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Post by pimento on Jul 21, 2015 18:17:13 GMT
Hi All! (disclaimer - I have 2 accounts, one old screwed up one I use to test theory & one new very low lvl hopefully more fun one)
I'm trying to sort out what runes are really worth upgrading as high as possible, and which ones are just best left at 3-4. This question is specific to non-5 * runes, since few people have those.
Also, it is relative to the most common used cards/skills. For example, all of us own a flame brave, so chances are everyone has fire/flaming, or can access it if needed.
I've watched naruto's video, and I get that lots of the lvl 3-4 runes are worth taking to lvl 3-4 as well. But what runes are best going to 5+?
Is it worth, for example, taking restoration for a frost rager to 10? It is a lvl 1 rune, but the difference between a 15% chance to proc double heal and a 30% chance seems pretty good. Is it enough to warrant the massive cost though?
Would it be smarter to sink those shards into the flame brave runes (assuming s/he's in most of your decks) and get them as high as possible?
Also, on a side-note, how in the hell do people get massive amounts of glory these days? I've followed some guides on raiding suggestions, I have a reasonable raid deck, but in the last month, there hasn't been a target over 15k short of 1000 refreshes. Does glory come from anywhere else? (Guild battle day does provide some I think, if you are lucky enough to have a brutal deck to kick a** with), but otherwise, they seem pretty bloody thin.
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Post by rainman2412✪NFS on Jul 21, 2015 18:42:46 GMT
Pimento, Here are some of my thoughts on rune levels. It seems to me that level 5 is a good plateau for many 3* and 4* runes. Going higher than that becomes very cost prohibitive, especially for a F2P or semi-F2P player. However, there are a few runes that make sense to go higher than level 5.
Bless - Obvious one for Wight decks, every point of extra rage is extremely valuable Healer - Since this is a 2* rune, it's not cost prohibitive to get this up to ~level 7 and 14% increased attack can be significant in many situations Voodoo - I intially had my voodoo runes plateaued at level 5. It can be a very good strategy for your rightmost creature to be either a spirit siren or a Dark Witch for the specific purpose of preventing a enemy hero's rage to trigger. Think of avoiding the captivator skill, or a Dragon Rider from summoning, or Curse from triggering. However, I have found level 5 to be not quite sufficient in some cases so I upgraded mine to level 7 and have been getting more consistent results.
Stabthrough - There are a few posts on here about the power of a stabthrough deck. As a level 2 rune, this is also not cost prohibitive to go higher than level 5.
I haven't yet been convinced of a benefit to raising any other runes past level 5, mostly because I have so many different objectives that I am working on at once that I don't want to focus on one specific set of cards.
For your Flame Brave example, I would think it should be a higher priority to raise the 3* Fire Rune than to raise the 2* Flaming Rune. More direct damage is more important.
As for Glory points, the best way to get them is still daily raiding although the number of Glory hoarders has dropped significantly since the runes were introduced. My new minimum target is 8K glory instead of 10-12 because I found that the number of refreshes to get five 10K opponenents was getting too high.
The other best place to get glory points is through joining a guild. On guild battle days I can get 3-4K by my own performance and another ~13K based on my guild finishing in the top 30-50. As an added bonus, these glory points can be saved in your inbox for when you need them (aka, new hero). As you know, hoarding glory points from raiding for more than about 10 minutes is just asking for trouble.
Hope this helps,
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Post by zerole on Jul 22, 2015 0:47:45 GMT
The Bazaar is a great place to buy Glory (via Gold). The Guild Mall is also a good place to snag 2.5k every couple of hours (though it's not as gold efficient) if you can spare the Credits.
I'm a F2P player as well so I haven't bothered leveling any Runes past 5, even the key ones like Fire. If you have a character (say Swordmaster) that can Sweeping Blow I'd say Atk or Atk/HP runes are very good on them. Especially if they have a % modifier like Battleblow.
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pimento
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Post by pimento on Jul 22, 2015 7:41:41 GMT
You guys are awesome. Hell, this forum is, in most parts, awesome!
Thanks for a) confirming I wasn't going insane thinking glory is much much less than the posts I see claiming "I get 20k glory every run!" and b) some awesome advice about stopping at 5. I can live with that. Also, good thoughts on guild - I assume guild battle day is that every 3-4 day thing. I have to figure out a good deck for it.
Hmm. Attack on swordsmaster. That's an intriguing idea. I never bothered to rune them up yet. I like it!
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Post by rainman2412✪NFS on Jul 22, 2015 14:47:12 GMT
Pimento, Swordmaster is essentially the most versatile creature card in the game, you can literally make a dozen different versions of her that are very useful. Here are some of the best melds for her:
Recycle Battleblow 8 Bloodlust 7 (I just did this one recently and I'm very impressed. Her attack increases by 210 every single turn if placed correctly.) Fatigue Stabthrough
Take your pick, all 5 of those options are great. Sadly, its hard to get 30 copies of the card lol.
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Post by aketto on Jul 22, 2015 15:09:55 GMT
Since the introduction of the Runes, I spent every single GP on runes draws. So far, my main deck consists of creatures with lvl 6 minimum runes. The Hero runes are harder to level up. So the main runes you must level since you are F2P player, just like me are: Vitality(3* and 4*), Protean(also 3 and 4*), Violence(3 and 4*) Heal rune, Fire Rune, Flaming rune, Life Sap IV, Soul Swap, Lethargy, Bloodrage, Venom Edge, Battleblow, Dodge, Bloodlust, Voodoo, Bullseye. All are tested and work really well. As for the hero runes: Initial Rage(for Wight), Hero Vigor(but the 5* one... the other ones are not THAT good), Sorcery IV(if you run a magic deck), Heal Amplify IV, The vigor runes(IV and above), the Protean runes and the Might runes(also IV and above).
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Post by artdz on Jul 22, 2015 23:28:40 GMT
Runes have diminishing returns so my suggestion is to level them all up a certain amount based primarily on how much it takes to level instead of trying to max out a few runes.
In general I go by the following.
Gold runes -> level 4-5 Purple runes -> level 5 Blue runes -> level 6 Green runes -> level 7
For the Hero, I personally think leveling the heal amplify rune a bit higher is well worthwhile. It makes such a huge difference in guild map.
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Post by pimento on Jul 23, 2015 0:35:33 GMT
Thanks guys!
Another question - Vitality or Protean? I also assume protean over violence?
I'll look into the heal amplify for wight. Never occured to me for guild maps. really good idea.
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Post by tanisomsford on Jul 24, 2015 1:11:15 GMT
Runes have diminishing returns so my suggestion is to level them all up a certain amount based primarily on how much it takes to level instead of trying to max out a few runes. In general I go by the following. Gold runes -> level 4-5 Purple runes -> level 5 Blue runes -> level 6 Green runes -> level 7 For the Hero, I personally think leveling the heal amplify rune a bit higher is well worthwhile. It makes such a huge difference in guild map. I'd like to offer you guys an alternative perspective on that thought of stars and levels: Runes upgrade eachother on a 1 to 1 basis, there's no xp loss in upgrading from upgraded stuff. So that means (case scenario) when your 2* all vigor hero rune at lv 5 us cool, and you get a 3* version, because of double xp required per star upgrade, you can burn that 2* lv5 and the 3* becomes alv 4 right off the bat. You can "top up" a lv or two without starting from scratch if you saved your 2*. Think of hero runes and HP/atk runes as "banking" the xp and its never wasted.
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Post by tanisomsford on Jul 24, 2015 3:49:51 GMT
Thanks guys! Another question - Vitality or Protean? I also assume protean over violence? I'll look into the heal amplify for wight. Never occured to me for guild maps. really good idea. Heal amplify up to 40+ is really good. However, its only really useful if you have more than one or two heal cards in the deck. Hero runes shine mostly from stacking. Case scenario: Heal amplify IV level 5 => 90hp enhance. One oracle mass heals for 240 HP per round.(vs 150, not bad) Three oracles M.H. for 720HP per round.(vs 450, little more badass) One oracle and 2 treant guides will do 1000 HP per round.(vs 550...godly) My faen deck runs amplify at 45 and with 6 cards that mass heal(two are treant guides), that adds a total HP bonus of 360 HP heal per round. Didn't have enough gems yesterday to raid enough for draws to get that sorcery V rune... *sigh... My magic deck wouldve been godly with that.
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Post by ricoblue on Jul 28, 2015 5:02:16 GMT
Not sure if they'll keep the sorcery runes for glory draws. But if they do. You should keep guild wars winnings for when they do. The 1500 was a bit steep, but all you need is a little over 120k or so glory saved..lol? But you got glory cards as well. And it cost 400 gems to get an extra 50k glory. When fighting 10k targets.
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Post by •JC•Herby on Sept 14, 2015 10:30:35 GMT
Leveling up Fire runes is a good beginner strategy. Flame brave with lvl 5+ 3✴ fire rune will help you wreck some decks.
Putting 3✴ vitality/violence/protean runes on your 5✴ crits is fine 2.
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