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Post by Sinister22✪NFS on Jan 15, 2016 10:54:23 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 ------>>>> deckheroes.freeforums.net/thread/1107/guild-deck-maximize-zora-sustain 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 derpy✪NFS on Jan 15, 2016 12:05:31 GMT
Since the M*ther F*ckers intended to mantra my *ss every round, here is an introduction to a deck that could be very good alternative to Wight. Summoner Heroes - intended to absorb the opponent hero's curse. Berserker 3 Phantom lieges(lets wish he doesnt get sealed.) 3 Panther Chiefs (prefered with bloodrage or FA) (or do it ALL panther chiefs) 1 Drone Use your kitsune and kumiho, I don't have one so this will do for now in Theory. I did it in auto mode with just 4x plain level 10 Panther chiefs with a drone and two FA oracles , and I did 90k in auto mode. Try it and give me your opinion. --------------- Edit: Note: I did it in map 2-3 in GM and I had a very unlucky draws. It would have been better if you had multiple Colossus with life steal. Well first up, if you have a good deck then the curse shouldn't matter. I run with 5 Oracles, and that's more than enough even if you run with high level hero vigor- which is advised to give you ample time to set up. If you're running without Wight, you can of course use as many creatures as you want. The base of all these decks btw is 4-5 Oracles. These should all have at least lv 7+ healer runes, and your hero should have heal amplify. This takes care of your hero healing needs, as well as further buffing your creatures. Berserker is an excellent option first option. A bunch of high level Neander hitters- Graboids, Twins, and Anathema make for excellent options, although Panther Chief is solid as well- because Berserker buffs them really quickly. I've had Graboids over 15k attack, hitting for 70k+ on each creature with a battleblow proc against humans. Done 1.5mil+ on many maps, as well as being legit for final creature clearing. If you got a Taurus, this is gold now in this setup- you get a free hit distributed amongst the whole deck every other turn, nobility stacks attack even more, he buffs the boar HP so they survive longer, and he gets the free atk from boars. Overall, a real MVP in this deck. Zora is obviously decent, requires some work and lucky set up howwever. He doesn't protect against curse at all, so you need a high level heal amplify. He also doesn't add to your HP, which means you have even more work to do. A slightly unorthodox one is Warlock. This ensures you get almost permanent action, since once set up you'll be likely to proc hero ability once every two turns. Also ensures your creatures get tanky 3k+ HP, to avoid any awkwardness. Run self-buffing creatures obviously. Bloodrage Michael is gold here, bloodrage Panther Chief too, bloodlust Swordmaster, and even FA Paladin works ok (bit slow though). Sekhmet is a decent choice. Tailor to the map, and finish it off with a Mythril Drone for magic heavy maps (or possibly swap out for Judgment- though the lockdown will hurt you. Those are my 3 current favourite picks if Wight is out of the question. Done very good damage with all 3 of them. Most of the creatures are interchangeable too, so essentially- focus on creatures with a) self-attack buff, b) multiplicative buffs (battleblow, sneak, warlust). Anything else is just icing, though you will need a couple FA creatures to deal with creatures like Sekhmet. Paladin is going to be a giraffe, one of the toughest to deal with. The best thing you can do is stick anything with block in front, and slap a lv 8 rune on to mute it- make sure there's no sweeping blow either side. For set up, make sure you get a minimum of 2 of your attacking creatures far left. Don't get too greedy. As long as there's at least 2 left, and you do your setup correctly, you should get a few kills on a brand new map. Aim to get a bullseye far left, sweeping blow second. Then if you get a chance, keep putting your attacking creatures as far left as possible- but start integrating your Oracles as necessary. You need to mute sweeping blow and attack stacking creatures with your FA Oracles or anything similar. Block bullseye with an immunity Oracle or even better, Mythril Drone. Sit back and enjoy instant map clears. Once you reach stages with Snow Harlot, you're on your own. ^_^
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Post by Sinister22✪NFS on Jan 15, 2016 12:18:48 GMT
Since the M*ther F*ckers intended to mantra my *ss every round, here is an introduction to a deck that could be very good alternative to Wight. Summoner Heroes - intended to absorb the opponent hero's curse. Berserker 3 Phantom lieges(lets wish he doesnt get sealed.) 3 Panther Chiefs (prefered with bloodrage or FA) (or do it ALL panther chiefs) 1 Drone Use your kitsune and kumiho, I don't have one so this will do for now in Theory. I did it in auto mode with just 4x plain level 10 Panther chiefs with a drone and two FA oracles , and I did 90k in auto mode. Try it and give me your opinion. --------------- Edit: Note: I did it in map 2-3 in GM and I had a very unlucky draws. It would have been better if you had multiple Colossus with life steal. Well first up, if you have a good deck then the curse shouldn't matter. I run with 5 Oracles, and that's more than enough even if you run with high level hero vigor- which is advised to give you ample time to set up. If you're running without Wight, you can of course use as many creatures as you want. The base of all these decks btw is 4-5 Oracles. These should all have at least lv 7+ healer runes, and your hero should have heal amplify. This takes care of your hero healing needs, as well as further buffing your creatures. Berserker is an excellent option first option. A bunch of high level Neander hitters- Graboids, Twins, and Anathema make for excellent options, although Panther Chief is solid as well- because Berserker buffs them really quickly. I've had Graboids over 15k attack, hitting for 70k+ on each creature with a battleblow proc against humans. Done 1.5mil+ on many maps, as well as being legit for final creature clearing. If you got a Taurus, this is gold now in this setup- you get a free hit distributed amongst the whole deck every other turn, nobility stacks attack even more, he buffs the boar HP so they survive longer, and he gets the free atk from boars. Overall, a real MVP in this deck. Zora is obviously decent, requires some work and lucky set up howwever. He doesn't protect against curse at all, so you need a high level heal amplify. He also doesn't add to your HP, which means you have even more work to do. A slightly unorthodox one is Warlock. This ensures you get almost permanent action, since once set up you'll be likely to proc hero ability once every two turns. Also ensures your creatures get tanky 3k+ HP, to avoid any awkwardness. Run self-buffing creatures obviously. Bloodrage Michael is gold here, bloodrage Panther Chief too, bloodlust Swordmaster, and even FA Paladin works ok (bit slow though). Sekhmet is a decent choice. Tailor to the map, and finish it off with a Mythril Drone for magic heavy maps (or possibly swap out for Judgment- though the lockdown will hurt you. Those are my 3 current favourite picks if Wight is out of the question. Done very good damage with all 3 of them. Most of the creatures are interchangeable too, so essentially- focus on creatures with a) self-attack buff, b) multiplicative buffs (battleblow, sneak, warlust). Anything else is just icing, though you will need a couple FA creatures to deal with creatures like Sekhmet. Paladin is going to be a b***, one of the toughest to deal with. The best thing you can do is stick anything with block in front, and slap a lv 8 rune on to mute it- make sure there's no sweeping blow either side. For set up, make sure you get a minimum of 2 of your attacking creatures far left. Don't get too greedy. As long as there's at least 2 left, and you do your setup correctly, you should get a few kills on a brand new map. Aim to get a bullseye far left, sweeping blow second. Then if you get a chance, keep putting your attacking creatures as far left as possible- but start integrating your Oracles as necessary. You need to mute sweeping blow and attack stacking creatures with your FA Oracles or anything similar. Block bullseye with an immunity Oracle or even better, Mythril Drone. Sit back and enjoy instant map clears. Once you reach stages with Snow Harlot, you're on your own. ^_^ Thank you so much for that golden info.. That is why I love the people here. I will edit the initial thread when I have free time.. My boss is snooping around so gotta look busy.
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Post by dhinstructables on Jan 15, 2016 14:44:03 GMT
So I guess I'm going to start melding a lot of Faen Marksman. At 360 dmg per round, it should just be a few months to take out the Snow Harlot So, should I go with Bless or Mass Heal.....
EDIT: Ok, so I was joking at first about using Faen Marksman, but after looking at options and trying to calculate the numbers I should make an edit for the small guilds and new players to have a strategy to beat when only Snow Harlots are left.
Using Poison Ivy Thorn Wall Lvl 5+ Faen Vitality Lvl 5+ Poison Gas Runes: Lvl 5+ Snipe Rune (4*or greater) Hero Vitality to get to 25k Max HP
7 - Lvl 10 Faen Marksman's (Deception Runes have chance of 50% more dmg) 3 - Oracles (Preferably melded with Immunity)
Since the Snow Harlots have no physical attack, it doesn't matter how you place these. I would place only Oracles until you have 4 or 5 Faen Marksman at once. This will maximize Faen Vitality.
This group has the potential to hit for 3080 each turn. Assuming some are sealed, we'll round down to 2156 (Plus they will heal 200 for each Harlot) Not counting the Thorn Wall dmg, Poison Gas dmg or Deception Runes, this group should hit the Snow Harlots for 80K+ per attempt. If you can level up your Snipe Rune and Deception Runes, as well as melding a Marksman or two, this lineup becomes an easy method of hitting 100k+. Since the Snow Harlots start with 288k, it should take about 6 attempts and get almost maximum Gold for each attempt. Even if only 2 guild mates are doing this, the Snow Harlots should only last 2 days on their own.
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Post by ninjafred on Jan 15, 2016 16:14:12 GMT
(my 2 cents)
I just tried a 'post-v9.0' style guild deck. Zora lvl 6 with no runes except +54 healing rune. Deck consist of 5 Oracles (3 melded FA, 2 lvl 10), 1 Graboid with BB8, 1 Paladin with FA, 2 swordmasters (1 melded BB8, one unmelded lvl10) 1 ash beast lvl15 unmelded.
Test was on a brand new guild map lvl 5.6.
With just a bit of thinking on how to set up this team, and an average draw, I did over 2 million DMG killing 6 crits (including 2 archdevas).
Secand try with 4 crits remaining i had a very bad draw (archdeva in first position and my graboid came last which means Zora died too quickly to make serious things. Only 45k DMG this try.
I think it will be an easy way to score big, in fact you don't even need specific melds. FA melding is counterproductive since you get less damage and less ATk buff from Zora.
a couple of tweaks and it will be OK, so don't worry about Wight being nerfed !
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Post by SirGin on Jan 15, 2016 17:38:56 GMT
This may be ridiculous to some but for paladin enemy on gm I use a Warband Chief melded with faen rampager's block for 200. I got block and ravage runes lvl'd high. Block rune 8 and ravage 10. Block rune lvl 8 mutes paladins anger and ravage lvl 10 rune knocks 50% off his human atk dmg. It helps tremendously.
I have started making creature melds to deal with specific threats on the gm's. They can be switched out depending on the map and creatures left.
Its expensive and timeI consuming to get it all done. But I dont see any other way. Also some of the crits can deal with many different threats kinda like a catch all in some cases.
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Post by leichenbrand on Jan 15, 2016 21:25:37 GMT
So I guess I'm going to start melding a lot of Faen Marksman. At 360 dmg per round, it should just be a few months to take out the Snow Harlot So, should I go with Bless or Mass Heal.....
EDIT: Ok, so I was joking at first about using Faen Marksman, but after looking at options and trying to calculate the numbers I should make an edit for the small guilds and new players to have a strategy to beat when only Snow Harlots are left.
Using Poison Ivy Thorn Wall Lvl 5+ Faen Vitality Lvl 5+ Poison Gas Runes: Lvl 5+ Snipe Rune (4*or greater) Hero Vitality to get to 25k Max HP
7 - Lvl 10 Faen Marksman's (Deception Runes have chance of 50% more dmg) 3 - Oracles (Preferably melded with Immunity)
Since the Snow Harlots have no physical attack, it doesn't matter how you place these. I would place only Oracles until you have 4 or 5 Faen Marksman at once. This will maximize Faen Vitality.
This group has the potential to hit for 3080 each turn. Assuming some are sealed, we'll round down to 2156 (Plus they will heal 200 for each Harlot) Not counting the Thorn Wall dmg, Poison Gas dmg or Deception Runes, this group should hit the Snow Harlots for 80K+ per attempt. If you can level up your Snipe Rune and Deception Runes, as well as melding a Marksman or two, this lineup becomes an easy method of hitting 100k+. Since the Snow Harlots start with 288k, it should take about 6 attempts and get almost maximum Gold for each attempt. Even if only 2 guild mates are doing this, the Snow Harlots should only last 2 days on their own.
Didn´t believe this works so good like in theory. Had my first GM-deck with Marksmen and Mawrek, Sharpshooter Runes and everything else... Get a max. of 45k damage. Low HP Pool is the most Critical Point there, and do not face a Titana then...
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Post by ℜ★Xega on Jan 15, 2016 21:35:28 GMT
Zora lvl 10 +50k hp rune a very good option if you got it.
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Post by nemesizz on Jan 15, 2016 21:37:05 GMT
I used Zora +40k health, 4 Phantom Liege, 4 Oracle, 1 swordmaster bb6 and a mythrill and did 4x 300k damage
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Post by SirGin on Jan 15, 2016 21:42:51 GMT
I got my zora at lvl 3. Where do you guys get yours shards? They don't drop very often in the trials for me. Is there somewhere more reliable?
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Post by Sick. on Jan 15, 2016 21:45:44 GMT
im not sure if you can buy Zora shards at the bazar, try to look there if he pops up from time to time. Also the Zora shards drop in the trials and Gauntlet.
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Post by pyjamarama on Jan 16, 2016 12:19:46 GMT
I got my zora at lvl 3. Where do you guys get yours shards? They don't drop very often in the trials for me. Is there somewhere more reliable? The answer is simply that they've been playing for a LONG time. You just pick them up as you go. It takes ages. Once you start clearing trials to lvl 100 it speeds up collecting a lot.
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Post by orgoth on Jan 16, 2016 13:40:43 GMT
my idea: Warlock/Judgement oracle fa oracle fa oracle im oracle im flame brave flame brave treant elder x3
idea is to use flame brave foaming 240/turn total + hero talent flaming about 300/turn @high level,
also we cant use lockdown nor kitsunes in guild maps anymore (kumiho could still work)
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Post by asgarth1980 on Jan 17, 2016 7:49:02 GMT
Captivator rage skill until now is not removed by mantra ... is it because it does not stack? If so couple with killer queen...it will be good damage.
All that you have suggested is from your creature's offense.. Captivator and killer queen damages the opponent when it is their turn so the damage throughput should be higher.
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Post by leichenbrand on Jan 17, 2016 12:57:38 GMT
I got my zora at lvl 3. Where do you guys get yours shards? They don't drop very often in the trials for me. Is there somewhere more reliable? U get Zoa from the Bazar like every other 2* Heroes for 500 glory points.
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Post by SirGin on Jan 17, 2016 13:41:29 GMT
I have never seen Zora in the bazaar. Every shard I've ever gotten has been from trials. Thats why he's just a lvl 3 and I'm lvl 69. I've seen every other 2* in my bazaar except Zora.
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Post by pylaczynski on Jan 17, 2016 15:36:13 GMT
What do you guys think about Patriarch against multiple Snow Harlots left? He has direct DMG ability based on Creatures max hp capped at 2k on every target and on top of that heals your creatures. Put on a deck with 2-3 I9 Oracles or other Blessers with immunity (depending of how many hit points does Patriarch have), 2-3 QTs (the more the better) on the far right of screen and you are guaranteed, and rest could be any Direct DMG dealers (i7 EoJ, Faen Marksmen) or highly Runed Battleblow to sometimes get through coffin (the best would be Pit Dragon since Unbound... or BB8 Seraph which could be even better since she has possibility to gain attack endlessly).
That would be cheap assuming you already have some Immunity oracles from previous patches.
The ideal deck I could think of facing 2 Snow Harlots:
Patriarch with Vitality and Burst Fire/Faith Heal
2x Queen Temptress 3x I9 Oracle Runed 7+ BB8 Pit Dragon Runed 7+ BB8 Seraph Blaze Faen Marksman 2x I7 EoJ
Hero would put on 4k dmg per turn, on top of that there would be 0,35x0,5=0,2275 chance of each BB8 creature to hit Snow Harlot (provided they are in front of them (I will take mine PD as an example - he hits for 2,6k when battleblow triggers, Seraph would be 2,3k so a sum would be 4,9k every 2275/10000 turns, so on average 1110 hp)). Blaze would do another 0,2k hp, Faen Marksman 0,36k rounded up with runes to 0,5k on average, each EoJ for 0,6k so after final calculations:
4k+1,1k+0,2k+0,5k+0,6k+0,6k = 7k hp per turn not considering Snipe runes of hero, that would put it up to 7,2k It would take 100/7,2k turns of attacks to get to 100k dmg, so around round 40 should be enough.
Edit: Totally forgot about Hell Knight as a natural BB7 + Unbound creature, that could be further melded with something like picking off from EoJ to replace Seraph or PD for less money. Mythril Drone for denying Tempest of Snow Harlots would be good too, but that is not cheap option as well. But since MD is grindable you could afford to replace Oracles with 2 Assasinate Blood Warlocks to add at least 0,9k dmg per turn!
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Post by nohmou on Jan 18, 2016 2:46:56 GMT
I was thinking you could use Tauro General with several possible meld options. He has a pretty decent skill set in general for GM, with BB, Anger and Restoration. Against solo Snow Harlots, Anger won't help to buff his attack, but with Berserker, the Boars will do the trick. You could meld immunity to help prevent Tempest from hitting. If you have a Drone, you could do FA for a more generic option. You could try Reflect with the rune to add some damage and have a chance of locking the Harlots down for a turn. You could try Bloodrage with some Earth Totem support for even more attack stacking. You could even try Sneak (5 from Royal Dancer if you don't want to waste a Moon Guardian) if you can guarantee the Harlots will have Firestorm/Gas Cloud on them constantly.
You've posted some great ideas too, and with only Harlots left, you should easily be able to ensure you have a QT/Curse on the far right to prevent the other hero from ever using their skill. Patriarch with multiple QTs would be great to keep activating his skill every turn as well.
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Post by derpy✪NFS on Jan 18, 2016 3:17:36 GMT
Anathema with poison rune and voodoo on hero is the best thing for Harlots, along with Spiky.
For heros... well yeah, probably Patriarch isn't a bad option for damage, it's a guaranteed 2k when it triggers. Poison Ivy or Gladiator are also possibilities if you can get the damage output going. This is only if Snow Harlot is the only creature left, though.
For an idea on damage, Anathema with a lv 10 poison rune and 4* voodoo rune at lv 5 would be dealing 390 for each gas cloud, and 2.5 castings each time. Basically 1k damage per turn, or around 40-45k over the course of a battle. That's to a single Harlot. So a large team of gas cloud would make relatively short work of Harlots, even with their healing- especially if you added in a high level gladiator (every time his skill procs, you're getting around 35% (don't remember lv 10 exactly) extra damage. Blood Warlock gives you 750 per turn with that setup, so 3 Anathema and 7 Warlocks could give you potentially 8k ish damage. Getting all those poison runes to 10 would be a huge waste obviously, but even so you could get 6k per turn fairly easily with cheaply obtained cards. Having a Mythril Drone to avoid lockdown would be very useful though. Even with that, 5k/turn would be dealing enough for well over 200k damage on a single Harlot.
I actually quite like the lack of Wight for bringing back more strategy into dealing with creatures- Wight made it way too easy for way too long. Still sucks for newbies though, no question.
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Post by asgarth1980 on Jan 18, 2016 4:23:14 GMT
To be honest why so much talk on snow Harlot... How many maps contain her and no other sac dahlia or tyrant?... I think it is just 1-2 maps... Each member just use spikey.. Direct attack or bb8... Take 10-20 k each member per turn so 30 members can take it out... The guild will be set back by just 0.5 days per snow Harlot.. No big deal for big guilds with different team members.. For solo guild..need the alternates to have at least spikey else will be a nightmare.
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Post by derpy✪NFS on Jan 18, 2016 9:25:07 GMT
To be honest why so much talk on snow Harlot... How many maps contain her and no other sac dahlia or tyrant?... I think it is just 1-2 maps... Each member just use spikey.. Direct attack or bb8... Take 10-20 k each member per turn so 30 members can take it out... The guild will be set back by just 0.5 days per snow Harlot.. No big deal for big guilds with different team members.. For solo guild..need the alternates to have at least spikey else will be a nightmare. ... which is why I was just demonstrating how to take out a Harlot, without Wight, in one attack. Obviously if you want to slowly chip away over god knows how long you can, just remember every Harlot heals for 225 a turn, so you best be fast. And if anyone noobs it and goes in without a damage dealing deck, you could be set back a couple attacks.
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Post by sexmachinepipi on Jan 18, 2016 9:32:40 GMT
Zora lvl 10 +50k hp rune a very good option if you got it. I thought you had quit, you f***. LoL. Are you coming back to put that theory into practice? My Zora is level 7. However; I am not going to figure ways of beating Guild Maps. IGG can kiss my S. Gonna stay away and protest. Mantra must fall.
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Post by Sinister22✪NFS on Jan 18, 2016 10:06:39 GMT
A harlot doesnt do a thing when theres a drone. she only self sustain by heal. get a drone, put a couple or three of bless creatures, then assassinate the sht out of her.
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Post by derpy✪NFS on Jan 18, 2016 11:37:56 GMT
A harlot doesnt do a thing when theres a drone. she only self sustain by heal. get a drone, put a couple or three of bless creatures, then assassinate the sht out of her. Or do the exact same thing and use gas cloud. For more than double the damage. Or hey, just use Blood Warlocks which HAVE bless. And you get both. Christ...
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Post by Sinister22✪NFS on Jan 18, 2016 11:49:38 GMT
A harlot doesnt do a thing when theres a drone. she only self sustain by heal. get a drone, put a couple or three of bless creatures, then assassinate the sht out of her. Or do the exact same thing and use gas cloud. For more than double the damage. Or hey, just use Blood Warlocks which HAVE bless. And you get both. Christ... should have read the other posts.
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Post by dhinstructables on Jan 18, 2016 13:20:19 GMT
So I guess I'm going to start melding a lot of Faen Marksman. At 360 dmg per round, it should just be a few months to take out the Snow Harlot So, should I go with Bless or Mass Heal.....
EDIT: Ok, so I was joking at first about using Faen Marksman, but after looking at options and trying to calculate the numbers I should make an edit for the small guilds and new players to have a strategy to beat when only Snow Harlots are left.
Using Poison Ivy Thorn Wall Lvl 5+ Faen Vitality Lvl 5+ Poison Gas Runes: Lvl 5+ Snipe Rune (4*or greater) Hero Vitality to get to 25k Max HP
7 - Lvl 10 Faen Marksman's (Deception Runes have chance of 50% more dmg) 3 - Oracles (Preferably melded with Immunity)
Since the Snow Harlots have no physical attack, it doesn't matter how you place these. I would place only Oracles until you have 4 or 5 Faen Marksman at once. This will maximize Faen Vitality.
This group has the potential to hit for 3080 each turn. Assuming some are sealed, we'll round down to 2156 (Plus they will heal 200 for each Harlot) Not counting the Thorn Wall dmg, Poison Gas dmg or Deception Runes, this group should hit the Snow Harlots for 80K+ per attempt. If you can level up your Snipe Rune and Deception Runes, as well as melding a Marksman or two, this lineup becomes an easy method of hitting 100k+. Since the Snow Harlots start with 288k, it should take about 6 attempts and get almost maximum Gold for each attempt. Even if only 2 guild mates are doing this, the Snow Harlots should only last 2 days on their own.
Didn´t believe this works so good like in theory. Had my first GM-deck with Marksmen and Mawrek, Sharpshooter Runes and everything else... Get a max. of 45k damage. Low HP Pool is the most Critical Point there, and do not face a Titana then... Leichenbrand, this setup would be for when you are only facing Snow Harlots (the rest of the GM creatures have been killed already). I would not recommend using a setup like this against more than that or the Marksmen will probably die quickly. And this is all in theory, with numbers run on a spreadsheet so it may not work as great as I hope. As some of the other posts have pointed out, there are many better ways to get high dmg against the fuller decks. I look forward to testing this theory out sometime when I get to a map that only has Snow Harlots left.
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Post by Sinister22✪NFS on Jan 18, 2016 13:30:39 GMT
LEts just hope that after proving out theories, they wouldn't nerf them too.
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Post by Sinister22✪NFS on Jan 18, 2016 14:16:50 GMT
problematic creatures for zora...
* Bullseye enemies * Harlot * FA Enemies (can be tackled by putting a bullseye critter)
More on the list?
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Post by ninjafred on Jan 18, 2016 15:38:59 GMT
problematic creatures for zora... * Bullseye enemies * Harlot * FA Enemies (can be tackled by putting a bullseye critter) More on the list? Kitsune Deck locking (can be countered with Mythril Drone ) Heavy retreat Heavy curse Basically, Zora needs more time to throw good damage than Wight did so it needs to get more rounds up and running ...
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Post by SirGin on Jan 18, 2016 16:33:59 GMT
Well for the bullseye all you need is the anti-creature to the bullseye one.
For example: you face a human bullseye crit so you put in a neander crit with ravage then meld block to it or vice verca. Use high leveled ravage rune preferably lvl 10 cause it reduces damage 50%. Block reduces further.
Ravage, consecrate, bane and miasma runes may come in handy now.
Obviously block is optional especially if you got enough hp healing.
This nerf sux for alot of people but if we put our heads together we can get back to some sense of normalcy.... I guess.
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