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Post by emersontm on Apr 23, 2015 23:55:47 GMT
I was planning on giving recycle from thalassa to my horn beast, but long term I think it would be smarter to meld some guild map creatures first. More guild map damage means more gold, more money to do more melds. This would speed up deck production faster than building generic decks
Of course frost armor is pretty much a given for any typical creature used for guild map, but what other choices are there to get the best results for guild maps?
Swordmaster with Blessed/ Mass Heal Horned Beast with Blessed
What other creature meld combinations are there that are good for guild maps?
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Post by Pyron on Apr 24, 2015 2:05:34 GMT
Ragers with Bless 7 and/or Warlocks with a defensive skill are the cheapest options.
Dunno about giving them Bless. Swordmaster and Horned Beast with Fatigue work better. Border Ranger with Weakness 6 is also OK. Cave Dragon with FA is ok, but it's better to take out the Fatigue for a better creature unless you are swimming in Cave Dragons.
You may need to look further in the future and make anti-retreat ones like Sentry Angel with either Immunity 9 or Stone Skin (better) or Grand Mage with FA. You can use Alert Guard with Block or other defensive skill as well.
One Oracle with Immunity and other with FA.
One great meld is Naga Mistress with FA. If you're lucky, she will lockdown one third/half the board and this increases the survivability immensely in lockdown/direct damage maps.
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Post by emersontm on Apr 24, 2015 4:54:56 GMT
At the moment I have nothing melded. Probably wont bother with most 3 star.
I am using Devil Hunter (Was using Elder Mawrek). Working on Wight.
1 Yggdryad 1 Ash Beast 2 Horned Beast 2 Swordmaster 2 Oracle 2 Spider Queen
I do have 2 Cave Dragons, but I never considering putting them into the deck. Ive been going for the tanky sort of route.
Other 4-5 stars that I have:
2 Thalassa 2 Gorgon 1 Valkyrie 1 Chimera 2 Cave Dragon 4 Hell knight 1 Harbinger 3 Pit Lord 1 Pit Priest 2 nean Raptor 1 Mammoth Rider 3 neamazon 1 Ursa Major 3 neander giant 1 HowlingKing 2 faen Mesmer 3 pegasus Lord 2 Flame Brave 3 Faen Rampager 3 Pale Dragon 2 Centaur Chief 3 Royal Dragons 4 Griffi Knigh 3 technochief 2 Royal Knight 3 juggernaut 2 Cleric 2 Dream Guide 1 Moon Walker
Maybe technochief or Centaur Chief is viable with FA. I will try out the dragons tomorrow and see how that goes. I want to know what those 1million+ guild mappers have in their melds.
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Post by Pyron on Apr 24, 2015 7:28:37 GMT
Cave Dragon and other specific cards like Bless Ragers are more geared to Wight builds where you need to last as long as possible and let the damage increase over time reaches critical mass. Any creature with FA is fine, but you need to heal yourself as well, that's why Bless Ragers are effective (except for maps with direct damage and/or magic damage with not much mass heal). Technochief with FA is a fine damage dealer tank, but the problem is on maps with fatigue creatures like opposing Cave Dragons and Quetz. Without Wight, you may focus more on finishing off maps when they don't have many critters left. Things like Zora Marauder with 2 Ursas, other tanks and mass heal and 3 bless. It's a good setup for now against maps with 2 ~ 4 physical creatures left or those maps with Tyrants and Dahlias. Check this thread as well for more ideas: deckheroes.freeforums.net/thread/295/guild-map-massive-damage-trick
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Post by ℜ★Jaegybomb on Apr 24, 2015 7:32:05 GMT
Pyron nailed it. I like prioritizing getting the gold flow going early. That's my goal as well. Here's my plan if it helps:
3 Frost Rager with Bless 10 (done, these guys are easy) Horned Beast with Fatigue 8 (ready for next meld event) Cave Dragon with Frost Armor 5 (ready for next meld event) Oracle with Immunity 7 (working on) Naga Mistress with Frost Armor 5 (working on) Oracle with Immunity 7 Naga Mistress with Frost Armor 5 (tentative, I'll probably reevaluate at this point) Oracle with Immunity 7 (tentative) Horned Beast with Fatigue 8 (tentative, would replace the cave dragon)
This is for a Wight deck. I'd recommend either Devil Hunter or Fatigue 8 because even the tankiest creatures can die in 100 rounds (or 9) if they have to take both magic and physical damage. Exploring is a grind, it helps to have a plan and start working toward it early. Even with just the 3 melded Frost Ragers, 2 level 10 Cave Dragons and maybe a couple stoneskin to tank retreat you can do 400k damage on the first 4 maps once you get Wight though, just not consistently.
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Post by kakola on Apr 24, 2015 10:35:17 GMT
Pyron nailed it. I like prioritizing getting the gold flow going early. That's my goal as well. Here's my plan if it helps: 3 Frost Rager with Bless 10 (done, these guys are easy) Horned Beast with Fatigue 8 (ready for next meld event) Cave Dragon with Frost Armor 5 (ready for next meld event) Oracle with Immunity 7 (working on) Naga Mistress with Frost Armor 5 (working on) Oracle with Immunity 7 Naga Mistress with Frost Armor 5 (tentative, I'll probably reevaluate at this point) Oracle with Immunity 7 (tentative) Horned Beast with Fatigue 8 (tentative, would replace the cave dragon) This is for a Wight deck. I'd recommend either Devil Hunter or Fatigue 8 because even the tankiest creatures can die in 100 rounds (or 9) if they have to take both magic and physical damage. Exploring is a grind, it helps to have a plan and start working toward it early. Even with just the 3 melded Frost Ragers, 2 level 10 Cave Dragons and maybe a couple stoneskin to tank retreat you can do 400k damage on the first 4 maps once you get Wight though, just not consistently. I like to make frost armor oracles and i use zora most of the time. Somehow i have feeling that mantra might be fixed sooner or later and then these specific wight decks might take a hit. 3 or 4 fa oracles will already be healing a lot. Against magic heavy decks i use berserker build.
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Post by ℳarty on Apr 24, 2015 10:39:03 GMT
Is it only me but from time to time, after round 50, the enemy hero cast mantra even if I did not hit him.
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Post by ℜ★Jaegybomb on Apr 24, 2015 10:42:56 GMT
Yea, from round 50 to 60 the heroes take automatic damage and mantra triggers. I don't think mantra is going to be "fixed". It specifically says it only triggers if the hero takes damage. I definitely need to start building a Berserker deck but in the end I want a Wight deck that can do 1 mil dmg on any stage and we can tear through the guild maps Kakola .
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Post by kakola on Apr 24, 2015 11:04:50 GMT
I definitely need to start building a Berserker deck but in the end I want a Wight deck that can do 1 mil dmg on any stage and we can tear through the guild maps Kakola . Definitely bro
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Post by ℜ★Jaegybomb on Apr 24, 2015 12:33:58 GMT
Oh, and I take no credit for the lineup I decided to go with. Someone on here posted it or something similar a while back.
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Post by bigstab [NFS] on Apr 26, 2015 23:57:39 GMT
Yea, from round 50 to 60 the heroes take automatic damage and mantra triggers. I don't think mantra is going to be "fixed". It specifically says it only triggers if the hero takes damage. I definitely need to start building a Berserker deck but in the end I want a Wight deck that can do 1 mil dmg on any stage and we can tear through the guild maps Kakola . unfortunatly the maps freak out when you do too much damage and you dont kill the maps as fast as you should. You still get credit and the gold and the shards but when you go back in like 80-90% of the creatures you killed are gone.
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Post by Deleted on May 5, 2015 16:57:08 GMT
The map doesn't freak out if you do too much damage, there is an issue where if 1 person is doing an attempt, and a 2nd one enters the 1st person's attempt is worthless for progression. As you stated you still get the gold/shards, but the cards "come back to life"
It doesn't matter if you do 10k or 2 million damage, it is just a lot more noticeable when you are talking about higher amounts of damage, as cards that should have been killed are back alive.
So morale of the story - try to coordinate who is going into the maps.
BTW my current deck: Wight level 5 w/cripple 7 - Frost Rager w/bless 10 - Frost Rager w/bless 10 - Oracle (naked) (will have FA 7) - Oracle (naked) (will have FA 7) - Sentry Angel w/Fatigue 8 - Cave Dragon (planning on replacing with another Sentry Angel w/fatigue) - Mythril Drone <--- This guy is baller as hell for guild map haha
Subbing in a Terror Dragon or 2 from time to time depending on opponent lineup until I can get Sentry Angel or 2 w/Stoneskin. Considering adding in something else with a mass heal, but kind of meh about it haha most of the stuff stays up. Magic damage doesn't exist thanks to drone so the only issues I run into currently are gas cloud, retreat and disposal, if I can get a good draw retreat/disposal obviously isn't an issue and as long as I can make it to like turn 18-20 gas cloud becomes moot as well.
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Post by all3x on Aug 29, 2015 14:03:07 GMT
What about Swordmaster?? Which would be the best meld for guild maps?
-I think life sap is pointless cos due to the amount of heal from oracles etc... -BB would be nice, also because of the rune -fatigue or plague would go well, since SW stays long in the game (but these doesn't benefit from sweeping), and also becomes useless if all other creatures have frost armor -weakness also seems nice, but if it get locked from basic attack, wont work -venom edge seems also good, the problem is the viable skill (lvl 8) comes from Spider Queen... which also have immunity 9 which seems a better skill to get for other creatures...
Any thoughts?
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Post by mingying on Aug 29, 2015 15:05:37 GMT
Naga mistress is so hard to farm! In the meanwhile, i made a dodge 8 pit minion and it works quite as good, i think and chaper and faster to make
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