when you put a bunch of 5* in a deck and let em go, you do well simply because of the power, but no stacking means 1 + 1 + 1 = 3.
When you stack deck synergies, then all of a sudden 1 + 1 + 1 = 6
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SaberTooth
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tanisomsford
Enter your message here...
1,023
Jun 19, 2015 16:42:31 GMT
June 2015
tanisomsford
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Post by tanisomsford on Jun 20, 2015 15:57:23 GMT
I was also thinking of a way of locking down more effectively, and frost ragers live longer but are 3*.
Retailiate runes can now paralyse, as well as plague, I haven't checked the % rates on these, but a few frost ragers that can lockdown 3/all at a time, can be devastating to guild maps.
Any thoughts?
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SaberTooth
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tanisomsford
Enter your message here...
1,023
Jun 19, 2015 16:42:31 GMT
June 2015
tanisomsford
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Post by tanisomsford on Jun 20, 2015 16:04:37 GMT
Also, while on this trian of thought:
A stack I am currently working on is my two techno Chief's with bloodlust rune have 5%/LV to add 5 rage to the hero. I am working on getting those two guys to 25% rage boost, and with the sweeping blow stack, it can hit 3 times in a row. I use Gladiator and with his skill firing off(oracles do rage with bless rune too) every 2 rounds, the damage amplify becomes HUGE!
I use level 5 rune ability, because it only takes minimal effort to get a rune to 5. But the theoretical limit (50% at 10) makes for a very powerful stack.
anyone else have some good rune stack suggestions? At least ones that are NOT like Demise's eff'ing Phantom Liege. =P
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Sytry [Exiled / SC]
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April 2015
adventus
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Post by Sytry [Exiled / SC] on Jun 20, 2015 16:53:31 GMT
Hey guys. Keep in mind, that when you use the healer rune(at level 5, it ups atk by 10%, which is quite attainable with minimal effort) on the Teant Guide, who has the mass heal skill TWICE, you get the rune stack two times. Plus, make sure your hero has a decent heal amplify rune. On my current deck, my 2 treants and 2 magic weavers, and Horned beasts all have healer rune to level5, and when I have a full load on the board, my creatures get an extra 100-400 attack, it especially helps against cripple/undying decks. PLUS. My heal amplifyIII rune at level 3 gives extra 27 heal, and my treant guidse heal 254 per round, for a total heal of over 500 life between 2 creatures. I have found the best way to amass wins out of lower creatures is to get more abilities out of fewer cards, when you put a bunch of 5* in a deck and let em go, you do well simply because of the power, but no stacking means 1 + 1 + 1 = 3. When you stack deck synergies, then all of a sudden 1 + 1 + 1 = 6 I was hyped about the Healer rune as well till I realized it lasted only 1 turn, the boost is limited by the number of heals (full health = No Heal = 0 Atk Boost), and it scales with your Atk (10% of 0 Atk is 0). Not game-changing unless using a self-atk buffing crit or Zora. Sekhmet or Colossus comes to mind (2k+ Atk in 15 turns + 200 per heal). P.S. Rip skill will render your Heal stacking useless. Cave Dragon has Fatigue, Rip, and Flaming. Just so beautiful.
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SaberTooth
772
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tanisomsford
Enter your message here...
1,023
Jun 19, 2015 16:42:31 GMT
June 2015
tanisomsford
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Post by tanisomsford on Jun 20, 2015 18:28:49 GMT
Hey guys. Keep in mind, that when you use the healer rune(at level 5, it ups atk by 10%, which is quite attainable with minimal effort) on the Teant Guide, who has the mass heal skill TWICE, you get the rune stack two times. Plus, make sure your hero has a decent heal amplify rune. On my current deck, my 2 treants and 2 magic weavers, and Horned beasts all have healer rune to level5, and when I have a full load on the board, my creatures get an extra 100-400 attack, it especially helps against cripple/undying decks. PLUS. My heal amplifyIII rune at level 3 gives extra 27 heal, and my treant guidse heal 254 per round, for a total heal of over 500 life between 2 creatures. I have found the best way to amass wins out of lower creatures is to get more abilities out of fewer cards, when you put a bunch of 5* in a deck and let em go, you do well simply because of the power, but no stacking means 1 + 1 + 1 = 3. When you stack deck synergies, then all of a sudden 1 + 1 + 1 = 6 I was hyped about the Healer rune as well till I realized it lasted only 1 turn, the boost is limited by the number of heals (full health = No Heal = 0 Atk Boost), and it scales with your Atk (10% of 0 Atk is 0). Not game-changing unless using a self-atk buffing crit or Zora. Sekhmet or Colossus comes to mind (2k+ Atk in 15 turns + 200 per heal). P.S. Rip skill will render your Heal stacking useless. Cave Dragon has Fatigue, Rip, and Flaming. Just so beautiful. That's a really good point to bring up as well. When the rune teasers first showed up(before runes were out). My immediate reaction was that game balance was gonna be eff'ed up. I was really afraid of runes basically adding so much unbalanced augments as to completely wipe out most of the useful skills down to one or two deck builds that only the P2W players would be doing. That's when a game has "jumped the shark" IMO. But since the runes really can only give a small "bump" to a deck here and there, I feel it enhances the strategy options. At first I read the heal rune to be 10% of the heal, and if that was permanent, it would've been okay. But 10% of attack as perm, would be too OP I feel. Good call on the cave dragon. I play a faen fire/heal deck, and those bastards are almost as annoying as immunity. But now, imagine a lv 25 player, just got his flame brave, magic weaver, and ursa major. Can farm a couple treants, join a mid level guild and get 10k glory on battle days to rune up, and their deck just doubled it's effectiveness. Sure it won't buff my faeries enough to go fight demise, or Naruto, but it did increase my win rate against wight decks a good 10-20%
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SaberTooth
772
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tanisomsford
Enter your message here...
1,023
Jun 19, 2015 16:42:31 GMT
June 2015
tanisomsford
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Post by tanisomsford on Jun 20, 2015 18:46:15 GMT
Wondering if anyone has tried discord runes and voodoo runes in their curse decks. I think the rate of damage could really be beefed up while simultaneously locking down the other guy. Its a bit of a long road though farming all those jonarras for the discord, but I would be into it if other people have been able to use it to finish the dungeons. I am stuck on 11-4 (gemini sister's keep raping me without lube)
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April First
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voldrox [BK]
Give me back my $20 you IGGnorant.
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April 2015
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Boxing Kangaroo [General Manager] oops (Guild master)
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Post by voldrox [BK] on Jun 21, 2015 2:15:09 GMT
Wondering if anyone has tried discord runes and voodoo runes in their curse decks. I think the rate of damage could really be beefed up while simultaneously locking down the other guy. Its a bit of a long road though farming all those jonarras for the discord, but I would be into it if other people have been able to use it to finish the dungeons. I am stuck on 11-4 (gemini sister's keep raping me without lube) My spirit siren has voodoo rune lvl5, and has become much useful now. I place her to the rightmost side so that she can hit the hero as the last attack of my deck turn. That reduces enemy hero's rage and i save my cards from wight's death curse, pretty useful. I love spirit siren now.! Serves same purpose as queen temptress.
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mingying
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May 2015
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Post by mingying on Jun 21, 2015 5:28:41 GMT
11 - 4 can be beaten very easily using this month's 4 hero queen temptress. Just put her in the rightmost and see the enemy hero die in less than 10 turns
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Krystal_Temple
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Aug 16, 2015 12:05:13 GMT
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willsolvit
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June 2015
willsolvit
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Post by willsolvit on Jun 21, 2015 7:06:30 GMT
If the amount of rage really does increase depending on HP and damage of attacker then a lv5 Voodoo rune on a Dark Witch on the far right could stop the enemy hero from using it's skill. I wish I could get it to work with my Dahlia and her lv6 rune though
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SaberTooth
772
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tanisomsford
Enter your message here...
1,023
Jun 19, 2015 16:42:31 GMT
June 2015
tanisomsford
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Post by tanisomsford on Jun 21, 2015 16:41:24 GMT
Wondering if anyone has tried discord runes and voodoo runes in their curse decks. I think the rate of damage could really be beefed up while simultaneously locking down the other guy. Its a bit of a long road though farming all those jonarras for the discord, but I would be into it if other people have been able to use it to finish the dungeons. I am stuck on 11-4 (gemini sister's keep raping me without lube) My spirit siren has voodoo rune lvl5, and has become much useful now. I place her to the rightmost side so that she can hit the hero as the last attack of my deck turn. That reduces enemy hero's rage and i save my cards from wight's death curse, pretty useful. I love spirit siren now.! Serves same purpose as queen temptress. OMG! That's eff'ing GENIUS! Dude, thanks! You are my hero! =) 11-4 here I come baby!
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