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Post by tanisomsford on Jan 19, 2016 22:53:49 GMT
This thread is meant for the second grinoire battle, that tasks to kill the creatures. It was discovered early on by a couple forum members that the hero for this is defiler.
I thought I would build this quick tip thread(and by quick tip, I really mean semi-comprehensive), again for the mid-tier players to beginners so they can get into obtaining these five star runes right away, and have more down the road when they're really needed.
This is a simple 5 card build to beat this grimoire setup, and I always try and suggest the 5 card build, because my time us valuable, and 5 card decks remove the RNG factor. So here it is...
Obstacles to tackle: 1 - a horde of cards that hit with magic damage for up to 1500 damage in a round, your cards MUST endure this. 2 - hero rout ability is 1000 bonus damage, endure it or shut down the skill. 3 - attackers have 1 attack, and lose it after first hero trigger so Bless will NOT fire off and help you boost hero rage.
First off, the creatures have about four rounds to heal before defiler throws his skill at then again. It is recommended you have defiler at lv4+(65 damage), as it gives a better buffer of life loss and you aren't desperately fighting the timer before round 60. My defiler at lv 9(90 damage) kills this task around round 20.
The easiest five card deck is four straight up oracles and one HUMAN card with a curse meld(sentry angel is an easy to get one in any guild).
Just put the healers up first and the curse card at the back, ensure the curse caster has voodoo rune lv 3 or higher, and that should win for you very time on auto once you have the card order.
Alternative easier to find cards: 5 treant guides, they need to be evolved, and only one needs to have a meld(curse). Again same as above, place the curse card in the back and watch the fireworks.
Last note, if you only have a defiler lv 1 and want a more secure run, meld reflect on 2-3 of the treant guides and you cut their healing by 20-40%, giving all the time you need.
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Post by Sinister22✪NFS on Jan 20, 2016 8:27:58 GMT
Thank you so much for the info! but does defiler still work?
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Post by ihelios on Jan 20, 2016 9:11:17 GMT
Yes it still works fine Otherwise you can use Gladiator, Drone & a bunch of Nagas (Well i hope Gladiator works because IGG suggests him...)
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"He who speaks without modesty will find it difficult to make his words good" - Confucius
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Post by Jonathan on Jan 20, 2016 15:21:17 GMT
This thread is meant for the second grinoire battle, that tasks to kill the creatures. It was discovered early on by a couple forum members that the hero for this is defiler. I thought I would build this quick tip thread, again for the mid-tier players to beginners so they can get into obtaining these five star runes right away, and have more down the road when they're really needed. This is a simple 5 card build to beat this grimoire setup, and I always try and suggest the 5 card build, because my time us valuable, and 5 card decks remove the RNG factor. So here it is... Obstacles to tackle: 1 - a horde of cards that hit with magic damage for up to 1500 damage in a round, your cards MUST endure this. 2 - hero rout ability is 1000 bonus damage, endure it or shut down the skill. 3 - attackers have 1 attack, and lose it after first hero trigger so Bless will NOT fire off and help you boost hero rage. First off, the creatures have about four rounds to heal before defiler throws his skill at then again. It is recommended you have defiler at lv4+(65 damage), as it gives a better buffer of life loss and you aren't desperately fighting the timer before round 60. My defiler at lv 9(90 damage) kills this task around round 20. The easiest five card deck is four straight up oracles and one HUMAN card with a curse meld(sentry angel is an easy to get one in any guild). Just put the healers up first and the curse card at the back, ensure the curse caster has voodoo rune lv 3 or higher, and that should win for you very time on auto once you have the card order. Alternative easier to find cards: 5 treant guides, they need to be evolved, and only one needs to have a meld(curse). Again same as above, place the curse card in the back and watch the fireworks. Last note, if you only have a defiler lv 1 and want a more secure run, meld reflect on 2-3 of the treant guides and you cut their healing by 20-40%, giving all the time you need. Dude, this "quick tip thread" is brain damaging us Listen to me. Next time post like this: Hero: Defiler - bigger the level, bigger the hp he reduces ( actually his level doesn't matter) Creatures: ALOT OF MASS HEAL CREATURES (hero bless doesn't matter as the creatures don't hit nothing). If possible 11 mass healers put 11 if not, put 10, like the rest of us.Easy, peasy! p.s.: I like the way you explain here, but if you want a quick tip something, do it quick!!! If i upset you, please accept my appologies
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Enter your message here...
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Jun 19, 2015 16:42:31 GMT
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Post by tanisomsford on Jan 20, 2016 17:21:50 GMT
This thread is meant for the second grinoire battle, that tasks to kill the creatures. It was discovered early on by a couple forum members that the hero for this is defiler. I thought I would build this quick tip thread, again for the mid-tier players to beginners so they can get into obtaining these five star runes right away, and have more down the road when they're really needed. This is a simple 5 card build to beat this grimoire setup, and I always try and suggest the 5 card build, because my time us valuable, and 5 card decks remove the RNG factor. So here it is... Obstacles to tackle: 1 - a horde of cards that hit with magic damage for up to 1500 damage in a round, your cards MUST endure this. 2 - hero rout ability is 1000 bonus damage, endure it or shut down the skill. 3 - attackers have 1 attack, and lose it after first hero trigger so Bless will NOT fire off and help you boost hero rage. First off, the creatures have about four rounds to heal before defiler throws his skill at then again. It is recommended you have defiler at lv4+(65 damage), as it gives a better buffer of life loss and you aren't desperately fighting the timer before round 60. My defiler at lv 9(90 damage) kills this task around round 20. The easiest five card deck is four straight up oracles and one HUMAN card with a curse meld(sentry angel is an easy to get one in any guild). Just put the healers up first and the curse card at the back, ensure the curse caster has voodoo rune lv 3 or higher, and that should win for you very time on auto once you have the card order. Alternative easier to find cards: 5 treant guides, they need to be evolved, and only one needs to have a meld(curse). Again same as above, place the curse card in the back and watch the fireworks. Last note, if you only have a defiler lv 1 and want a more secure run, meld reflect on 2-3 of the treant guides and you cut their healing by 20-40%, giving all the time you need. Dude, this "quick tip thread" is brain damaging us Listen to me. Next time post like this: Hero: Defiler - bigger the level, bigger the hp he reduces ( actually his level doesn't matter) Creatures: ALOT OF MASS HEAL CREATURES (hero bless doesn't matter as the creatures don't hit nothing). If possible 11 mass healers put 11 if not, put 10, like the rest of us.Easy, peasy! p.s.: I like the way you explain here, but if you want a quick tip something, do it quick!!! If i upset you, please accept my appologies [br Ya good call there, J. I over-info on my posts way too much, my bad. Being a strategy game guy, i Always obsess over the "why?" Part. End up getting lost in the details. Sorry guys, but even though its poorly written, there's good info in there. I promise! :oD
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Post by Absoul on Jan 20, 2016 17:59:04 GMT
I use defiler and 10 oracles, insta auto. Never lost yet.
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Post by cozy on Jan 21, 2016 7:01:38 GMT
This thread is meant for the second grinoire battle, that tasks to kill the creatures. It was discovered early on by a couple forum members that the hero for this is defiler. I thought I would build this quick tip thread, again for the mid-tier players to beginners so they can get into obtaining these five star runes right away, and have more down the road when they're really needed. This is a simple 5 card build to beat this grimoire setup, and I always try and suggest the 5 card build, because my time us valuable, and 5 card decks remove the RNG factor. So here it is... Obstacles to tackle: 1 - a horde of cards that hit with magic damage for up to 1500 damage in a round, your cards MUST endure this. 2 - hero rout ability is 1000 bonus damage, endure it or shut down the skill. 3 - attackers have 1 attack, and lose it after first hero trigger so Bless will NOT fire off and help you boost hero rage. First off, the creatures have about four rounds to heal before defiler throws his skill at then again. It is recommended you have defiler at lv4+(65 damage), as it gives a better buffer of life loss and you aren't desperately fighting the timer before round 60. My defiler at lv 9(90 damage) kills this task around round 20. The easiest five card deck is four straight up oracles and one HUMAN card with a curse meld(sentry angel is an easy to get one in any guild). Just put the healers up first and the curse card at the back, ensure the curse caster has voodoo rune lv 3 or higher, and that should win for you very time on auto once you have the card order. Alternative easier to find cards: 5 treant guides, they need to be evolved, and only one needs to have a meld(curse). Again same as above, place the curse card in the back and watch the fireworks. Last note, if you only have a defiler lv 1 and want a more secure run, meld reflect on 2-3 of the treant guides and you cut their healing by 20-40%, giving all the time you need. Dude, this "quick tip thread" is brain damaging us Listen to me. Next time post like this: Hero: Defiler - bigger the level, bigger the hp he reduces ( actually his level doesn't matter) Creatures: ALOT OF MASS HEAL CREATURES (hero bless doesn't matter as the creatures don't hit nothing). If possible 11 mass healers put 11 if not, put 10, like the rest of us.Easy, peasy! p.s.: I like the way you explain here, but if you want a quick tip something, do it quick!!! If i upset you, please accept my appologies Your tl;dr missed a crucial point about curse. I'm no expert, but I just tried and this is what I needed: 1. Hero Defiler lvl 3+ 2. Any initial rage and heal amplify runes on defiler, lvl them up a bit 3. All creatures need 1200+ hp 4. 4+ Mass Heal Creature 5. 1x Curse Creature with curse rune lvl 3+ placed at far right #5 is really really important, otherwise all your creatures die. 4x Oracles and a Gorgon would work. A Dark Witch would work too but you'd need a good vigor rune to make it not die. I like the simplicity of 5x Treant Guide, 1x with Curse. BIG thanks to the op, I did not realize I could complete this challenge
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"He who speaks without modesty will find it difficult to make his words good" - Confucius
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Post by Jonathan on Jan 21, 2016 7:23:50 GMT
Your tl;dr missed a crucial point about curse. I'm no expert, but I just tried and this is what I needed: 1. Hero Defiler lvl 3+ 2. Any initial rage and heal amplify runes on defiler, lvl them up a bit 3. All creatures need 1200+ hp 4. 4+ Mass Heal Creature 5. 1x Curse Creature with curse rune lvl 3+ placed at far right #5 is really really important, otherwise all your creatures die. 4x Oracles and a Gorgon would work. A Dark Witch would work too but you'd need a good vigor rune to make it not die. I like the simplicity of 5x Treant Guide, 1x with Curse. BIG thanks to the op, I did not realize I could complete this challenge You could have completed this task from day 1. It is the easiest one of them all. And the point of having each creature a mass healer (summing them up to 10 creatures) is the exact fact in case one or two or three of them die. The other creatures keep healing. I understand the need for all of you to use a curse card. But this means you have to manually play the entire fight. Two times. And for me that is a wasted time. 10x mass healers = auto fight ftw. Defiler doesn't need to be level 3 or 4 or 10 (i did it on my alt account with a level 1 defiler and it worked, but 10 mass healers) The hole point of this deck is to auto - skip from the start. You want to manually fight and want to be sure about it do protean 4/5. Tanisom described perfectly what you need and how you do it. All i did is just troll him a little, just because we are funny guys. Sometimes
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Post by galgron on Jan 26, 2016 22:04:02 GMT
I got 1 mithril drone 2 techno chiefs with bludlust runes and 2 oracles. How would that work. Enough hp to survive rout. And techno chiefs should generate rage.
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Post by dhinstructables on Jan 27, 2016 15:26:57 GMT
I got 1 mithril drone 2 techno chiefs with bludlust runes and 2 oracles. How would that work. Enough hp to survive rout. And techno chiefs should generate rage. The problem I would see is that the Bloodlust Runes on Techno Chief would not add enough Rage and the Mythril will keep Rage from building. BloodLust Rune III Lvl 5 has 25% to add 5 Rage. In 60 rounds, assuming both Technos are down by round 4: - 28 Rounds of Bloodlust to Activate
- @ 25%, only add 5 Rage 7 rounds each
- Therefore, 7 * 5 * 2 = 70
So this will only be able to let the Defiler proc his Hero Skill once.
The problem with using a Mythril on this challenge is that you lose the biggest way for Defiler to build rage. (Even Bless Runes won't work after Defiler procs the first time and reduces ATK to 0). The only way I see to build rage with a Mythril is to use 9+ deck and place Queen Temptress at the end to steal Rage from the enemy.
Don't worry about restricting the Magic, you just need enough Healers and enough HP to survive each round.
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Post by cozy on Jan 28, 2016 0:28:54 GMT
I got 1 mithril drone 2 techno chiefs with bludlust runes and 2 oracles. How would that work. Enough hp to survive rout. And techno chiefs should generate rage. As others said, you won't get enough rage. If you have 3x treant guides and a lvl 3 heal amp rune: 3x treant guide vitality runes 2x oracle 1x gorgon A dark witch can work but you need it to have 1300+ hp which is hard.
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Post by galgron on Jan 28, 2016 0:31:20 GMT
Techno chief procs bloodrage 3 times a round so 6 X 28 so 136 chances at 25% is 34 procs on average. But you are right not quite enough maybe with 4 with at least level 5 runes each.
But found out my 5 oracles and 1 gorgon eventually I'll get a 6th oracle with curse. Was enough to survive and get my cursor last before the hero drops her rout. Auto and win. Just barely though gorgon has like 100 life left after the round. I have a +45 heal rune on hero also.
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Stormkalar
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Post by lsoe on Jan 28, 2016 7:53:54 GMT
This is a totally begginer setup: 4 oracles 4 devotees 2 horned beasts (2 oracles and 2 HBs are level 15, the rest level 10, ordinary level 3-4 runes) It can beat it at level 5 defiler (1 out of 3 tries) but level 6 defiler is an auto win. Probably less than 1 month playing necessary, just keep taking defiler shards in bazaar.
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Give me back my $20 you IGGnorant.
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Post by voldrox [BK] on Jan 28, 2016 9:20:21 GMT
Don't try to use rage generated from bloodlust in this one, those cloudbursts paralyze you completely so its a waste. Just use 8 unmelded oracles and a QT in the end, it should work with defiler.
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Post by dhinstructables on Jan 28, 2016 13:15:46 GMT
I would like to suggest for the Beginners to always be working on Oracles, but Treant Guides will actually give them a much quicker deck for this one. Treant Guide is a 3* with 3 Dungeons to explore (on Map 4). This means that you can get 4 of them about every 3 days (depending on drop rate). Once you get 10 of them, they will heal for 200+ each(using a heal amplify rune procs twice on them) and add 200 hp each. You'll want to wait until you have at least 4 or 5 to set down since they only have 818hp at lvl 10, but once all 10 are out they will have 2818hp and heal for 2000+ every round.
This has been suggested by others and imo is the best way for a beginner (or anyone w/o 10 oracles) to quickly get their deck for this challenge. Once this deck is setup, they don't have to do anything but wait every 3 days for the challenge.
Plus using these will allow you to keep melding Oracles for Guild Maps instead of trying to get 10 of them just for this challenge.
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Post by galgron on Jan 28, 2016 20:04:51 GMT
Actually the treant guide strat is not bad at all. Heck spend the time get them to level 15 and meld them with block and bless and you have a half decent guild map starter deck with zora maurader.
BTW the other strat to beat this the suggested way is getting hold of 10 crits with reflect and poison ivy. Or 10 treant guides melded with reflect would be awesome. This would work if I gg decides to neuter defiler.
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Post by dhinstructables on Feb 2, 2016 17:00:14 GMT
I would like to suggest for the Beginners to always be working on Oracles, but Treant Guides will actually give them a much quicker deck for this one. Treant Guide is a 3* with 3 Dungeons to explore (on Map 4). This means that you can get 4 of them about every 3 days (depending on drop rate). Once you get 10 of them, they will heal for 200+ each(using a heal amplify rune procs twice on them) and add 200 hp each. You'll want to wait until you have at least 4 or 5 to set down since they only have 818hp at lvl 10, but once all 10 are out they will have 2818hp and heal for 2000+ every round. This has been suggested by others and imo is the best way for a beginner (or anyone w/o 10 oracles) to quickly get their deck for this challenge. Once this deck is setup, they don't have to do anything but wait every 3 days for the challenge. Plus using these will allow you to keep melding Oracles for Guild Maps instead of trying to get 10 of them just for this challenge. Update: So I've been working this week to construct this deck and test it out for the beginners to work towards. It had some flaws that maybe the community can figure out a simple way to overcome. I have some ideas on how to make it work (and I did make a variation work twice today), but my variation isn't exactly Beginner-Friendly and I couldn't auto it until round 24+. So Using the 5 Treant Guides (1 Melded with Curse) that the OP suggested might be easier and quicker to assemble than a 10 Treant Guide setup.
So the issue comes to play the first time that the Enemy Hero Talent procs. My Defiler would usually proc twice by round 13 or 15 and the subsequent round (14 or 16), the Enemy Hero would hit with Rout. This would be fine if I had all 10 Treant's out, but since at that time there were only 6 or 7 they didn't have enough Max HP to survive the round. Note: The Enemy Hero's Rage got filled up for every 2 Defiler's Death Call's.
From my estimates, my Treat Guides would need approximately 200 - 400 more HP to survive that round. Evolve and Upgrade would only add ~ 100 hp. I was already using a bunch of Lvl 1 Elven Salve IV Runes that I had laying around , so to gain the 200+ only from them I would need to level them all up to 4+. If they were 1*, no problem. But 4* will take a lot of Rune Fodder (AKA a lot of Glory Points) that might be better to spend somewhere else for beginners.
So my other thoughts go to Faen Vigor and All Vigor Runes equipped on Defiler (I used a low level All Vigor). I plan on trying this for the next Vitality day, but once again will it be worth it for newer players. Or Evolve and Meld Reflect (seems like a lot of Gold/Mats/Exploring that could be useful elsewhere)?
After we get a best strategy, I'm hoping to test it out in 2 days (or 4 if needed). I'm leaning towards upgrading all the Elven Salve Runes to lvl 2 (this would add ~ 72 Max HP w/ 6 out), Faen Vigor Rune and All Vigor Rune leveled to add ~75 each. (This will be 3*'s at lvl 3).
Lastly, I was able to beat it twice today by throwing in my Recycle Horned Beast with 9 Treant Guides. HB almost died a few times during the Wins, but Immunity saved his butt in a big way. However, as stated above, this isn't the quickest, easiest way to assemble a deck for this challenge.
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Post by cozy on Feb 2, 2016 19:05:03 GMT
I would like to suggest for the Beginners to always be working on Oracles, but Treant Guides will actually give them a much quicker deck for this one. Treant Guide is a 3* with 3 Dungeons to explore (on Map 4). This means that you can get 4 of them about every 3 days (depending on drop rate). Once you get 10 of them, they will heal for 200+ each(using a heal amplify rune procs twice on them) and add 200 hp each. You'll want to wait until you have at least 4 or 5 to set down since they only have 818hp at lvl 10, but once all 10 are out they will have 2818hp and heal for 2000+ every round. This has been suggested by others and imo is the best way for a beginner (or anyone w/o 10 oracles) to quickly get their deck for this challenge. Once this deck is setup, they don't have to do anything but wait every 3 days for the challenge. Plus using these will allow you to keep melding Oracles for Guild Maps instead of trying to get 10 of them just for this challenge. Update: So I've been working this week to construct this deck and test it out for the beginners to work towards. It had some flaws that maybe the community can figure out a simple way to overcome. I have some ideas on how to make it work (and I did make a variation work twice today), but my variation isn't exactly Beginner-Friendly and I couldn't auto it until round 24+. So Using the 5 Treant Guides (1 Melded with Curse) that the OP suggested might be easier and quicker to assemble than a 10 Treant Guide setup.
So the issue comes to play the first time that the Enemy Hero Talent procs. My Defiler would usually proc twice by round 13 or 15 and the subsequent round (14 or 16), the Enemy Hero would hit with Rout. This would be fine if I had all 10 Treant's out, but since at that time there were only 6 or 7 they didn't have enough Max HP to survive the round. Note: The Enemy Hero's Rage got filled up for every 2 Defiler's Death Call's.
From my estimates, my Treat Guides would need approximately 200 - 400 more HP to survive that round. Evolve and Upgrade would only add ~ 100 hp. I was already using a bunch of Lvl 1 Elven Salve IV Runes that I had laying around , so to gain the 200+ only from them I would need to level them all up to 4+. If they were 1*, no problem. But 4* will take a lot of Rune Fodder (AKA a lot of Glory Points) that might be better to spend somewhere else for beginners.
So my other thoughts go to Faen Vigor and All Vigor Runes equipped on Defiler (I used a low level All Vigor). I plan on trying this for the next Vitality day, but once again will it be worth it for newer players. Or Evolve and Meld Reflect (seems like a lot of Gold/Mats/Exploring that could be useful elsewhere)?
After we get a best strategy, I'm hoping to test it out in 2 days (or 4 if needed). I'm leaning towards upgrading all the Elven Salve Runes to lvl 2 (this would add ~ 72 Max HP w/ 6 out), Faen Vigor Rune and All Vigor Rune leveled to add ~75 each. (This will be 3*'s at lvl 3).
Lastly, I was able to beat it twice today by throwing in my Recycle Horned Beast with 9 Treant Guides. HB almost died a few times during the Wins, but Immunity saved his butt in a big way. However, as stated above, this isn't the quickest, easiest way to assemble a deck for this challenge.
One of my alts just got defiler, so I got 5x treant guides leveled and gave one curse. It seems that to be consistent you need: - Each guide has vit 3 rune lvl 3 - Each guide has a salve rune lvl 1 - Hero has All Vigor 3 lvl 3, Faen Vigor lvl 3, Heal Amp 3 lvl 3 - Each of those runes can be 2* if you level it to 4 instead of 3 - Curse rune lvl 3 placed at far right I am pretty sure this is easiest. The only alternative is if you have a Gorgon you can use 5x lvl 10 treant guides with gorgon on the right. You can also swap out two treant guides for oracles, because usually you have oracles anyways. There's a small chance of this failing, but it's pretty rare. Reason for occasional failure is your total healing is 1540 with 5x guides, but only 1332 with two oracles. Total dmg is 1000-1500, so if you get near the high end a couple times you die.
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Stormkalar
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Jan 26, 2016 11:51:14 GMT
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Post by theo on Feb 16, 2016 21:39:35 GMT
Update: So I've been working this week to construct this deck and test it out for the beginners to work towards. It had some flaws that maybe the community can figure out a simple way to overcome. I have some ideas on how to make it work (and I did make a variation work twice today), but my variation isn't exactly Beginner-Friendly and I couldn't auto it until round 24+. So Using the 5 Treant Guides (1 Melded with Curse) that the OP suggested might be easier and quicker to assemble than a 10 Treant Guide setup.
So the issue comes to play the first time that the Enemy Hero Talent procs. My Defiler would usually proc twice by round 13 or 15 and the subsequent round (14 or 16), the Enemy Hero would hit with Rout. This would be fine if I had all 10 Treant's out, but since at that time there were only 6 or 7 they didn't have enough Max HP to survive the round. Note: The Enemy Hero's Rage got filled up for every 2 Defiler's Death Call's.
From my estimates, my Treat Guides would need approximately 200 - 400 more HP to survive that round. Evolve and Upgrade would only add ~ 100 hp. I was already using a bunch of Lvl 1 Elven Salve IV Runes that I had laying around , so to gain the 200+ only from them I would need to level them all up to 4+. If they were 1*, no problem. But 4* will take a lot of Rune Fodder (AKA a lot of Glory Points) that might be better to spend somewhere else for beginners.
So my other thoughts go to Faen Vigor and All Vigor Runes equipped on Defiler (I used a low level All Vigor). I plan on trying this for the next Vitality day, but once again will it be worth it for newer players. Or Evolve and Meld Reflect (seems like a lot of Gold/Mats/Exploring that could be useful elsewhere)?
After we get a best strategy, I'm hoping to test it out in 2 days (or 4 if needed). I'm leaning towards upgrading all the Elven Salve Runes to lvl 2 (this would add ~ 72 Max HP w/ 6 out), Faen Vigor Rune and All Vigor Rune leveled to add ~75 each. (This will be 3*'s at lvl 3).
Lastly, I was able to beat it twice today by throwing in my Recycle Horned Beast with 9 Treant Guides. HB almost died a few times during the Wins, but Immunity saved his butt in a big way. However, as stated above, this isn't the quickest, easiest way to assemble a deck for this challenge.
One of my alts just got defiler, so I got 5x treant guides leveled and gave one curse. It seems that to be consistent you need: - Each guide has vit 3 rune lvl 3 - Each guide has a salve rune lvl 1 - Hero has All Vigor 3 lvl 3, Faen Vigor lvl 3, Heal Amp 3 lvl 3 - Each of those runes can be 2* if you level it to 4 instead of 3 - Curse rune lvl 3 placed at far right I am pretty sure this is easiest. The only alternative is if you have a Gorgon you can use 5x lvl 10 treant guides with gorgon on the right. You can also swap out two treant guides for oracles, because usually you have oracles anyways. There's a small chance of this failing, but it's pretty rare. Reason for occasional failure is your total healing is 1540 with 5x guides, but only 1332 with two oracles. Total dmg is 1000-1500, so if you get near the high end a couple times you die. Regarding the runes you mention, why are these runes needed? To protect the creatures from hero skill? Because otherwise each guide has 1818 life, which is enough to sustain the damage from creatures which is 1500 max.
Don't have these runes, so I am thinking if there is any way for the guides to survive this. With Voodoo rune does hero skill that deals 1000 dam trigger eventually, before the match is over? What I am saying is that preventing hero skill from triggering should be enough to survive this right?
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Post by cozy on Feb 16, 2016 22:44:13 GMT
One of my alts just got defiler, so I got 5x treant guides leveled and gave one curse. It seems that to be consistent you need: - Each guide has vit 3 rune lvl 3 - Each guide has a salve rune lvl 1 - Hero has All Vigor 3 lvl 3, Faen Vigor lvl 3, Heal Amp 3 lvl 3 - Each of those runes can be 2* if you level it to 4 instead of 3 - Curse rune lvl 3 placed at far right I am pretty sure this is easiest. The only alternative is if you have a Gorgon you can use 5x lvl 10 treant guides with gorgon on the right. You can also swap out two treant guides for oracles, because usually you have oracles anyways. There's a small chance of this failing, but it's pretty rare. Reason for occasional failure is your total healing is 1540 with 5x guides, but only 1332 with two oracles. Total dmg is 1000-1500, so if you get near the high end a couple times you die. Regarding the runes you mention, why are these runes needed? To protect the creatures from hero skill? Because otherwise each guide has 1818 life, which is enough to sustain the damage from creatures which is 1500 max.
Don't have these runes, so I am thinking if there is any way for the guides to survive this. With Voodoo rune does hero skill that deals 1000 dam trigger eventually, before the match is over? What I am saying is that preventing hero skill from triggering should be enough to survive this right? I was remembering incorrectly, good catch! With 5x guides you don't need any hp boosting runes. With 2x oracles and 3x guides you need what I posted. Those oracles could be treant elders or horned beasts. With 5x guides you will only need a very low level heal amp rune also. The dmg received is up to 1500 if you get very unlucky, so that's why vit runes would be needed with only 3x guides. This is also why heal amp runes are needed. The average damage is 1250, so you need heals very near that.
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Post by tanisomsford on Feb 17, 2016 2:02:59 GMT
This is really great guys! When newer players can see alternate ways of doing this, it really helps!
FYI - my OP was very focused on the five card deck because with five cards, you are always going to get the same five cards to lay in the same order always. Takes out the RNG. However, having ten card decks can alleviate the melding costs.
Also, thank you guys for adding to this thread. =)
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Post by yangderui on Feb 17, 2016 9:56:29 GMT
I used this method (slightly altered) to clear it today: after my first win I received 3 shards, but after the second win I only got 1... Can anyone explain why?
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Post by sonbalin on Feb 17, 2016 11:07:39 GMT
I used this method (slightly altered) to clear it today: after my first win I received 3 shards, but after the second win I only got 1... Can anyone explain why? The amount rewarded seems to be random, between 1 and 3.
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Post by yangderui on Feb 17, 2016 11:37:10 GMT
I used this method (slightly altered) to clear it today: after my first win I received 3 shards, but after the second win I only got 1... Can anyone explain why? The amount rewarded seems to be random, between 1 and 3. *Sigh...* Of course. I tried Violence yesterday for the first time and received 6 shards in total so I assumed it was a standard 3 per win. Turns out to be too good to be true
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Post by dhinstructables on Feb 17, 2016 14:53:07 GMT
Even with a random amount of shards, you can usually finish 1- Vitality 5* Rune and 1- Violence 5* Rune every month. Plus you will get 40 coupon shards (6+ coupons) that could also get you a good card(s).
FYI - I use Defiler w/ 8 Treant Guides (none evolved, none melded) and I can Auto from the start now. So this takes 20 energy and about 30 secs for me to get my rune shards & coupon shards, not a bad tradeoff in my mind. Note: using this method requires the proper runes and rune lvls.
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Post by kvasac on Mar 2, 2016 12:33:39 GMT
Can you post runes you need for that auto?
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Post by dhinstructables on Mar 2, 2016 14:02:38 GMT
Can you post runes you need for that auto? Sure.
Defiler Runes: - All VigorIII Lv4 (Adds 100 HP)
- Faen VigorIII Lv5 (Adds 125 HP)
- Heal Amplify RuneII Lv 4 (Heal increased by 24) *** This works twice for Treant Guides, so heals +48 each TG
- Hero Vigor Rune -- Not necessary, but I put it on a while back and have never removed it
8x Treant Guides - Lv 10 - Elven Salve Rune IV Lv2 (Adds 4 HP per Faen)
- Protean RuneIII Lv 1 (Adds 12 HP)
- Vitality Rune III Lv 4 (Adds 120 HP) -- These don't have to be 3*, but do need to add 100+hp
The goal is to have approx. 2400+HP the first time that the Enemy's Rout goes off. For me, the first Rout is when I have 7 Treant Guides on the field. Lv10's have 818 Base, with all the Runes, they will get to about 1200-1250. So when you add in the Elven Salve on each of the (+200Hp), this will get between 2400 -2450.
While the maximum dmg that you can get hit with during that round is 2500, I have yet to lose on Auto. I would say the odds that the 4 Ranged Magic Skills all hitting at Max dmg is very low. If you want to make it 100% guarantee, you could level up the All Vigor and the Protean runes easily to get over 2500hp (however I don't find this necessary and Rune fodder could be better used elsewhere)
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Post by zoso on Mar 9, 2016 1:39:10 GMT
I feel like I must be totally missing something obvious. I don't have that many copies of Oracle of Treant Guide yet, but I do have Defiler and plenty of healers. But I still lose this challenge even at low difficultly (level 2). What I don't understand is this: Your creatures cannot do enough damage with this healer deck against the enemy creatures to kill them. Sure, the Defiler knocks their attack down to 0, but you can't damage them enough. The human creatures have frost armor, so the basic attacks from the Oracles, etc. do barely any damage. I've tried a few different decks but the result is always the same (lose). The healers I have are:
Horned Beast Ash Beast Naga Mistress Oracle Archdeva Grand Mage Henrietta Blood Warlock Treant Guide
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Post by spizz0 on Mar 9, 2016 7:54:47 GMT
I feel like I must be totally missing something obvious. I don't have that many copies of Oracle of Treant Guide yet, but I do have Defiler and plenty of healers. But I still lose this challenge even at low difficultly (level 2). What I don't understand is this: Your creatures cannot do enough damage with this healer deck against the enemy creatures to kill them. Sure, the Defiler knocks their attack down to 0, but you can't damage them enough. The human creatures have frost armor, so the basic attacks from the Oracles, etc. do barely any damage. I've tried a few different decks but the result is always the same (lose). The healers I have are: Horned Beast Ash Beast Naga Mistress Oracle Archdeva Grand Mage Henrietta Blood Warlock Treant Guide Defiler reduces both ATK and HP of enemy creatures. Having many blessers helps you built your rage up faster thus triggering Defiler's skill more times.
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Post by dhinstructables on Mar 9, 2016 13:44:19 GMT
I feel like I must be totally missing something obvious. I don't have that many copies of Oracle of Treant Guide yet, but I do have Defiler and plenty of healers. But I still lose this challenge even at low difficultly (level 2). What I don't understand is this: Your creatures cannot do enough damage with this healer deck against the enemy creatures to kill them. Sure, the Defiler knocks their attack down to 0, but you can't damage them enough. The human creatures have frost armor, so the basic attacks from the Oracles, etc. do barely any damage. I've tried a few different decks but the result is always the same (lose). The healers I have are: Horned Beast Ash Beast Naga Mistress Oracle Archdeva Grand Mage Henrietta Blood Warlock Treant Guide There are now 2 different "Defeat the enemy Creatures" challenges. This thread was made when the Vitality Rune day was the only Defeat creatures challenge.
The one that you are referring to is the Sorcery Rune day. These decks will not work in that challenge; currently doing at lvl1 or 2 is all that will be possible for most low lvl to mid lvl players. FYI today is the correct challenge for this thread. Yesterday was not.
Hopefully the OP will update the title of this thread to better specify the proper day.
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