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Post by Deleted on Mar 13, 2015 16:31:13 GMT
This is for f2p so the following is doable, just very time consuming. Must get Wight as hero and level him up!! His skill increases at an EXPONENTIAL RATE, summoner heroes are good but unfortunately are not available in the trials. The melding stats are based off of Double meld event in which the maximum number of copies to guarantee a successful meld for a 4 star is 6 copies depending on the skill melded. Farm oracles like a MF, close to 18, meld frost armor on all 3 or meld bless on frost ragers (much quicker but not as good) Farm 6 Paladin meld frost armor (this works like a charm) Farm 6 Tauros Elder meld frost armor Farm 6 Tauro General meld frost armor Not for ftp but seems to be fairly common card rewards:Collect 6 Neander Giants meld frost armor (you can collect a few on map 9 hard) Collect 6 Royal Dragons meld frost armor Collect 6 Techno-Chiefs meld frost armor, life sap, battleblow (whatever you prefer) Collect 6 swordmasters meld battleblow or Bloodlust (whatever you prefer) Juggernaut, and Royal Knight with frost armor are ideal as well. The idea is to meld frost armor on creatures that have an increasing attack skill such as bloodlust, anger, or battleblow. Sweeping blow, lifesap or restoration already on the creature is a bonus!
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Post by mrdeepvoice✪NFS on Mar 13, 2015 17:31:51 GMT
Would a life sap on the Paladin's be a better choice for survivability?
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Post by gragasrules [NFS] on Mar 13, 2015 17:35:34 GMT
Would a life sap on the Paladin's be a better choice for survivability? I thought about that for a while too. I was hoping life sap would make him self sustainable, but unfortunately the creatures in the guild map are so strong that it will take him a few rounds to be self sustainable with life sap. You can have 5 creatures with frost armor and all it take is two creatures with mass heal to sustain them all.
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Post by Deleted on Mar 13, 2015 17:39:28 GMT
Would a life sap on the Paladin's be a better choice for survivability? No, it has to be frost armor on paladin.
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Post by SoaponaRope [BK] on Mar 13, 2015 17:41:05 GMT
Would a life sap on the Paladin's be a better choice for survivability? I thought about that for a while too. I was hoping life sap would make him self sustainable, but unfortunately the creatures in the guild map are so strong that it will take him a few rounds to be self sustainable with life sap. You can have 5 creatures with frost armor and all it take is two creatures with mass heal to sustain them all. In general this can work if you have an offensive / buff ATK deck. 1 Solid hit could potentially full heal him. For Guild Map though, not only would it not work very well but it's also is unnecessary. If we're going to be running 2 or 3 Oracles then the Frost Armor works a lot better in my opinion. The Oracles not only Bless but also do Mass Heal 6 and that helps keep your cards up through some of the BS.
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Post by thundergod on Mar 13, 2015 19:40:52 GMT
Yea, Wight's damage ramps up a ton at the later levels, that's why I haven't spent any trials tokens on anything else. It's funny to see that in just 5 turns of Death Curse, it does 586 damage for that turn at level 1, 3038 at level 5, and 13600 at level 10.
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Post by ℜ★Naruto on Mar 13, 2015 19:43:07 GMT
Wight's curse will get dispelled when Mantra is being used.
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Post by DianaTroy [βκ] on Mar 13, 2015 20:19:33 GMT
Wight's curse will get dispelled when Mantra is being used. Mantra doesn't activate as long as you don't damage the Hero.
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Post by andypk on Mar 13, 2015 20:20:26 GMT
Wight's curse will get dispelled when Mantra is being used. Statement is accurate but misleads the masses. But from watching your videos I don't think you knew what Diana wrote above. Edit: You see if you read Mantra's description like it was proper english then you think it is broken. But if you read it like a computer programmer than you agree it works correctly. Edit2: If you are not a programmer and are extremely bored: Short-Circuit Evaluation
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Post by ℜ★Naruto on Mar 13, 2015 22:18:29 GMT
I know that Mantra only triggers when the enemy hero is damage, I never said Mantra triggers every turn. You can see on my video that I always place my phantom liege without damaging the enemy hero for that turn.
I was lazy on my post I guess, what I wanted to say is more like be careful when the enemy uses Mantra because it gets dispelled. So make sure you have no Ursa Majors etc in your deck. Ursa Major quite amazing in guild maps but will damage the enemy hero every turn.
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Post by Deleted on Mar 13, 2015 22:31:56 GMT
I already talked about this but ill start a new thread.
If you want to do insane amount of damage you need wight. As I stated his skill exponentially increases. let me make this extremely clear to everyone by displaying the damage output per lvl. I haven't seen level 8,9, or 10 but I am assuming it follows the same pattern.
Skill Damage Accumulated damage dealt after 10 turns Death Curse has been active(Wights Skill) Total Damage(hits two creatures at a time)
Level 1 400*.1 6,372 12,744
Level 2 450*.2 11,677 23,354
Level 3 500*.3 21,307 42,614
Level 4 550*.4 38,394 76,788
Level 5 600*.5 67,996 135,992
Level 6 650*.6 118,027 236,054
Level 7 700*.7 200,596 401,192
Level 8 750*.8 333,791 667,582
Level 9 800*.9 544,091 1,088,182
Level 10 850*1 869,550 1,739,100
To the far right column is the total damage using death curse will cause if it has been on the enemy for 10 turns they attack (20 turns in total), in guild maps your hero activates its skill roughly by turn 7 so if done correctly (meaning the enemy hero takes no damage in any way, the skill will stay on and exponentially increase even more, plus his skill will even hit two more enemies if you last long enough)
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Post by DianaTroy [βκ] on Mar 13, 2015 22:37:22 GMT
Wight is a pure beast!
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Post by entropy✪NFS on Mar 13, 2015 22:50:39 GMT
Thanks for putting this together, very informative
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Post by SoaponaRope [BK] on Mar 14, 2015 0:08:40 GMT
I haven't gotten to try this yet. I went the Demon Hunter route and that works pretty great but still working out the kinks. Wight seems like a better option, though. So a few things to think about when using Wight: - I have read about combining Wight with weakness effects (Cripple and/or Weaken) which helps slow down the difficulty of keeping creatures alive.
- I have read that you can turn the majority of your team into support/tank/Weakness/Fatigue with this build, since Wight will do much more damage than creatures would anyways.
- Soul Drain can help keep Wight healed even if some creatures fall.
- There is some sort of blip/burp that happens on round 50 or 51 in which the enemy Hero will always Mantra. I don't know why this happens but it disrupts both Entangle and Death Curse.
I'm honestly still trying to figure out which can do more damage. Entangle doesn't work at all until the whole team is already somewhat low so it's much more situational, but I do feel like there are more options once that's happened since the enemy team is effectively useless. Death Curse, however, just does so much damage that you basically don't need creatures. Once I get this stupid Guild Deck up and running where I want I'll let you know how Demon Hunter is doing - I'd love to hear how Wight is doing since I'm going to be farming him next once I get Entangle to 3 or 4.
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Post by DianaTroy [βκ] on Mar 14, 2015 0:16:39 GMT
There is some sort of blip/burp that happens on round 50 or 51 in which the enemy Hero will always Mantra. I don't know why this happens but it disrupts both Entangle and Death Curse. At round 50 each Hero starts taking small bit of damage. It's the game trying to create a winner. Say in a battle you each have a Frost Rager, nobody would die. This 50 round thing will kill the Hero with the least HP.
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Post by thundergod on Mar 14, 2015 0:36:52 GMT
I haven't gotten to try this yet. I went the Demon Hunter route and that works pretty great but still working out the kinks. Wight seems like a better option, though. So a few things to think about when using Wight: - I have read about combining Wight with weakness effects (Cripple and/or Weaken) which helps slow down the difficulty of keeping creatures alive.
- I have read that you can turn the majority of your team into support/tank/Weakness/Fatigue with this build, since Wight will do much more damage than creatures would anyways.
- Soul Drain can help keep Wight healed even if some creatures fall.
- There is some sort of blip/burp that happens on round 50 or 51 in which the enemy Hero will always Mantra. I don't know why this happens but it disrupts both Entangle and Death Curse.
I'm honestly still trying to figure out which can do more damage. Entangle doesn't work at all until the whole team is already somewhat low so it's much more situational, but I do feel like there are more options once that's happened since the enemy team is effectively useless. Death Curse, however, just does so much damage that you basically don't need creatures. Once I get this stupid Guild Deck up and running where I want I'll let you know how Demon Hunter is doing - I'd love to hear how Wight is doing since I'm going to be farming him next once I get Entangle to 3 or 4. I'm not sure how much damage you gotten with the Demon Hunter, but with Wight, you can probably get over 1 mil damage with the right map, right deck, and some luck. I've gotten over 750k on two maps with a lvl 3/4 Wight and I by no means have my ideal guild deck yet. Edit: Also I don't think I noticed anything about the enemy using mantra or either hero taking damage past turn 50. It hasn't happened to me. Maybe the enemy hero was Tauro Brute or something.
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Post by SoaponaRope [BK] on Mar 14, 2015 0:46:09 GMT
I haven't gotten to try this yet. I went the Demon Hunter route and that works pretty great but still working out the kinks. Wight seems like a better option, though. So a few things to think about when using Wight: - I have read about combining Wight with weakness effects (Cripple and/or Weaken) which helps slow down the difficulty of keeping creatures alive.
- I have read that you can turn the majority of your team into support/tank/Weakness/Fatigue with this build, since Wight will do much more damage than creatures would anyways.
- Soul Drain can help keep Wight healed even if some creatures fall.
- There is some sort of blip/burp that happens on round 50 or 51 in which the enemy Hero will always Mantra. I don't know why this happens but it disrupts both Entangle and Death Curse.
I'm honestly still trying to figure out which can do more damage. Entangle doesn't work at all until the whole team is already somewhat low so it's much more situational, but I do feel like there are more options once that's happened since the enemy team is effectively useless. Death Curse, however, just does so much damage that you basically don't need creatures. Once I get this stupid Guild Deck up and running where I want I'll let you know how Demon Hunter is doing - I'd love to hear how Wight is doing since I'm going to be farming him next once I get Entangle to 3 or 4. I'm not sure how much damage you gotten with the Demon Hunter, but with Wight, you can probably get over 1 mil damage with the right map, right deck, and some luck. I've gotten over 750k on two maps with a lvl 3/4 Wight and I by no means have my ideal guild deck yet. Edit: Also I don't think I noticed anything about the enemy using mantra or either hero taking damage past turn 50. It hasn't happened to me. Maybe the enemy hero was Tauro Brute or something. I read it on the IGG forums about 2 or 3 weeks ago and then it finally happened to me today (was first time I got anywhere close to round 50). It actually wasn't that big of a deal but for whatever reason she cast it. Are we sure that Mantra removes Death Curse? Just out of curiosity? I don't have a Wight so I can't test it but I don't think Mantra removes the Flaming effect. Have any of you personally checked it or know someone who has? =)
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Post by DianaTroy [βκ] on Mar 14, 2015 0:48:14 GMT
Flaming doesn't get removed with Mantra.
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Post by thundergod on Mar 14, 2015 0:52:33 GMT
Yea, Death Curse gets removed.
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Post by ℜ★Xega on Mar 14, 2015 2:22:23 GMT
Yeah, death curse gets healed by mantra. Mantra eventually activates even if you don't hit hero.
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Post by asgarth1980 on Mar 14, 2015 10:22:39 GMT
How did u get 6k total damage on level 1 curse? ... Your table does not add up somewhere....
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Post by Deleted on Mar 14, 2015 12:39:02 GMT
How did u get 6k total damage on level 1 curse? ... Your table does not add up somewhere.... It is the total accumulated damage after 10 turns of effect.Death curse 1 damage(I rounded down for every decimal): Turn 1: 400, turn 2: 440, turn 3: 484, turn 4: 532, turn 5: 585, turn 6: 644, turn 7: 708, turn 8: 779, turn 9: 857, turn 10: 943 Add them all together and you have the total accumulated damage of 6,372 damage plus it hits two enemies so multiply it by 2 and you get 12,744 damage
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Post by Deleted on Mar 14, 2015 13:00:43 GMT
I haven't gotten to try this yet. I went the Demon Hunter route and that works pretty great but still working out the kinks. Wight seems like a better option, though. So a few things to think about when using Wight: - I have read about combining Wight with weakness effects (Cripple and/or Weaken) which helps slow down the difficulty of keeping creatures alive.
- I have read that you can turn the majority of your team into support/tank/Weakness/Fatigue with this build, since Wight will do much more damage than creatures would anyways.
- Soul Drain can help keep Wight healed even if some creatures fall.
- There is some sort of blip/burp that happens on round 50 or 51 in which the enemy Hero will always Mantra. I don't know why this happens but it disrupts both Entangle and Death Curse.
I'm honestly still trying to figure out which can do more damage. Entangle doesn't work at all until the whole team is already somewhat low so it's much more situational, but I do feel like there are more options once that's happened since the enemy team is effectively useless. Death Curse, however, just does so much damage that you basically don't need creatures. Once I get this stupid Guild Deck up and running where I want I'll let you know how Demon Hunter is doing - I'd love to hear how Wight is doing since I'm going to be farming him next once I get Entangle to 3 or 4. I currently have Devil Hunter with entangle 2, it is complete GARBAGE compared to Wight. Devil hunters ability doesn't even work like its suppose to (at 54% they cant physically attack but it only works when they are down to about 35% health is red) Let me put this into perspective the best guild in the game is Wight Knights, they are almost done map 6 and all have Wight heroes, they are able to dish out over 2 million in damage.
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Post by Deleted on Mar 14, 2015 14:40:07 GMT
Nice find
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Post by Deleted on Mar 14, 2015 14:55:17 GMT
Nice find Thank you good sir, but the best hero is Zora Marauder lmao
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Post by Borbland✪NFS on Mar 14, 2015 15:15:30 GMT
There is some sort of blip/burp that happens on round 50 or 51 in which the enemy Hero will always Mantra. I don't know why this happens but it disrupts both Entangle and Death Curse. At round 50 each Hero starts taking small bit of damage. It's the game trying to create a winner. Say in a battle you each have a Frost Rager, nobody would die. This 50 round thing will kill the Hero with the least HP. Some question about the round 50 damage: How much damage is it ? Are the champions getting damage every round or only round 50 ? Does the damage increase ?
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Post by Deleted on Mar 14, 2015 15:33:15 GMT
Just a side note for this...
Between rounds 50 and 60 both heroes will take 500 direct damage before their respective turns.
So between rounds 50 and 60 all death curses will be removed but after 60 it is again possible to deal damage with death curse until the match automatically ends after round 100.
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Post by DianaTroy [βκ] on Mar 14, 2015 16:07:56 GMT
Some question about the round 50 damage: How much damage is it ? Are the champions getting damage every round or only round 50 ? Does the damage increase ? Between rounds 50 and 60 both heroes will take 500 direct damage before their respective turns. So between rounds 50 and 60 all death curses will be removed but after 60 it is again possible to deal damage with death curse until the match automatically ends after round 100.
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Post by SoaponaRope [BK] on Mar 14, 2015 16:08:48 GMT
I haven't gotten to try this yet. I went the Demon Hunter route and that works pretty great but still working out the kinks. Wight seems like a better option, though. So a few things to think about when using Wight: - I have read about combining Wight with weakness effects (Cripple and/or Weaken) which helps slow down the difficulty of keeping creatures alive.
- I have read that you can turn the majority of your team into support/tank/Weakness/Fatigue with this build, since Wight will do much more damage than creatures would anyways.
- Soul Drain can help keep Wight healed even if some creatures fall.
- There is some sort of blip/burp that happens on round 50 or 51 in which the enemy Hero will always Mantra. I don't know why this happens but it disrupts both Entangle and Death Curse.
I'm honestly still trying to figure out which can do more damage. Entangle doesn't work at all until the whole team is already somewhat low so it's much more situational, but I do feel like there are more options once that's happened since the enemy team is effectively useless. Death Curse, however, just does so much damage that you basically don't need creatures. Once I get this stupid Guild Deck up and running where I want I'll let you know how Demon Hunter is doing - I'd love to hear how Wight is doing since I'm going to be farming him next once I get Entangle to 3 or 4. I currently have Devil Hunter with entangle 2, it is complete GARBAGE compared to Wight. Devil hunters ability doesn't even work like its suppose to (at 54% they cant physically attack but it only works when they are down to about 35% health is red) Let me put this into perspective the best guild in the game is Wight Knights, they are almost done map 6 and all have Wight heroes, they are able to dish out over 2 million in damage. I honestly don't believe Entangle is garbage when used properly. Wight is better, especially on a fresh dungeon, and more importantly he is easier to use. But just for perspective: 1 Level 15 Border Ranger (a 3-star Creature) after only 40 turns with Bloodlust 7 will have done over 566,000 damage alone. That becomes over 1,000,000 at level 54. Again, that is 1 3-star Creature. 1 Graboid in front of a Human under the same circumstance for 50 turns can do 1,770,000 damage. Just for fun, at 90 turns this is 5,517,000. Unfortunately, none of the creatures have 1.8 million HP to even inflict this upon, and killing enemy creatures means the board shifts and Mantra gets cast and it's no good for anyone. But if we're just going to record numbers, there are a lot of options still open. I'm not saying this is as practical or easy to setup as Wight, especially on certain maps, but my point is that the sky is the limit and we're nowhere close to having mastered Guild Damage yet. Yes Mikhal and Monkey have done amazing and have gotten 1 million damage (far more than I have) but average players using Wight still are averaging a tiny fraction of that damage, damage which can be matched with lots of different heroes... there is still a lot of theorycrafting left to do. Hopefully I'll get a Wight soon and experience that angle of it, he certainly is a badass. It is difficult trying to gauge when entangle is actually going to work in the Guild Map and I hope they address this soon.
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Post by Deleted on Mar 14, 2015 18:29:14 GMT
I currently have Devil Hunter with entangle 2, it is complete GARBAGE compared to Wight. Devil hunters ability doesn't even work like its suppose to (at 54% they cant physically attack but it only works when they are down to about 35% health is red) Let me put this into perspective the best guild in the game is Wight Knights, they are almost done map 6 and all have Wight heroes, they are able to dish out over 2 million in damage. I honestly don't believe Entangle is garbage when used properly. Wight is better, especially on a fresh dungeon, and more importantly he is easier to use. But just for perspective: 1 Level 15 Border Ranger (a 3-star Creature) after only 40 turns with Bloodlust 7 will have done over 566,000 damage alone. That becomes over 1,000,000 at level 54. Again, that is 1 3-star Creature. 1 Graboid in front of a Human under the same circumstance for 50 turns can do 1,770,000 damage. Just for fun, at 90 turns this is 5,517,000. Unfortunately, none of the creatures have 1.8 million HP to even inflict this upon, and killing enemy creatures means the board shifts and Mantra gets cast and it's no good for anyone. But if we're just going to record numbers, there are a lot of options still open. I'm not saying this is as practical or easy to setup as Wight, especially on certain maps, but my point is that the sky is the limit and we're nowhere close to having mastered Guild Damage yet. Yes Mikhal and Monkey have done amazing and have gotten 1 million damage (far more than I have) but average players using Wight still are averaging a tiny fraction of that damage, damage which can be matched with lots of different heroes... there is still a lot of theorycrafting left to do. Hopefully I'll get a Wight soon and experience that angle of it, he certainly is a badass. It is difficult trying to gauge when entangle is actually going to work in the Guild Map and I hope they address this soon. This is only for guild map: The reason why Demon Hunter is garbage is not because of his skill, but the fact that his skill doesnt work properly. I have a Demon Hunter level 2 and thought he would be one of the best heroes for guild map, plus majority of my cards were faen. Now what pisses me off is that under 54% health the enemy is unable to attack but it doesnt work, the enemy health must be red which is about 30% or even lower sadly. To show how bad this is, today I was on map 2-9, Revenant has a total of 332,028 health. if his health falls below 179,295 (54%) he should be unable to attack and his health was currently at about 110k, but he is able to attack until his health is red about 99k-103k. that's a difference of around 80k im getting screwed over with, plus this happens with EVERY SINGLE CREATURE the enemy has.
I have spoken with igg about this, they wont do s*** , meanwhile i wasted like 3 months of my time farming a demon hunter which frankly is not that good compared to the other 4 star heroes due to the fact that his skill does not work. If a miracle happens and igg does fix it, then demon hunter will be very good.
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