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Post by nowar on Jul 28, 2016 4:45:11 GMT
Hi Guys, Thought about some good melds on Ursa Major as he is good with FA7 and anger. Most of the options in the list pretty good. Just wondering what melds you guys will pick to build a Neander deck with some Nidhogs. Cheers! (Please ignore Warlust from the list, as only 5* creatures can obtain this skill) Base stats at lvel 15: 620/1395
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Post by icezaius on Jul 28, 2016 9:13:40 GMT
I've already got plenty of stab creatures, so I'm almost done with a sneak 8 ursa. I'm gonna try it out in my neander warlock deck with a couple nidhoggs and anathemas. I actually think its gonna fit in pretty good.
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Post by kahl on Jul 28, 2016 9:15:47 GMT
If you like tanks, Immunity Ursa would be good. I accidentally meld Immun9 to my Ursa way back when I'm just a newbie. Now, he rocks in my HK deck.
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Post by xathrax on Jul 28, 2016 9:50:42 GMT
Imm9 seems interesting. However I think the best thing to do with Ursa is to meld that stab onto a graboid That's what I did with both I had.
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Post by icezaius on Jul 28, 2016 11:19:05 GMT
If you like tanks, Immunity Ursa would be good. I accidentally meld Immun9 to my Ursa way back when I'm just a newbie. Now, he rocks in my HK deck. I have an i7 ursa, that's what I'm converting to sneak 8. Its been a good card for me. I used it a lot for a pretty long time. Definitely a nice tank. I just haven't used it in a long time now and its kinda obsolete so I'm switching it.
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Post by nowar on Jul 29, 2016 3:23:23 GMT
Apparently, most of the players like to extract Ursa Major's FA 7 or Stab 7 instead of melding him. However, I feel FA7 and Stab7 can be easily replaced with FA 5 (from Sentry angel), Stab 6 (from the 3* card) and there is no huge difference. FA7 = 140 Stab 7 = 105% FA5 = 160 (only + 20 damage more taken) ~ negligible difference here Stab 6 = 90% (only 15% less damage delt) I always use FA5 for my melds. I actually decided to save my Ursa Majors and just melded free stab 6 for 3xBorder Rangers and 1xGraboid. They are good. I think if you are in the very late game, Ursa Major will not do much for you. Since I don't have really awesome late game Neander cards I will just meld something on him and keep him in my tournament deck. As you guys suggested, immunity 7-9 should be a good choice here. So he could fit in multiple decks and he will be extremely hard to remove. I think I will meld immunity 7.
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Post by sblip on Jul 29, 2016 3:50:22 GMT
Apparently, most of the players like to extract Ursa Major's FA 7 or Stab 7 instead of melding him. However, I feel FA7 and Stab7 can be easily replaced with FA 5 (from Sentry angel), Stab 6 (from the 3* card) and there is no huge difference. FA7 = 140 Stab 7 = 105% FA5 = 160 (only + 20 damage more taken) ~ negligible difference here Stab 6 = 90% (only 15% less damage delt) I always use FA5 for my melds. I actually decided to save my Ursa Majors and just melded free stab 6 for 3xBorder Rangers and 1xGraboid. They are good. I think if you are in the very late game, Ursa Major will not do much for you. Since I don't have really awesome late game Neander cards I will just meld something on him and keep him in my tournament deck. As you guys suggested, immunity 7-9 should be a good choice here. So he could fit in multiple decks and he will be extremely hard to remove. I think I will meld immunity 7. Maybe you should not meld anything onto Ursa or away from it. Save them. 15% st doesn't seem like a lot right now, but what if someday you have 75% skill potency (from equipment)? The amount of damage difference would be insane. FA7? There definitely isn't a big difference between fa7 and fa5 right now, but what if they introduce a new creature with some weird skill where that 20 dmg is a huge difference? (Yea, this is unlikely). Unless you are going to use this creature in your main decks, and I assume that you are not, considering the amount of copies that you have maybe you should save them.
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Boxing_Kangaroo BK✦GamerGurl33 - Guild Master
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Post by BK✦GamerGurl33 on Dec 3, 2016 23:01:26 GMT
Sorry I'm late with this answer. I made an Ursa Restoration 8 to use for Guild Maps since even with FA, in some maps his HP takes big hits. It restores 240HP every round sort of like Soul Swap. Unlike Soul Swap though, the restored HP doesn't rely on doing Magic Damage which can be blocked by Mythril or Maji Shield. Works very well.
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Post by Deleted on Dec 4, 2016 11:59:21 GMT
Imm9 seems interesting. However I think the best thing to do with Ursa is to meld that stab onto a graboid That's what I did with both I had. My Ursa has immu 9. It works excellent up to around level 80. Good in a stabdeck, because of its survivability. Great in GM (a neander with FA, anger and immu never dies and has lots of ATK in the end). The problem after level 80 is that it is outperformed by other tanks or fighters. It has no bullseye, sweeping blow, BB or any other ATK enhancement. My advice would be to put immu 7 on it, and save immu 9 for another hitter, if you are a long way from level 80. Another option is putting voodoo on it. With the voodoo rune it can help very well in Guild Maps (as last crit in the line up) to lower the hero´s rage. Also voodoo fits well with stabthrough in a Hero Killer deck, with a lot better survivability than a Dark Witch.
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slowly recovering my sense of humor following FR
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Boxing_Kangaroo BK✦GamerGurl33 - Guild Master
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Post by BK✦GamerGurl33 on Dec 8, 2016 7:14:34 GMT
Imm9 seems interesting. However I think the best thing to do with Ursa is to meld that stab onto a graboid That's what I did with both I had. My Ursa has immu 9. It works excellent up to around level 80. Good in a stabdeck, because of its survivability. Great in GM (a neander with FA, anger and immu never dies and has lots of ATK in the end). The problem after level 80 is that it is outperformed by other tanks or fighters. It has no bullseye, sweeping blow, BB or any other ATK enhancement. My advice would be to put immu 7 on it, and save immu 9 for another hitter, if you are a long way from level 80. Another option is putting voodoo on it. With the voodoo rune it can help very well in Guild Maps (as last crit in the line up) to lower the hero´s rage. Also voodoo fits well with stabthrough in a Hero Killer deck, with a lot better survivability than a Dark Witch. I wouldn't waste I9 on him since I don't see much use for him other than in a Guild Map deck after about Game Level 70. I9 should be saved for creatures you plan to use into late game, although of course you can always put it on a different crit later. If you support him in a Guild Map deck with Bless Oracles, Earth Totem Blood Warlocks, and Nidhogg, which has Earth Totem 10, and use Berserker with his Boars, or even a Level 5+ Paw Master, he won't die anyway unless your hero dies. I also wouldn't use him in a Guild Map to keep the hero's rage under control, since with his Anger skill, he is one of the best cards to take down and take out Guild Map creatures that are into red HP numbers as long as you can keep your hero alive, so he should always be played far left. There are enough other cards which already have Voodoo already that can fill the role of holding off enemy rage when they are equipped with at least a Level 5 Voodoo rune and played as the last card to the right - Gorgon, Spirit Siren, and Dark Witch, so no reason to take a hugely effective attack card and meld him with a skill for a specific use which negates him being used for what he is best at doing. I suppose you could meld him with Voodoo for a Hero-Killing deck, but again I'd rather see him get a 4th skill that helps his survival, so he can continue to hit the enemy hero with Stabthrough, and use another crit in your deck like Retreat Queen T, Gorgon, or Spirit Siren to keep enemy hero rage dialed back. All of them are considerably stronger than Dark Witch, which is too weak a card to be useful in late game play.
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Post by Deleted on Dec 8, 2016 10:42:23 GMT
My Ursa has immu 9. It works excellent up to around level 80. Good in a stabdeck, because of its survivability. Great in GM (a neander with FA, anger and immu never dies and has lots of ATK in the end). The problem after level 80 is that it is outperformed by other tanks or fighters. It has no bullseye, sweeping blow, BB or any other ATK enhancement. My advice would be to put immu 7 on it, and save immu 9 for another hitter, if you are a long way from level 80. Another option is putting voodoo on it. With the voodoo rune it can help very well in Guild Maps (as last crit in the line up) to lower the hero´s rage. Also voodoo fits well with stabthrough in a Hero Killer deck, with a lot better survivability than a Dark Witch. I wouldn't waste I9 on him since I don't see much use for him other than in a Guild Map deck after about Game Level 70. I9 should be saved for creatures you plan to use into late game, although of course you can always put it on a different crit later. If you support him in a Guild Map deck with Bless Oracles, Earth Totem Blood Warlocks, and Nidhogg, which has Earth Totem 10, and use Berserker with his Boars, or even a Level 5+ Paw Master, he won't die anyway unless your hero dies. I also wouldn't use him in a Guild Map to keep the hero's rage under control, since with his Anger skill, he is one of the best cards to take down and take out Guild Map creatures that are into red HP numbers as long as you can keep your hero alive, so he should always be played far left. There are enough other cards which already have Voodoo already that can fill the role of holding off enemy rage when they are equipped with at least a Level 5 Voodoo rune and played as the last card to the right - Gorgon, Spirit Siren, and Dark Witch, so no reason to take a hugely effective attack card and meld him with a skill for a specific use which negates him being used for what he is best at doing. I suppose you could meld him with Voodoo for a Hero-Killing deck, but again I'd rather see him get a 4th skill that helps his survival, so he can continue to hit the enemy hero with Stabthrough, and use another crit in your deck like Retreat Queen T, Gorgon, or Spirit Siren to keep enemy hero rage dialed back. All of them are considerably stronger than Dark Witch, which is too weak a card to be useful in late game play. You can't use Gorgon, Spirit Siren or Dark Witch in Guild Maps if your opponent still has all 10 cards. They lack Frost Armor and therefore will be toast soon. And if the opponent has at least one loss, Queen Temptress is the best option in any case. an unmelded Ursa is helpfull in GM for players that have no decent GM deck. But Ursa is quickly outperformed by all other popular GM melds: SM with bloodlust, Techno with Fa, Panther Chief with Unbound or Bloodrage, Faboid, Paladin with FA, the Michael series, etc, etc...
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Post by icezaius on Dec 8, 2016 12:19:00 GMT
I wouldn't waste I9 on him since I don't see much use for him other than in a Guild Map deck after about Game Level 70. I9 should be saved for creatures you plan to use into late game, although of course you can always put it on a different crit later. If you support him in a Guild Map deck with Bless Oracles, Earth Totem Blood Warlocks, and Nidhogg, which has Earth Totem 10, and use Berserker with his Boars, or even a Level 5+ Paw Master, he won't die anyway unless your hero dies. I also wouldn't use him in a Guild Map to keep the hero's rage under control, since with his Anger skill, he is one of the best cards to take down and take out Guild Map creatures that are into red HP numbers as long as you can keep your hero alive, so he should always be played far left. There are enough other cards which already have Voodoo already that can fill the role of holding off enemy rage when they are equipped with at least a Level 5 Voodoo rune and played as the last card to the right - Gorgon, Spirit Siren, and Dark Witch, so no reason to take a hugely effective attack card and meld him with a skill for a specific use which negates him being used for what he is best at doing. I suppose you could meld him with Voodoo for a Hero-Killing deck, but again I'd rather see him get a 4th skill that helps his survival, so he can continue to hit the enemy hero with Stabthrough, and use another crit in your deck like Retreat Queen T, Gorgon, or Spirit Siren to keep enemy hero rage dialed back. All of them are considerably stronger than Dark Witch, which is too weak a card to be useful in late game play. You can't use Gorgon, Spirit Siren or Dark Witch in Guild Maps if your opponent still has all 10 cards. They lack Frost Armor and therefore will be toast soon. And if the opponent has at least one loss, Queen Temptress is the best option in any case. an unmelded Ursa is helpfull in GM for players that have no decent GM deck. But Ursa is quickly outperformed by all other popular GM melds: SM with bloodlust, Techno with Fa, Panther Chief with Unbound or Bloodrage, Faboid, Paladin with FA, the Michael series, etc, etc... You can definitely use gorgon or spirit siren in guild maps for rage control. You just need plenty of healers in play. I've used spirit siren countless times effectively. Its really not hard if you have a decent heal amplify rune.
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Post by Deleted on Dec 8, 2016 13:34:26 GMT
You can't use Gorgon, Spirit Siren or Dark Witch in Guild Maps if your opponent still has all 10 cards. They lack Frost Armor and therefore will be toast soon. And if the opponent has at least one loss, Queen Temptress is the best option in any case. an unmelded Ursa is helpfull in GM for players that have no decent GM deck. But Ursa is quickly outperformed by all other popular GM melds: SM with bloodlust, Techno with Fa, Panther Chief with Unbound or Bloodrage, Faboid, Paladin with FA, the Michael series, etc, etc... You can definitely use gorgon or spirit siren in guild maps for rage control. You just need plenty of healers in play. I've used spirit siren countless times effectively. Its really not hard if you have a decent heal amplify rune. That explains it. I usually play with only 3 frostacles, Mythril and a 'closer'. The closer being Mariner with Voodoo-rune or QT-R if the opponent is down to 9 crits or less. Hence I have some extra space for other crits.
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Boxing_Kangaroo BK✦GamerGurl33 - Guild Master
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Post by BK✦GamerGurl33 on Dec 9, 2016 22:28:57 GMT
myriadillu said (in part): "You can't use Gorgon, Spirit Siren or Dark Witch in Guild Maps if your opponent still has all 10 cards. They lack Frost Armor and therefore will be toast soon. And if the opponent has at least one loss, Queen Temptress is the best option in any case."
I was mainly talking about why I think its a bad idea to meld Voodoo onto Ursa when there are other cards that already have it. I should have said that I meant using them after some Guild Map crits have already died.
The way our guild operates accounts for why some of our strategy can be different than it is for other guilds. We ask members to try and limit their guild map damage to less than 200k (except on SAC card maps) in order to allow more players to participate.
In a Guild Map that has all 10 cards, I don't ever use a Voodoo card. With a moderated damage guild map deck, unless some of the enemy cards are close to dying and you can kill one or more, I don't see a need for it. With all enemy cards still on the board, your crits and/or hero are probably all going to get killed before the enemy's rage proc's anyway, even those with FA. So better to use all of your deck slots for a good mix of healers and attack cards, than sacrifice one for a Voodoo card that most likely won't be needed.
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