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On May 12 2012 05:46 akisa wrote:Show nested quote +On May 12 2012 04:20 Cel.erity wrote:On May 12 2012 02:03 Ribbon wrote:On May 12 2012 01:53 dignity wrote: Only the advanced campsite charges you. You could use the normal one for free. Most things don't take tokens actually. The only game feature that actually takes tokens would be saving progress in a dungeon, which isn't completely necessary. But the basic one only gives ores, as do battles. I don't see a way to turn ores into accessories. How do I get accessories, which I need to make new cards? I see quests with an accessory pack as the reward, but... Edit: Ah. I see. Multiplayer. This is going to take some time Daily quests, Fight, and completing dungeons. Completing dungeons will be the fastest way for you to get accessories if you're willing to do them frequently enough (the best rewards come after 20 clears), otherwise Fight will be your best bet. Hey Celerity, how do control decks in this game work? I'm quite interested in the concept (right now I'm just playing crux primeval titans.)
The definition of control is pretty ambiguous in this game. I don't think removal spells = control, since stuff like Forced Confinement is actually at its best in aggressive decks where you can utilize the tempo and reduced field size. To me, control decks have 1 of 2 (or both) goals: protect your life total, or protect your deck.
Life-control decks contain a lot of spells and cards with low size, or size reduction effects. My deck, with Child Nold and many debuffs, falls into this category. Some other decks run a lot of the 1-drop +size followers and try to field lock the opponent. You may risk getting decked out, but it's very hard to lose via life. These decks usually win with some explosive combo or slowly accumulating a large advantage.
Deck-control decks tend to run more copies of larger cards and a few powerful spells to protect them. Winning via decking is a lot harder in this game, but it's possible. The best deck right now with this strategy utilizes Clarice for free 1-size followers to protect its life total while it plays 1-2 cards per turn and stuff like Mediation to deck you.
On May 12 2012 08:01 Nytefish wrote: You definitely want meadow leisure and kana.
Kana wouldn't be good in his deck, did you look at it? 
Meadow Leisure would be nice, I think you need more buff spells in there. You really don't need stuff like Meteor Call and Pilgrimage of Proof against NPCs, unless you're really having trouble winning. Your followers are weak and don't snowball well. Basically, you're playing a PVP deck in PVE. Try to go less swarmy and more for 2-3 powerful followers at a time.
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Well I've never actually played a swarm deck, it just feels like kana would still be strong anyway (assuming you eventually replace most of the non-crux stuff).
Anyway, if you want to stick with seekers (although I think a mix is a lot better), I like using luthera and director.
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On May 12 2012 16:39 Arolis wrote:Show nested quote +On May 12 2012 15:56 nosliw wrote: crux, ID: hallelujah just starting, not sure what cards are good.... Meadow Leisure, Education Results, Kana. Some people like Proof of Miracles. Armor Break, Unionize, Shrink, and Arrest are popular debuffs and removals that people keep handy. Trim down size 1 followers, trim down/replace size 5 followers. Some people like Marksman Knight, some people like Seeker Luthera. You should be able to beat all beginner dungeons and have a good shot at the Ruins and Witch's Tower with this. Pick whichever rare follower you want after this. It'll take a lot of grinding for some of the later episode rares. Ruins is cake with a <50dp crux deck. Witch tower is tough unless you pack some heal and/or removal. The key thing is to count out the fatal blows and don't waste buffs to snowball anything < size 5 before all the fatal blows are gone, and pray she blows herself up with them. Once you have something sufficiently snowballed, don't waste more spells (especially spells like fast forward or education results) to further buff. You're just lowering your second healthbar (deck size).
If you can get your hands on child sigma, the later turns get to be really easy, since once all the major removal is gone from levateinn's deck, you just press ready every turn as your deck size stays constant and her deck just burns 3-4 cards every turn. Despite all her d-rares, she has way too high a spell/follower ratio.
On May 12 2012 23:02 Nytefish wrote: Well I've never actually played a swarm deck, it just feels like kana would still be strong anyway (assuming you eventually replace most of the non-crux stuff).
Anyway, if you want to stick with seekers (although I think a mix is a lot better), I like using luthera and director.
Swarming stuff with crux character is really good at low DP, but a successful swarm deck entirely lacks finesse and flexibility, since all the best cards for this strategy preclude nonfaction spells and timing-dependent removals/resets. You don't have many options if you get a bad draw or get out-snowballed.
The trick to building a successful swarm deck around crux is to build in debuffs/removals that can't hurt you. If your kana hits a quick express, for example, that might be an instant G_G. Likewise, if it hits one of the bajillions of crux situational spells, your chance of it doing anything are very very low.
Therefore, I like to run otherwise innocuous cards like shield break, that have a very high probability of not being useless.
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Yeah I'm most likely wrong about kana in swarm deck but I still see no reason to run one PvE when deck size is so important in dungeons.
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On May 13 2012 00:19 Nytefish wrote: Yeah I'm most likely wrong about kana in swarm deck but I still see no reason to run one PvE when deck size is so important in dungeons. It works fine. You just have to build your deck accordingly. Put in purely tanky high size followers and nonsituational spells. Then play kana and whatever you can fit in 2 more slots and press ready a few times for the fast G_G.
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I was talking about swarm in the 2nd part of that sentence.
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so what cards in the crux starter is worth training? I should craft spells and not followers if I want to improve my deck righ?
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another question, how do I remove a card I put in field?
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On May 13 2012 01:26 nosliw wrote: another question, how do I remove a card I put in field?
You can't, once it's placed, it's placed but there are cards that remove the cards...at a cost.
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ok another Q, Spells goes ahead of Followers, but the order of the spells are also random, and the order of the follower's attacks are also random? In other words, does it even matter which slots I put the cards barring any special effects.
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On May 13 2012 05:02 nosliw wrote: ok another Q, Spells goes ahead of Followers, but the order of the spells are also random, and the order of the follower's attacks are also random? In other words, does it even matter which slots I put the cards barring any special effects. No but you'll have to keep in mind some enemy effects like Spell Swap that are slot specific.
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On May 13 2012 07:20 Arolis wrote:Show nested quote +On May 13 2012 05:02 nosliw wrote: ok another Q, Spells goes ahead of Followers, but the order of the spells are also random, and the order of the follower's attacks are also random? In other words, does it even matter which slots I put the cards barring any special effects. No but you'll have to keep in mind some enemy effects like Spell Swap that are slot specific. Just hope you get lucky! Mother demon rumor destroys slot 2. Swap spell destroys slot 1. Very few dungeon enemies run both. You can see which characters have which cards through google.
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On May 13 2012 08:19 Gummy wrote:Show nested quote +On May 13 2012 07:20 Arolis wrote:On May 13 2012 05:02 nosliw wrote: ok another Q, Spells goes ahead of Followers, but the order of the spells are also random, and the order of the follower's attacks are also random? In other words, does it even matter which slots I put the cards barring any special effects. No but you'll have to keep in mind some enemy effects like Spell Swap that are slot specific. Just hope you get lucky! Mother demon rumor destroys slot 2. Swap spell destroys slot 1. Very few dungeon enemies run both. You can see which characters have which cards through google.
Swap spell swaps your follower in slot 3 with the opponents first follower, it's not slot specific.
Also 3rd day in a row 8-2 in ladder, I'm in top 10 :D
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On May 13 2012 15:56 Xafnia wrote:Show nested quote +On May 13 2012 08:19 Gummy wrote:On May 13 2012 07:20 Arolis wrote:On May 13 2012 05:02 nosliw wrote: ok another Q, Spells goes ahead of Followers, but the order of the spells are also random, and the order of the follower's attacks are also random? In other words, does it even matter which slots I put the cards barring any special effects. No but you'll have to keep in mind some enemy effects like Spell Swap that are slot specific. Just hope you get lucky! Mother demon rumor destroys slot 2. Swap spell destroys slot 1. Very few dungeon enemies run both. You can see which characters have which cards through google. Swap spell swaps your follower in slot 3 with the opponents first follower, it's not slot specific. Also 3rd day in a row 8-2 in ladder, I'm in top 10 :D Oh crap you're right. Prefect Layna is so hilarious, rofl. I just drop her. come back 5 minutes later and the opponent decks herself. xD Layna is WAAAAAY too strong for a 1-drop.
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how do I upgrade? I got a card with 100 Training points, but still can't upgrade it.
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On May 14 2012 10:20 nosliw wrote: how do I upgrade? I got a card with 100 Training points, but still can't upgrade it.
Every upgrade attempt requires an extra copy of that card, which is used up.
That's the real cost of upgrading, considering the chance of success is only 10%.
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I have 3 copies of that card. do I have to remove it from my deck? And is upgrading not worth it in the beginning?
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Upgrading is never worth it.
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On May 14 2012 14:55 Hesmyrr wrote: Upgrading is never worth it.
Meh, I guess it depends on the person. I kind of like the idea of upgrading, but I'm extremely unlucky (it took me 55 attempts to upgrade my first follower to complete that quest) and I agree there should be slightly more value. But I mean, wedding dress characters aren't really "worth it" either, some people just enjoy having them.
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I have a 350 DP crux deck with 0 synergy that can't even beat most normal dungeon bosses. Mission accomplished! :D
Edit: Took out all my spells except kana and now it pwns pretty hard in dungeons. Lol, my ratio is like 25/5.
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