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Eredan iTCG forums move. You can find them at this adress: http://forums.eredan.com/index.php.
Eredan GT forums stay here, the same for the old Eredan iTCG forums who pass in read only.
Les forums d'Eredan iTCG ont déménagés. Retrouvez-les à cette adresse : http://forums.eredan.com/index.php.
Les forums d'Eredan GT restent ici, ainsi que les anciens forums d'Eredan iTCG qui y seront toujours en lecture seule.
Egyptian priests were not gender restricted to their devotions...and just because the deity was believed to be male or female, their manifestations were not limited thereby. No real surprises if you know your history/mythology, and since Eredan isn't as religiously or geographically diverse as Earth, the guilds can have a broader scope than real-world prejudices.
http://static.eredan.com/cards/web_big/us/WFppOByT.png
any idea about the best way to use this card ?
Couple choices...Mercenary priest supporting another deck = use cards for other classes.
Zil priests become Mage/Marauders (now they can cast those Shadow Spells and use daggers too!).
Nomads become Warrior/Marauders (benefit from specific theurgies, and all those lovely Nomad weapons and rare actions).
However, I think the most powerful play is Runics become Craftsman/Warriors, AND all get the attack +2 effect (for being priests). I'm thinking Coranthia + Sanquinam + Sapient. Suddenly you have all three running around with Master Craftsman, Resistance, and their choice of Bigblades, Tridents, or Runic Slicers? With as defensive and healing as Runic priests can be, the potential for awesome is boundless, I think.
I actually really like the introduction of another complex, multiple-character evolution, but I'm ambivalent about the choice to make Aberration just a Shadow-Guem Warrior...but overall, I think I like it. The advantage of losing classes and races along the way, as well as having no caste, means that unlike Abomination or the Eternal, Aberration's stats are absolutely brutal. I would be interested in seeing what a The Shadow / Abomination / Aberration *WARRIOR* focused deck would be capable of...but he's denied some of the best Zil Warrior access (not a Pack member), and suffers penalties if paired with non-Zil. Is Aberration punished for playing with Courtesans who are Zil + not-Zil? It would be a shame if he was punished for teaming up with the other Shadow-Guem warrior (Lord Galmara)...
The final set of tweaks made the board much more balanced. I saw each guild reach the top end of the Elo and ranking, and there was a lot of position changes. While some tweaks to each deck may still be necessary, I think you guys have come really close to realizing the goal of balanced starters! I'm really excited about this
Runic deck is not possible because it highly depends on its guild cards .
Hogwash and balderdash, gentle sir. Runic Warriors could be comparable to the current mercenary deck using completely unaffiliated cards.
Runic is a difficult mechanic with the rune.
A deck with no rune won't work and you need to have access to the adventure mode to gain some runes.
So difficult at this time to create a Runic starter.
Fail, and this is not the reason. Either have the starter contain specific upgraded versions that are chosen to make the deck playable, or X amount of Cor and Y amount of Nox included with the deck itself (so that after you get xp on the cards, you have the runes) and allow the player to decide from multi-pathed upgrades. Peace/War, War Cry, Runic Power, Ceremonial, and Blessing of the Pantheon are all commons that provide Rune interactions and would allow for either chose of rune-granting. So, what's the REAL reason? Those cards, along with just about any of their uncommons, are ahead of the power-curve that is currently acceptable in starters. A SINGLE Runic Power might be acceptable in the deck, along with a single Peace/War combo and a Ceremonial. But anything that consumes Runes comes out too far ahead, and card-recycling isn't something that looks acceptable in a starter deck. So it came down to a bunch of bad choices, the least evil of which was to simply leave them out.
Each one has his preferred guilds and some decks will seem more powerful than others.
But be sure that all decks have somehow the same chance to win against any other deck.
They are starters, they are not good, optimised ones, the characters will stay level one.
Don't except miracles but don't be so sure that one of them will rules on all others.
&
As far as I know, the Noz are only weak because you don't play them.
They are the same chances as others.
I only respect opinions that come from the same reality the players exist in. When one deck has a particularly high loss ratio compared to the others, and has easily identifiable problems that keep it from being as competitive, there is a gap between ideal and reality. Guess how far down the Elo list in the tournament you have to go to find a Noz deck? Currently searching, and I find the first one at position ~435, with less than 10 games played. Oh sorry, he lost a game and dropped, the next comes in at ~485...also with less than 10 games played. Any Noz that has played more than 10 games is relegated to barely above 1500 Elo, or worse than rank 750. I realize that part of the reason for running these tournaments IS to tweak the balance, but seriously! I'm not arguing that the Noz are THE weakest, since other guilds are currently facing similar woes, but they are clearly on the low tier of the current balancing act.
Oh, and if the actual performance of the deck wasn't proof enough, here's the current problem set:
-Sylphide can only be played by Pythia, activates at the end of the turn, and does not chain.
-Eglantyne has exactly two chaining options: Double or Quit, which can backfire horrifically, and the SPECIFIC combination of Pen -> Sword.
-Scepter of the Border activates at the end of the fight and does not chain. Congratulations only allowing one to two points of healing in a typical match!
-Burn In Hell only makes sense if there is another one in the deck...it is actually WEAKER than including another Smoked Arrow (or almost any other damaging spell).
-Illusory Reflection is incredibly weak in this deck, contrary to its typical play.
The changes listed by Sapphon are strong improvements to each deck that should help keep them competing better, and address two of the three issues above. Illusory Reflection should still be replaced by another card (even more Fog or Martial Magic!). Are Power and Temporal Paradox excluded because of Act restrictions? They are both commons that have been around for a while and would up the power of the deck.
Zurga, I love you. But you have to be honest with yourself if you have any chance of being honest with us.
The best deck I've found for Dark Admirer is any Zil attack-deck packing at least one Dark Stone Heart and Sentence. The Pack tends to work best because of the defense buffs they can achieve over a straight Marauder deck...although I would think a Marauder deck using Disappearance, Look Away, and some unaffiliated defense boosts could do it too.
Strategy:
-Build up defensive on one character with the Stone Heart
-Give them strong attack items (like Wolf Paw or any combo of daggers that provide +5 attack or more)
-After your character has corruptions built up, use a powerful attack-chain card (Annoyance is ideal; A Warrior's Fury, Dark Fury, Six Feet Under, I Hate Mystics can all work) to lead into Sentence. The combination of doing a high damage attack + the x2-Healed nuke takes him out.
I didn't think about it when doing it, but other good setups include Distraction the turn before you go for the kill, and similar multi-turn +Attack, -Defense, +Damage-dealt cards.
Sometimes my Pack deck even takes him out BEFORE I can set up the combo at all! This makes me think that really strong, fast beatdown like Eclipse or hardcore Zil Marauders could have a fair chance at him.
This a great tournament, and I'm only sad I haven't had the chance to join in the first of the set! Really like that you guys are tweaking the decks based on results from the tournament as well.
Mine opened up yesterday, but I have no idea what might have triggered...the next time I logged into the game after posting about the bug, it was gone.
I can't access the first floor either. I literally just beat all of the other missions that were previously released and yet I can't access first floor. I don't have the items from before (zil jacket, etc.) if that matters.
I have only been able to obtain the Sticky Voracious One once, and don't have copies of Zil Jacket or the new tracker yet. That said, I've beaten each of the doors twice, without a loss in any of the dark tower missions yet, DURING THIS EVENT. The door to the great hall is still locked. I have tried refreshing the web-browser, clearing the cache, and using different browers. No luck =/
And honestly, I fail to see why having the items would be a requirement...you are not guranteed one upon victory, and that would lock out MANY players simply because of bad luck and/or not being able to farm the doors.
wow i wanna cry like a lil baby, ive spent $30 and didnt get 1 of the event cards that were up in the Muser store...WTF
This is exactly why I avoided spending on the Muser store. The events that have had true stores (or even bidding like Halloween) were definitely better for everyone =/
Try discard deck.
Watch out for his Hidden effect: When you use a Permanent card, all cards in his discard piles return to the deck.
This was the key to victory for me. Even a crappy discard deck stands a decent chance!
I can see why a Quickdraw deck would work if you keep the deck thin [and have 3x Quickdraw...], but how does an Eclipse deck do it? I have 3x Burning Soul, the event-trophy that is Burning Life Lite (foe HP - your HP), Time to Die, Assassinations, and even enough copies of I Hate Mystics, A Warrior's Fury, and Six Feet Under (better than Smart Ass or Weapon Dance) for fairly reliable chaining, but even with level maxed characters I always wind up with all characters (Kararine, Mouktar, Djamena) dead and a loss by points (between 3 and 15). Should I be tossing in Theurgy Heals, or what?
[card]Flames of the Phoenix[/card], like the other Pirate guild fire-damage effects (to wit: Experimental Weapon's bonus effect, Firecracker Chain, Rocketor, Technical Improvisation, AND Time Bomb), is considered Fire-Magic damage. The actual line in FotP is "Damage dealt by this card is considered to be similar to a fire spell," though the other cards generally short-hand that to "fire magic-" or "magic fire-" -damage. The exceptions to this cause direct damage (Powder Kegs, P.L.O.P., Pirate Grenade, Infernal Cricket) or both types (Galenof Cocktail).
Strangely, Blessing of the Phoenix doesn't state it deals fire, only magic, though I'm curious about that interaction...and obviously, the two guns that work on the physical attack mechanic (Narwhal and Pocket Shooter).
Testing shows the Zil beatdown is not really viable even with antimagic...it becomes hard to remove his items (mainly Chimera) and keep them off. By comparison, other decks with good removal stand a much better chance because they cut down on his healing.
Stormholt a écrit :Ryken a écrit :Oh? Explain.
[card]That's an order[/card] activater the turn bonus of the both characters, activationg the bonus turn of Kaes, you'll kill him... [card]It's time[/card], will only activate the effect of your characters...
[card]all is fair in love...[/card] [card]...and war[/card] Its not good for him, his maximum attack is 16 and minimum is 9, it dont gonna get the maximum bonus...
Someone thought about [card]Rage[/card]?
I'm pretty sure [card]It is Time[/card] WILL kill him, regardless.
Ryken, the point people are making is that you would NOT put either IN the same deck as dark Kaes, because of the loss mechanic. However, when playing AGAINST Kaes, That's An Order is actually superior to It Is Time...instead of the usual reasoning of 'I will only activate my own character's benefit', the reasoning is 'I just won the game' because of his auto-loss turn bonus.
I currently have a Zil beatdown deck which, while not completely uber yet, I'm glad I've invested in. It can reliably plow through all of the "Values of..." campaigns to their first seven missions (although the spell heavy rounds almost require a quick Stone Heart), and has over 80% win rate against the Sap Heart Deer. I have yet to try it against the other bosses, but am wondering if modding the deck with even more anti-spell (Magic Shield, maybe General Fray) would beat the Noz Spirit?
http://static.eredan.com/cards/web_big/us/gkyyGH4j.png
How does seducing a cow/bull person considered as a Spiritual Duel??
The same way Lady Jane's sex appeal is considered a [card]Spiritual Attack[/card]?
But yes, I actually had the same question, as amazing as I find the art on the new Duel. And the same could actually be asked of rock-paper-scissors (see: old art).
I am feeling a mix of meh and dissapointment, of all the cards to have Shexy ladies inserted for new art work, you gave ANS the most useful utility card in the game 2 dudes shaking hands!?
Yes, WHAT were they THINKING? Clearly, to represent a fresh start, they should have taken the hottest babe from each guild and had them chatting like friends in a spa, with lots of towel wraps and water-level bust style shots. The ideas of politics being overcome across guild boundaries has NO place here. Silly devs...silly artists...
This pack is, like, $120 USD with it's only real benefit to make it worth so much is A New Start and a Rain of Death?
I'd compare it to the Legendary Pack promotion from before. Except instead of a guranteed, random legend, 10 rares, and a sleuth of uncommons and commons, you're getting
-1 guranteed coveted legendary
-18 rares (remember you're getting 3 daggers and 3 lightning bolts!)
-fireball and rain of death [so you can look at it as 3x Fireball or just some very high-crystal worth uncommons]
-6x Static Charge [it takes two for each lightning upgrade, and you're getting the level 2 AND level 3]
-2 uncommons + 2 commons
So really, you're sacking the high amount of non-duplicate Commons and Uncommons (and xp cards) for nearly double the rares, of decent value for the most part, a guranteed set of high value uncommons, and a highly coveted legendary.
The 'Cards Available In This Booster' is definitely bugged and should be fixed. Even after closing, clearing cache, and trying a different browser, it's not just showing the cards included and their old evolutions, it's showing a lot of cards not in the booster AT ALL.
Namely:
-All level 1 Legendaries except for Anti-Magic Glyph
-Everything in the Newcomers Booster
-And a whole lot more! Like the level one of nearly every card in the game available from a booster, period
I have to ask about the perfects trophy... do you have to di it 3-4-5 in a row all prefect as I have done all the mission w/ perfects before.
It may not require strict one after the other, but may require you do it within the same open window at that tower? What I mean by this is losing one of the doors makes you have to defeat both the zombies and the time guems to regain entry. Perhaps you need to get your three perfects WITHOUT LOSING at one of the doors, but not literally back-to-back-to-back?
I have the sudden urge to get off my lazy bum and learn a foreign language...sorry Saph, I'd love to help, but my lingual skills are not up to the test.
I've always hold onto my tsoutai deck despite it being not competitive for the past few months, and I find today's releases quite good.
-Mastery of the flawseeker gives them another way of dishing out dmg, and could be a good replacement for RoD.
-Xianren is good because of his human/war guem status, since (like ayako) he benefits from the defense and heal from flawseeker's harmony, making him hard to take down and...
-Vital point makes recycling harmony that much easier! It also helps tsoutais carry out their fu-shi-mi combo, which is quite devastating if played right.
(Vital point + shi >> mi = +7 attack, 1 defense and 3 direct dmg! )Combining with their calling, katamaru and allegiance....
It might not seem much ,but add up all the advantages they have the tsoutais are actually looking really good IMO
Beat me to it. A character for the Tsoutai that is both human AND war-guem, as well as being a Mage-Marauder in their final level is a beautiful thing for the caste. Losing Human race really hurts Akutsai in the long run for a strong deck.
And the art of the new Flawseeker spell is awesome!
why is delko in the mid?
is he the judge?
LOL
Delko is an expert craftman
but his in game special equip dont really useful this day
i hope feerik release new equip for delko since noz craftman not good enough
No, no, judging is his excuse to watch Coranthia be all sweaty and heavy breathing. He's older, not DEAD, you know
In all seriousness, though, I love the idea of a crafting competition and an excuse for the battles to move away from the theme of the others...which seemed to be viciousness more than camaraderie. Yeah, sure, the mechanics of the card-game mean you're fighting each other, but it's a different feeling...sparring to improve vs fighting to the death. Would love to see more in this vibe. And would love to see the older guild-specific craftsman get an update.
Now to figure out away to do it for those who weren't around for the shulong event, which really is more my problem then yours.
Was thinking EXACTLY the same thing, the one event I completely missed. Would this be feasible with Lady Yillith? Not exactly a cheap solution to not having the dragon, but would her and Paladin's Hammer stand a chance?