Tampilkan postingan dengan label arena. Tampilkan semua postingan
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Kamis, 15 Oktober 2015

Wartune combat strategy

You know, my favorite articles are analysis of what to get for chest, or if a recharge / spender event worth doing or not. Lately, I'm not recommending recharge / spender events, for 2 simple reasons. Every such gift pack is bigger and bigger, so the more you wait, the more you will get. Also, the sad fact is, there are many negative processes in the game lately. More and more uncorrected bugs, more and more nerfs and bad changes. Like the developers don't care about the players anymore. The same events repeat over and over since many months. So right now, I'm a bit unhappy about how the developers and the publisher disregards us players. There is really one way to make them listen, by not paying. 

But of course you didn't come here to hear about my complaining. You came here to read something useful. Today I try to focus on the main aspect of the game, combat.

Many player says that in combat, whoever has higher BR wins, so it is actually irrelevant what skills you use in what order. Of course, BR is important. You can't beat someone with twice as much BR as you have. But if there is a lesser margin, you can turn the tides.

Combat has some main components: what runes and skills you use, when you use them, when you sylph, and what resists you have.

1.) Resists. Previously, you could reduce damage through resist by up to 90%, this way it was possible to kill even 100K USD whales by mere mortals. It was a fun age, but it is over. Also, you could get as much as +20% damage with resist reduction. These caps have been shifted, the max., damage resist converges to 60% (although with extremely high resist you can push this to 61%, 62%...) and the max extra damage can go much higher as well, converging to 60% (but can go to 61%, 62%... if you have lot of resist reduce via adv. and extended dimensions). This gives back the edge to the whales, but still. If you have +60% dmg vs your opponent, and he have -60%, you have a big advantage. Please note that resist works differently in sylph and non-sylph form. If the attack is non-sylph, the resist used does not check against the opponent's sylph, it check based on your resists (average? highest?  I never tested). In general, I would recommend dark, light and electro resist for pvp, since these 3 are the most popular sylphs. But in Battleground, after a few tests battles, you might switch light and/or electro for fire and /or wind if you see several strong opponents with these.

2.) Runes. Since eudaemons, chaos rune became even more powerful. It is as good as a 3-round stun which you can use repeatedly, and you can even use to counter the opponent's heal spell. There is one simple way to protect yourself fully against chaos rune: do not use eudaemon. People overvalue eudaemons because their huge false BR. The truth is, in combat, most damage is dealt in sylph form. Before that, not much is happening if both players are strong. But, your eudaemon can never sylph, so he wont help you as much as his BR would suggest. All he will do is make you kill yourself with chaos runes. I do not even use the chaos rune anymore. If my opponent use the same strategy as me, or if the combat lasts longer and the eudaemon dies, its not so great. And if I have go 1 vs 8 in arena, one chaosed opponent wont make as much difference as a heal or guard rune.
Yes I use these two, they always serve well. In arena, if I have 2 or more opponent, I start with guard rune, and begin aoeing the opponents, killing their eudaemons while I take almost no damage. If all goes well, I can use it again after sylph.
Amnesia worth mentioning here. Amnesia is bugged, if you use it after your opponent used a skill, and that skill is banned, then your opponent will be helpless for 2 turns. This makes it very strong. Also, knights has no guard rune, so for them, I would recommend amnesia to replace guard rune. If you lucky, you can disable your opponent early on as much as with chaos, and if you disable delphic skill after awaken, you are in good position. But it's very hard to time it well, and not useful vs multiple opponents.


3.) Skills. Each class has it's preferences, and I'm good only with mage skills. Lately, I do not use suntoria, it's too slow, and it's too much subject to chaos. I rather focus on damage and use runes for protection, because they can't be chaosed. After guard, I used to open with delphic hell thunder. Besides dealing insane damage, it can stun opponents. Rain of fire next to finish off eudaemons, then frost bolt to try stun one opponent. Maybe restoration to keep myself at max life vs a strong opponent. Having high influence is very important, stunning your opponent can win you the match in many case. Especially, if you time it well. Best to stun the opponent after he sylph, or, if you know he have chaos rune, and you need to heal yourself, stun him first so you can safely heal yourself.

4.) Sylph choice. Although Hecate is the strongest sylph, you should avoid using it - because everyone have dark resist - unless it is twice stronger than your other sylphs. Any other sylph can be good, in my experience people stack random resists besides dark. Maybe water resist is the only one which no one uses. But I advise against Poseidon, unless you are in a party. The game is about dealing damage, not healing. Playing with and vs Poseidon is boooring and disgusting. (Btw, Nightbloom of ToK nightmare, please, stop logging out with Poseidon! You make tok much longer...) Also, when you are alone, chaos rune can hurt you only when you heal. My favorite is Medusa, because its PATK as well, so I can remove equipment from Hecate and borrow it to him while I do pvp.

5.) Sylph use. Some people like to stall sylph awaken, thinking if they can survive the opponent's sylph phase, they will easily destroy him during the 50% dmg increase when they reverted. This can be a good strategy, but it's very hard to survive the opponent's sylph phase with awaken, if he is as strong as you. So I suggest to sylph relatively soon. Before the 50% dmg increase, even sylphs don't do enough damage to kill the opponent. So you should time your awaken sou can can cast delphic the exact moment when the timer switches to 60 seconds. Delphics have a cooldown, so best sequence is waken, use a sylph skill, then guard rune, then delphic. Fight outcome often depends on who can counter the delphic with guard rune, and who can't. So you have to be ready to adapt, if your opponent cast guard rune when you are about to delphic, you better wait until it wears off. If you see you can't kill your opponent while in sylph form (neither he can kill you), you should revert back to normal form sooner, so you sylph first during the next round.

6.) Teamplay. Most of what I wrote refers to 1 vs X combat. When you are teamed up with friends, you need to consider additional things. In this case, there is no point leaving eudaemons home, so you have to prepare for chaos. Best to have a mage with a purify, and a knight/archer with a purify rune, if the mage gets chaosed. Put the mage in the bottom line so if he gets chaosed you can see it, and wait with the purify rune a bit. Using chaos rune yourself is great too, if you chaos multiple opponents, you usually win. So I use chaos+guard rune. You will need one player with a poseidon, so you can heal even in sylph form. In team, things are usually very laggy, you can use less skills than usual. I can just use a chaos, a purify and a group heal before sylph. Group heal is important so your team goes into sylph phase at full health. The archers death star, to stun the opponents and keep up the pressure. Buffs and debuffs also make big difference in team play (incendiary shot, apollo) if your eudaemons can do it for you, that's the best. When your team faces a big whale, you can give yourself a chance if you can amnesia him, so have 1-2 player pack that. Marriage resurrection is an insane advantage in team play, try to "marry" someone with whom you regularly play with. Eternal hearts are now easy to get.

Combat is often a "dance", watching your opponent's actions, and reacting to them. You see he is going to rage steal, don't do delphic hell thunder then, because it will fizzle and you just lose a round. Try to guess when he wants to delphic and use guard rune before that. Time both awaken and cancel awaken well. Etc etc. PVP is the most enjoyable part of the game, despite low rewards, I still enjoy doing BG and arena. When in arena, if I meet 4 people, with 4 eudaemons, with all 4 player having 2-4 star orange sylphs, it feels a real achievement when I beat them using only a 1-star orange Medusa (and this happens quite often). Of course, I never have chance vs real whales, but the other day I killed a guy who had a 5-moon sylph, that felt cool.

** will add pics soon so this does not look just a boring wall of text ***




Minggu, 09 Agustus 2015

Leave your eudaemon home

Today I would like to write about one of the late features of Wartune, eudaemon, with a new perspective. 

Eudaemon is cool, right? Insane amount of extra damage, making pve events easier, and a crapload of new stats to develop, which means a lot of new goals. Well, this could have been the developers intention. To me, eudaemon is different.

Eudaemon is the main reason of the game having so huge lag, so many events are unplayable for me now. Especially events where 4 or even 8 eudaemons are present in additions to the players, well, thats beyond the capacity of Flash player. 
Eudaemons make one of Wartune's most disgusting feature, chaos rune an even annoying feature. Now even in 1 vs 1 the game is about who has faster connenction and can launch chaos rune first.. 
A very basic bug is not corrected since the eudaemon's release: in any event where damage counts, the eudaemon damage is not counted. So in world boss, in atoll boss they just do one thing: they steal gold from players.
Eudaemon is making the gap between players with different budget even bigger. Because now if I have 2x BR than you, then my eudaemon has 2x BR as well, so now we will deal 4x more damage.

Anyway, you know my blog is not about ranting (ok, its partially about that), but its about giving advices. So here is my suggestion:

There are many situations, where it is better to leave your Eudaemon home.

1. World boss. You don't get any gold for the eudaemon damage. So all it does, make the WB die faster, and everyone get less gold. It also makes your fight slower, so you also get less gold. All you miss when you leave him is the +20-30 max rage. The gains will easily compensate you.

2. Atoll boss. 4 player and 4 eudaemon will lag your computer to hell. And will halve your gains like on WB. Unless AB is incredibly high HP and we just want to get rid of it, we leave eudaemons out.

3. Arena. 8 players and 8 eudaemons, each AOEing the other 8 targets, this is the true lagfest. On my computer, it's a slow motion. After my friend, Nono has quit, i kept trying arena for a week with full team. And it was almost as disgusting experience as playing Steel Wars. So now I kinda gave up, and do arena solo like many others. But hell I don't want anyone play the chaos game on me. I don't take eudaemon even there. Chaos me, and I will merrily chaos you back, then delphic hell thunder etc your team. Often I kill teams with 8 participants.

I'm sure there are other events too where you better leave eudaemons. In GB, XGB when I solo vs teams of 4 people, if they could chaos me for 3 rounds, it would give them too much advantage. So I often even rest eudaemon there too.

Of course, eudaemon is useful in other situations, like in pve. Sky trial, Purgatory are all easier with eudaemons, and Narrenda would be impossible without them. Dragon invasion, I'm not so sure - we tried once without them, and had the same result. The extra lag they create counter the extra damage :) But don't consider eudaemon as your default attachment. Rather, its a kind of boost, which you use in some situations...