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Cossette a écrit :Zurga a écrit :Overall
one go is like suicide... its like resident evil when you kills hoard of zombies with one hero....
One go is possible! Typical S.A.R.A.H. deck with [card]Pocket Spy[/card]
Then something to get rid of it later or just discard to death. I went 97 turns before I got bored and my computer got slow. Racked up a good 47,000 points before I was done tho.If nothing else this saves you energy when attempting this quest.
I also used S.A.R.A.H., but the deck focused on attaching a Portable Heater [for defense] and then using Recycling to stack Mechanical Arms. Keep her alive with potions from a craftsman and/or Pirate Codes until her defense reaches 11 without her recycling ability. Once the zombies are down to zero deck and 5 cards in hand, she can't be harmed, and her attack from other cards [or heck, Arms] can one-shot zombies every turn. Even with one-shotting them, just keep chugging That's An Order! and Festivities and you have a regular zombie spree.
Thanks for this correction, it means a lot!
I am very upset about the English promotion's wording.
http://forum.eredan.com/viewtopic.php?id=43635
This should be fixed asap and those XP cards should be there! It's not fair that we English people were scammed by the game.
+1
Seriously, that's not something that just falls through translation like the difference between 30% on all BOOSTERS vs 30% on all PRODUCTS. I can see that, and then the obvious check the market "Oh hey, only the boosters are on sale, nothing else is marked down" clears it right up. But the XP cards...that's...a whole sentence? A bonus concept? Where does that even come in? Who was misinformed and didn't fix it?
Only way I can think to do that much healing would be a Temple Guardian deck...and no, I haven't tried it out for this trophy yet.
Well, I was to respond that you should replace Sanquinam with Consul since you're not using any theurgies...but then you post you just did so xP
As for your Archon, Hares starts the game with the Rune Cor whereas it's Elios's turn bonus. This means that if he's turn 1, you can do exactly what you're doing with Elios, and if you're turn 3, you can do it EVEN BETTER. Just sayin.
What do you think about the current situation of the Runic Legion?
&
What are the key points of the guild? The weak points?
-I'm combining these two questions, because the key points and weak points are integral to assessing the Runic Legion's situation.
-As always happens with a new faction release, the Runic Legion are undermanned and outgunned. Being undermanned isn't too much of an issue, as reinforcements will be on the way...but being outgunned means that even the most powerful characters wouldn't be able to keep up. Their release WOULD have been fairly high on the power scale...a year ago. It's not just a matter of play-style options, though. The issue is power creep.
-STRENGTHS: Certain aspects of the Runic Legion are pretty close to the current power thresholds...their theurgies are solid, and once developed they have powerful card recycling and can build runes on characters swiftly. The Runic shields are an interesting update instead of relying on Runic Armor/Gauntlet, both because they are a craftsman item and can accelerate rune gain. Runic Bigblades can not only provide a good attack boost, they can cycle out enemy items and reduce the need to devote deck-space specifically for anti-item cards. The ability to divide defense by four [even rounded up] is powerful.
-WEAKNESSES: In-guild chain opportunities are sort of reverse to their current strengths...their warriors have many chaining options, but the priests have to rely on luck or out-of-guild chaining options unless using War Cry to recycle. While the runic shields are interesting and allow the craftsmen to provide powerful boosts to the team, they ONLY reduce magic damage by 2. Back before lightning pirates, +spell damage proliferation, and crazy-Noz, this would have been pretty powerful...not so much when an individual spell eats your face for 10+ damage or Wild buds hits your each of your team team for 7+ damage per. In a similar vein, team spirit increases by +1 just don't provide good magic protection anymore. There is also the matter of speed. Unless a craftsman has played the shield on an out-of-combat character, it's hard to get into play without sacrificing a weapon play...and since the weapons don't have speed activation either, their potential both as attack boosts and anti-item/theurgy cards are very limited.
-Put simply, the things that make the Legion strong (priests + craftsman, rune utilization, items, attack/defense) don't put them on even footing with other established decks yet.
Which feature would you want to see appear in game in the future? Any card ideas?
Just as Pirates have gradually gained some more uses for Powder Tokens, and more cards that utilize them, the Runic Legion should focus on Runes. I also don't think more TYPES of runes are necessary, though it would be nice to see cards that utilize Rune Yr in some way. Yeah, yeah, I know, the current deck structure really only supports Cor and Nox, but instead of being a place holder Yr might become a differently themed rune, like an augment rune...by which I mean a card that consumed a Yr rune would have no effect unless another type of rune was also consumed. Example language: "Rune Yr: If a Rune Cor is utilized by {Card_Name}, deal one direct damage." I also think this is the answer to allowing the Legion to scale their defenses against different kinds of opponents. Example:
Legion Bastion. Unique. Action. Rune Nox: Until the end of the game, your Runic Legion characters have -1 to magic damage suffered. Rune Cor: Until the end of the game, your Runic Legion have -1 to physical damage suffered. Rune Yr: Until the end of the game, your Runic Legion have -1 to direct damage suffered.
or
Runic Binding. Theurgy. Choose one of your Runic Legion with a Runic Shield attached. As long as Runic Binding is attached to this character, items attached to this character may not be removed from game, discarded, returned to deck, returned to hand, or re-attached to another character. Rune Nox: -1 to magic damage suffered. Rune Cor: -1 to physical damage suffered. Rune Yr: -1 to direct damage suffered.
A card like Legion barrier would provide team wide bonuses, but still be slow enough that it couldn't be cycled every turn [looking at you, War Cry in a Priest deck] and provide an insurmountable advantage. A card like Runic Binding would provide a solid bonus for a single character, but still be susceptible to removal like Clumsiness or another Runic Legion deck's Runic Bigblade + Rune Nox.
It would also be interesting to see cards that affected the amount of Rune a character can have attached at one time...I don't have any real thoughts on this other than an extension of how powerful/cool Archons can be. I can easily see how this could get out of hand and cause UI problems, though, which is why it's more of a 'wouldn't it be neat if...' thought.
Additional remarks?
Creep is inevitable, and I'm afraid one of the answers is going to be the addition of Mages and Marauders. I'm neutral about berserkers, but a pure Mage is something that should never make its way into the Runic Legion. While a Mage-Priest or Mage-Warrior who utilizes Runes in an interesting manner [at the start of the turn, +1 to spell and theurgy effects until end of turn if {Character_Name} has a Rune Nox] might be accepted, a pure mage simply doesn't fit their theme. Similarly, any Runic Legion spells should be War spells, for obvious reasons. Additionally, a Marauder should be a Marauder-Warrior and thereby gain access to OUT OF GUILD marauder cards [instead of making Runic Legion ones] while retaining the warrior's fire. This might also be an interesting way to give new Runic Legion warriors access not to +attack, but more Mystic Slayer like bonuses against their targets [-X to damage suffered, defense cannot be modified by warriors, or the like].
At least in the training room, a Runic Shield will NOT give a rune for a weapon played by the card 'Prepares for War'. What happens is that one Nox rune is consumed by War, no rune is given, and the second Nox rune is consumed by the Runic Bigblade...but since no Cor rune was given by the shield, you don't get that bonus.
HOWEVER.
A character with three rune slots, and the most recent being Cor [Hares on first turn, Elios with his turn bonus, whatever] will gain the two Nox, have all three slots full, and then proceed to have one consumed by 'Prepares', then both Cor and Nox consumed by the bigblade.
I have no idea if this is as intended.
For Scenario #2, the trouble you run into is rune replacement. There's no rune-backlog...once a rune is consumed or replaced, that exact rune doesn't come back. So if you replace a Cor with a Nox, it doesn't matter that you immediately consume the Nox, the Cor is still gone and will not come back for the bigblade.
[edit] If this interaction is working as intended, "...preapres for war" NEEDS to be changed to read 'played from your hand'. If this is NOT working as intended, please fix. While time for either fix is understandable, implementing neither is pretty lame-sauce.[/edit]
Yeah, the Yr runes are only good for 'number of runes' or 'different kinds of runes' effects. So far, this means an extra 2 healing from Lania, and I can verify that they beef up all versions of [card]Runic Power[/card]. I'm actually hoping they come out with cards in the first reinforcement that at least use these two mechanics, even if they don't release something that will consume a Yr rune for a different function than Cor or Nox.
So on the note of runes dropping from the campaign...I've been sticking with the final mission of the Sons of the Volcano campaign because on a win, it's been dropping two cards instead of one fairly often. This means even without a perfect success rate, I'm still earning more cards than from other boss fights...and so the theory goes, upping my chance of runes dropping. I've got six screen captures of winning two cards at once...sometimes a regular card + a favor or a regular card + a rune, but often two regular cards. Then, earlier today...THIS happened:
So yeah, I'll be burning energy on that mission for a while
This looks like an excuse for another witchblade...thought I'm curious whether her transformation will be like the relatively recent Zil [Saphyra & Telrendar] or like the update to Hares [existing character gains new evolutions].
I suspect that just because the other guilds fought alongside the Nehantists to banish Sol'Ra's avatar means they're going to just sit back and allow them to take over. Unless the Nehants make a strategic retreat, I'm guessing the fight is going to go right from "Guem VS Sol'Ra" to "Guem VS Nehant."
Exciting!
1) Yes, we hope a fix today for this point.
2) Bonus reward is Hares
3) No-one knows. Runes are standards drop from Adventure mode like others cards.
Thanks for the replies!
[edit] And it looks like both the base Cor and Nox Runes, as well as upgrades that require them, have been fixed and are on the market. I can put them up for sale if I chose, but I don't have enough yet =p still, the interface works again! Thanks for the speedy fix.[/edit]
Norad IV a écrit :catcatcat a écrit :ONLY 3999 feez AND I can buy more than one ? Holy shit! What a deal...
lol I know right? It's like feerik thinks people are stupid or something!
The offer is for super rich kids who want to spend lots of money for an incompleted guild or the collector card ( which has 2 sexy ladies in it )
Actually, it's for people who hate the gamble of regular packs and don't want to deal with the hassle of the crystal market to ensure they get the incomplete guild at release, with four bonus cards you can only get from Adventure mode to actually evolve them, and a goodly chunk of xp. But hey, let's not silly things like facts get in the way of complaining about how expensive something is...would be such a shame, right?
I was actually just about to post about the unsalable thing, since it sounded like the intent was that runes and upgrades from runes could be traded. So, three questions it might be nice to get official word on:
1) Fixing the bug making runes and their upgrades unsalable is high priority? Can we expect a fix before the weekend, or is ETA on the fix early next week?
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2) 'Bonus reward' from the trophies of the Bday -6 event is referring to Lord Runic Hares...the guy who was the entire point of earning those trophies at all? I'm not really complaining (except I am...funny that), but the message is kind of misleading...if there is, in fact, a BONUS reward from completing the trophies early, some indication of what it is would be nice, especially if the reward message was bugged. If not...you guys really couldn't have just referred to Hares somehow? By title, by card-type, something referential and just reminding us how cool he is? If he IS the incentive, he's not a bonus, he's the base. This may simply be a quirk of English translation, but...oi
Short Version: is Lord Runic it, or was there another bonus?
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3) Runes Cor and Nox in Adventure Mode: does the Sons of the Volcano campaign have a higher drop rate for these? Do all boss fights now have a drop rate for these equivalent to the final mission from the Volcano? It would be nice to have something more specific...just a confirmation on whether it's ALL Adventure Mode missions, Bosses only, or Volcano Campaign + Bosses, and if a specific mission or missions has a significantly higher rate of Runes as rewards.
Okay, okay, an edit since rereading my post makes it sounds like I'm being a nitpicky gripe (because...well...I am. Shame on me). In spite of these, I'm enthused, stoked, excited, and all the rest with everyone else. I LOVE this release. I'm only griping because this release is an amazing blast of awesome-sauce for the second anniversary, and I really look forward to leveling, playing, and having fun with and against the Runic Legion. There just seems to be a touch of weak-sauce diluting the awesome-sauce, keeping us from enjoying the full, unadulterated awesomeness of it. <3
So, Doloreanne's ability at Lvl 3...
"At the end of the turn, the Turn Counter advances the same number of turns."
Does that mean the turn counter doubles? I.E if she's there on turn 1, the turn counter advances 1, and on turn 2, it advances 2 (Pushing it to turn 4) And so on?
It sounds like it doubles the turn-advancing effects of Tempus cards played that turn...although that's pretty powerful in the right situation too!
nemoutopia a écrit :Holy crap, a Nehant update! While I certainly appreciate getting to dust them off and try something new, I'm underwhelmed by this update's mercenary offerings. Don't get me wrong, the unguilded cards are interesting, but having a single character, a single Avalonian card, and a single Tempus card (I **LOVE** the art for Heartrending Dilemma, it makes me laugh so much) doesn't really match up to the two-guild combat releases that have come before. Where are the cards that actually REQUIRE being mercenary to play? Yaril's Scythe, Paladin's Hamer, and Good Omen are pretty lonely offerings, even when you consider the technically no-guild cards that belong to Tempus and Avalonia as Mercenary Only...since only one deck type gets to use them.
When I saw the Nehant/Mercenary Battle, I was expecting some cards that would actually treat the Mercenaries as a guild with their own tricks and specialties, not two disparate castes and a smattering of 'we fight for anyone but Nehant' characters restricted to cards without a guild.
Again, please don't get me wrong: it's great that Nehantists got a solid update! The new cards are interesting, and Tempus has always been a personal favorite. But this was NOT a 2-guild update...this was a Nehant update that threw a bone to Tempus and a snack to Avalonia. Personally, I think this was a true ball-dropping moment and could have been the beginning of more variety in the Mercenaries and Merc-only offerings...and in that sense, a dissapointment despite the awesome.
I Agree 100% they should've released a breathtaking merc mage/fire guem along with a fire spell similar to rain of death useable by only the mercenary guild, now that would've been game changing, the mercs aren't respected as a guild and it shows, because if you have a deck of 2 mercs, and 1 character from another guild, it doesn't count as a merc deck anymore, I think they needed to solely focus on the tempus, and give them a game-changing card such as a tempus spell called "the end of time"(area of effect(aoe) this card cannot be activated until turn 8 or later. one of your out of combat characters randomly dies. deals x magic damage to all opposing characters, where x equals the current turn number -x where x equals the combined number of time spells in your discard pile.
see something like that would have really made me happy!!!!!!!!
Your sarcasm and stupidity are overwhelming. If it is, in fact, NOT sarcasm, then it's stupidity squared, which is universe crushing in magnitude...so let's hope it's not that. My point is that there's usually NO REASON to play a merc deck that isn't either Avalonian or Tempus, and that including a Merc in a guilded deck is usually counterproductive. They don't need to break the game to change that, they just need to give Mercs some real options and some kind of distinctive style that doesn't rely on caste.
I'm thinking the legendary for the Noz will be Kounok since he's the current Prophet.
You forgot 'and a Dragon Knight, the star children of Noz castes'.
anyone know if wins with [card]The Venerable Shulong[/card] count towards merc wins?
SHOULD he?
Yes, he's a Mercenary.
DOES he?
No idea. Word from on high?
Holy crap, a Nehant update! While I certainly appreciate getting to dust them off and try something new, I'm underwhelmed by this update's mercenary offerings. Don't get me wrong, the unguilded cards are interesting, but having a single character, a single Avalonian card, and a single Tempus card (I **LOVE** the art for Heartrending Dilemma, it makes me laugh so much) doesn't really match up to the two-guild combat releases that have come before. Where are the cards that actually REQUIRE being mercenary to play? Yaril's Scythe, Paladin's Hamer, and Good Omen are pretty lonely offerings, even when you consider the technically no-guild cards that belong to Tempus and Avalonia as Mercenary Only...since only one deck type gets to use them.
When I saw the Nehant/Mercenary Battle, I was expecting some cards that would actually treat the Mercenaries as a guild with their own tricks and specialties, not two disparate castes and a smattering of 'we fight for anyone but Nehant' characters restricted to cards without a guild.
Again, please don't get me wrong: it's great that Nehantists got a solid update! The new cards are interesting, and Tempus has always been a personal favorite. But this was NOT a 2-guild update...this was a Nehant update that threw a bone to Tempus and a snack to Avalonia. Personally, I think this was a true ball-dropping moment and could have been the beginning of more variety in the Mercenaries and Merc-only offerings...and in that sense, a dissapointment despite the awesome.
A modifciation of:
- Change the disable foil feature to remove completely the display of foil (colours, animation)
Allow players to disable foil feature [color, animation, everything], but have the display differentiate foil cards while this feature is active with a gold [NOT foil/sparkly/etc.] border instead of the regular border display.
The thunder-cell mission does not require a deck of any particular guild, even, it's doable within reason using only cards with no guild as long as you use single-class mages [the translated game text would be 'non-multiclass mage']. Just get three mages! Then use make sure you have three spells of each of the types Earth, Fire, Water, Lightning, Nature, and War...fill with two items. Admittedly, it is easier using either a Noz or a Kotoboa deck for access to certain spells...the Sap Heart spells tend to be expensive, but hey, if you've got em, a Sap/Pirate mage deck can do it too. The first card listed in each is the one I used
3x Martial Magic OR [Noz] Inspiration OR [Kotoba] Katamaru
3x Devouring Swarm OR [Sap] ...no, I refuse to list that many
3x Sinking OR Destructive Totem OR [Noz] Graviton/Immobilization
3x Static Charge OR [Noz] or [Pirate] deck for options
3x Illusory Reflection OR Fog/Freeze!/Mirage/Ice Barrier OR [Noz] Drowning
3x Smoking Arrow OR Fireball/Rain of Death/Burn in Hell OR [Noz] The Dragon's Breath OR [Kotoba] Fight Fire With Fire
2x Mystic Staff [or...any item, just chain it after a spell]
There's really no reason to complain about the Power Cell mission...the devs made sure all six spell types have not just Common rarity but relatively low crystal cost spells as options! And picking up level 1 Mage characters to complete the task is similarly easy.
Folks realized that throwing to the side they want to win was more efficient than fighting, and probably losing, with a half-constructed deck of their side. And it...surprises you? Or Feerik? Really, this sort of thing happens in any game where folks can get away with it.
On a different note, the scaling points by day was announced at the beginning, so...crying foul after the fact is kind of silly. I expect they'll tweak how points are tallied and try and prevent thrown matches in the future.
Personally, I've been using an Immortals deck...although really it's just Kebek with some backup from Urakia, the Prince ends up dying each time. Under the Sun x3, Life Drinker x2, a piece of armor, Longevity x3, The Pack Spirit, Danger in Delay...then good cards include All's fair... / ...in love and war along with Solaris. Longevity is for reusing the love/war duo and Solaris, but if you don't have it you can still just sit there and tank with Kebek throwing Pack and Danger every turn because of his impressive self-healing.
Advent Calendar! Everybody loves the event, and so far has some interesting results...I'm interested in seeing where the Ice Elf theme goes. So far the other cards mesh with a Mercenary deck [the only Ice Elves we have so far are Mercs, so that makes sense], being "It is time" and "Six feet under". There are actually quite a few trophies that grant "It is time" even excluding purchase with 14000 crystals from the Store. "Six feet under" is a nice rare in general for free players even if you don't consider it worth the current market price-tag of 10k crystal. Hopefully we'll see a good mix of Special rarity cards and non-salable rares an uncommons through Advent to give all players, but especially free players, a boost!
As for earning The Pack Spirit, there are quite a few decks that can earn this in the level rooms. While World-Tree is an obvious choice, almost ANY viable Sap Heart deck can include cards to pull it off, and there's a whole list of other non-World Tree decks that can throw down without needing rares, much less expensive ones! Obviously Exclusive, Special, and Rares will boost your chances of success, but you don't need them for all the following:
-I've personally been making progress with a Nehantist Demon deck [without rares!].
-Human Warriors [Kotoba or Mercenary]
-The Pack appropriately has plenty of Beast race cards as well as Marauder/Warrior cards to throw around without needing Lunation [although let's face it, 3x Lunation is serious firepower]
-Shadow Guem Zil [Shadow Side not required]
-Possible with a Solarin Priest deck [Fresco, not Sol'ra Anger]
The construction looks like this:
[card]Wired Thread[/card] + [card]Needle[/card] = Mangled [Body-part]
[card]Mangled Head[/card] + [card]Mangled Body[/card] + [card]Mangled Legs[/card] = [card]Mangled Disguise[/card]
5x Mangled [Body-part] = Emaciated [Body-part] (of the same type)
[card]Emaciated Head[/card] + [card]Emaciated Body[/card]+ [card]Emaciated Legs[/card] = [card]Emaciated Disguise[/card]
[card]Mangled Disguise[/card] + [card]Emaciated Disguise[/card] = [card]With Evil Intentions[/card]
This means completing the basic trophy is free and only requires 30 candies collected in terms of spending for Needles. To get [card]With Evil Intentions[/card] requires 6x the amount of thread and needle [1x for Mangled + 5x for Emaciated], or 180 candies collected. You only get 5 Threads from even trophies, which is enough to create the Mangled Outfit and have two leftover, allowing the creation of two more body parts of choice.
So free players can earn 3 playable cards [Mangled Outfit + 2 body parts].
Full participation requires another 13 threads, which can come from basic boosters totaling 1560 Feez, as Darkstar mentioned.
Another nice usage of this card (kelpher) would be with Paladin's Hammer, depending on what heal comes first..
Really, pairing with any other healing if you can gurantee that it's the first one. That aside, this trophy card is very thematic and definitely awesome.