Showing posts with label new player. Show all posts
Showing posts with label new player. Show all posts

Saturday, August 7, 2010

Darktide Tricks for the early levels: Part 4



Only one trick today, (its a weekend).

When you hit 19 you will get your new class based ship. This ship is loaded with more cannon slots, and if you skimp you will hit a wall where you damage is pretty lacking.

One trick with "Saga Credits" is this 19 credit cannon. The Blue version is 150 credits/cannon, the purple 310/cannon, yet the green is 19.

Seems to be a hella good deal for grinding experience.

Sunday, June 13, 2010

Cheatsheet to 35 : The fastest way to level to 35 in Saga



So my first army in 2008 was Light. I leveled 1-22 then stalled.

I know alot of people stall out, so if you are "rich" and want to know the ABSOLUTE best way to level the fastest in Saga, here's the cheatsheet.

Step 1: Pick any Army you like.

All of them are equally fast to level if you follow the rules. If you want to get the best, then pick War or Machine. Both of those armies have specific factional troops that make killing flying mobs easiest. This makes 27-35 faster.

Step 2: Buy Wargs

Honestly I could finish the guide with that statement. I decided to help my friend power through the 20s on his Magic army with my 35 Undead Army. I was opening Blasted Lands, and tanking while he power leveled killing Drakes. It wasn't bad, but I thought I could do better. I mailed him 36 Wargs, created 3 units, added tanks (Daemons), and proceeded to crush every mission with those Wargs. The wargs are so perfect for leveling they basically do your work for you.

Problem with Wargs? You basically have to open Rogue Factional packs to get them. $4 per pack, you need 36 Wargs. Horribly expensive. Sure I have them, like many others, but god, what a horrible price to play this game.

Step 3: Ignore the Economysim

One thing alot of players get all caught up in, is the economy simulation of this game.

IGNORE THE DAMN ECONOMY-SIM. Jesus, don't farm lumber raid for 10 days to build out your wooden walls, just level up. If you level, you can farm end game quests for 3-5k per quest, and buy the damn lumber if you want a pretty castle. If you want to play castle builder, I can show you several good free Ipod games to play.

Yes, yes, I know you want to open up your territories and get free stuff, but seriously, don't be that guy. Ignore the damn Economy (for now), and focus on getting to 27 asap.

Step 4: Early Levels - Win Trade

If you are at a point where you need more levels on your troops, then fight yourself on two accounts. If you have concerns about the legality of this: http://sagathoughts.blogspot.com/2008/07/rating-means-nothing-pvp-for-fun.html (The linked article lists several posts from the developers that speak to what you can do with your accounts. )

Win trading is helpful. Because you can limit the damage of your new army by moving the troops around, you can level troops that level very slowly. For example, any melee troop.

There are many troops that you would love to use, but you only have a level 2, instead of a level 7. Well, just win trade yourself.

Step 5: Levels 1-20, Win Trade a high level army. (Or level quests).

Fight yourself, if you are killing high level troops, you can get level 1-10 in about 10 fights. If you don't have a high level 2nd army, fight a friend where they let you experience off them. If you don't have a friend, do quests. Low levels go by quickly.

Step 6: Level 20-27: Trial of the Gods quest.

This is a horribly annoying quest. Without Wargs and a normal 20ish army, I can beat it occasionally. With Wargs, you roll it everytime. Why do it? Because the waves are good experience, and doing this quest badly 1 time is faster then doing almost any other quest and winning.

Step 7: 27-35 Blasted Lands. Experience/Loot Farming.

This has been talked about in this blog. Blasted Lands makes solo leveling so fast, you shoot through these levels. Your Army should be 3 Warg packs, 2-3 human archer packs, and "Let Fly" spells. Start it with a heavy cav to run the stairs, or an Undead Knight, then flee him after the "Drakes are coming" step. 200k experience per run, 35 should come quickly.

Army Composition: Levels 1-35

Wargs X 3
Heavy Cav X 2
Human Archers X 3
Drakes X 2
Ice Drakes X 3
Rogue Hero X 1
Let Fly X 3

New fun Fact of this game is you don't really need to play with factional troops anymore. I personally only field Daemons when leveling Magic, and Humongous when leveling Undead.

Tuesday, June 8, 2010

Best tanking and damaging Armor

Looking over a couple days farming of items, I've been trying to figure out the new Items lottery design.

So far, these are my two favorite prefix/suffixs at this point for Plate:

For Damaging Troops, (ie glass dps cannons.):

"Martyr / of Ultimate Speed"



  • This Prefix scales up to 90% damage with a higher level item

The negatives are the following:

  • Bad DR - its glass
  • Morale - who cares
  • Light HP penalty. who cares, it's glass
  • Decent Movement bonus
  • Light ATR penatly. Not a problem if the weapon makes up for it.

For Tanking style Melee Troops:

"Raider's / of Lion's Pride"





  • This item has 3 good stats + stamina
  • I really like HP bonus on tanks. I've seen 11,000 hp tank units, and that really helps.
  • Speed is important for melee troops, more time on target.

Sunday, June 6, 2010

Quest: Mithril Mines, Melee Troop Leveling and Strategies

So since I've been back, I've been running lots of leveling quests.

One quest I did alot back in the day was Mithril Mines. Back in 2008 I did this quest differently. I would kill all the archers, then bug out all the mobs by sticking one of my units in a spot that would cause a pathing bug for all the mobs. This would get them all grouped up, then I would Fireball them down. As the fireball had a 1 minute refresh time, (unlike now, where you use it and its gone), I could rotate two sets of Fireballs to kill the mobs with no danger.

I wroteup the quest back in 2008 if you want to see even more info on it: http://sagathoughts.blogspot.com/2008/07/who-loves-mithril-mines-everyone.html




So today's post is to talk about the differences, and why this quest is still excellent for leveling.

  1. First of all this is not the experience farm the "Blasted Lands" quest is. Blasted is much better for leveling your Army from 27-35.
  2. The problem with Blasted Lands, is it doesn't do a good job of leveling all your troops to troop level 10. It is best to run with Human Archers, or any troop that kills Drake easily.
  3. If you need to level non-ranged troops, Mithril is better.
  4. Blasted Lands runs faster, Mithril has a pause in the middle between waves, so if you are loot farming, Blasted is better

Strategies for Mithril Mines:

  1. First of all, make sure you farm Blasted Lands first to get a good set of items for your troops in Mithril Mines. I personally like DR, hitpoints, movement for my melee that I level in Mithril Mines. This seems to make them survive long enough to get good experience.
  2. I like to run mostly Melee troops in Mithril. Then, I stick them in Ranged Defense formation, and don't change that the entire fight. (Ranged of course increases their defense vs ranged attackers and gives a speed bonus, but penalizes them vs melee mobs.)
  3. I hand select the target, and make all my units focus fire. Many of the mobs in Mithril have need 8000 hitpoints, so if you let your 400dps units attack them individually, it will take 20 secs to kill each unit, and you will get swamped.
  4. The kill order is Melee troops, then ranged. Because you are running around in ranged Defense, the ranged archers shooting you are not doing very good damage. Kill those melee troops, they can hurt you the most. Fire your use abilities anytime you get to a pack of melee to quickly own them.

Overall this troop experience isn't great, but you end up leveling 6 troops at once. This is useful for getting your army to 10. In my last army, I ended up with alot of certain troops at 10, and alot at 5. I would rather take longer, and have a better balanced army at the end.





Friday, June 4, 2010

Quest: Blasted Lands - drakes and loot everywhere



So since I've been back, I've had numerous people tell me that the new loot farming quest is Blasted Lands.

I've run this quest from Army level 27-30, I have to admit, this is a great TV quest. Most of the time my army fights by itself, then I loot at the end.




A couple tricks I found out:

  • Human Archers
  • Let Fly X 3
  • For starting the mission, a heavy cav unit with movement items. After it starts it, just flee the unit.
  • To start the mission, just run up the hill. Its a bad pathing nightmare.

Rewards:

  • 200,000 experience
  • around 3000 gold
  • 4-6 items, all end game.

Tuesday, June 1, 2010

Quest: Trial of the Gods - Good item farming and leveling 25-30



Trial of the Gods is the newest quest. It starts out as a way to get the new Rogue Hero Olvir Jezrek.

However, after you get the hero, the quest randomizes a map with different armies to fight, and different item loot to gain. This quest is very useful for folks leveling in what I believe is the most hard levels to finish; ie 25-30.

Overview at the "Gold" level:

  1. At Gold this quest gives about 1100 gold and 80,000 experience.
  2. The troops you fight are about level 8.
  3. I was consistently beating this at level 22+
  4. Sometimes the map spawns as all flyers, so be ready to counterspawn your drakes and ice drakes.
  5. They come in from 3 directions, so you need about 3 tanks to hold them.
  6. The CP cap allows for about 6 troops. Sometimes they spawn buildings you can grab for more CP.
  7. Don't spawn your army until you know what you are fighting. I would prespawn an archer troop, then hold the rest until I see the matchup.
  8. Normally my setup was 3 archer troops in the middle, then tanks in three directions.
  9. If it gets out of control, just try to hold on, often it would end before I got overwhelmed.

In terms of comparison with other great exp quests like Mithril Mines, its right up there in terms of rewards. The best thing is the loot is USEABLE at the level you are farming this quest, so it might now be end-game, but it will make your last ten - fifteen levels way easier


From my latest run:




Loot distribution changes everytime, but this is a sample



This is the number of troops that spawn, as you can tell its around 20ish.


Sunday, May 30, 2010

Territories and Free Super Cards:

So I was searching my blog for answers from back in the day. I forgot how to open up the territories on my new undead army. Well, it turns out I never posted the how/to on this, so here's the answers if you have the same question as a new, or returning player:

Territories:

Open at 6,13,17,20 level. You get only four total, even though your interface will show 8. (Room for future growth.)

The 17th level territory requires you finishing a certain number of quests. 20 Quests finished at the Silver level, with the color of gold. You don't have to beat them at the gold level, just the silver level.

Free Super Cards:

If you get high enough to open these up, you get a number of free cards:

- Rogue Olvir Jezrek (hero): Seriously good overpowered hero card. The 15% AR bonus is amazing for doign quests. He also has sick base stats for tanking. Wait, there's more... He grows everytime you use his ability. Grows HUGE. lol

- Ice Drake: Excellent as a Flyer tank. Just excellent for many missions. Requires 25,000 food to open.

- Armored Behemoth. Great for missions where you hit alot of Machine armies to fight. Requires 15,000 gold to open.

Wednesday, August 27, 2008

Market Price in Gold/Mats for Cards:



So Sagatraders has given the trade list.


This brings the point of WTH is Silverlode thinking when they made the market so poorly. Why not allow big gold trades for units, why limit us?


Why not build a better search engine.


Anyway, as a sample, here is the undead list. Overall its a pretty good list.

If you can get to Level 35 you can farm a TON of gold. Good way to play for free imo. Get to 35 then start collecting your army.

Monday, August 25, 2008

Getting Peasants for your Undead Army

So on my Order Army I did kill the beast.

It works really well.

Sadly on my Undead army my peasants aren't reproducting as well as I like, and I have to go steal some from the game.






Slow as a Chersus up a Hill seems to be the one that Brotherhood people use.

It's pretty lame as slow, but if you are looking for more workers, they do live here.

Sunday, August 24, 2008

What good are the new Deathbringer unit?



So looking at the deathbringer, it's hard to figure out his appeal.

Well, honestly, this is an excellent PvP unit for undead.

It's best feature is that it has the damage and range to kill 6CP units, which are very common in PvP. Eagle, Gryphons, Ravens, Treants, Elementals, etc etc, this units damage is targetted at putting the most dps on a unit with alot of hitpoints.

It has all of the stats that matter for a good 6CP killer. Speed - Range - attack speed - and a snare.

It fires two shots per attack, one followed quickly by the second. This allow microkiting.

It is fast with a very decent stamina pool, a big hitpoint pool and a 31 DR.

The only disadvantages are the low morale, and the fact that they are ranged and machines.





Here is a videa with a level 2 Deathbringer vs a level 10 Treant pack. The Treant was winning so I had to move it around so you get the idea of the damage.

Wednesday, August 13, 2008

Tournament Strategies - Rushing

I've played only about 40 tournament games so far, so I'm no expert.

However I have done 2 good games with Illian, and fought 38 other people.

Here are some tricks I would recommend keeping in mind doing tournaments.

  1. People tend to get cocky when they draw expensive troops in their army. I fought a guy that had a treant/longbow, and rushed right at my keep in the beginning with 5 troops. I kited him through the center of my side of the board and spawned a heavy cav troop that I used to pretty much wipe his army.
  2. YOU CAN'T LOSE THE OPENING BATTLE WITHOUT TAKING A SPAWN POINT. This is a big rule. If you rush the opponent you had better win the overall damage number or gain a watchtower to spawn reenforcements at. If you WIPE on your assault and you are down in terms of points, then you HAVE to assault again. You can't go defensive, the opponent can just wait for the clock to tick out.
  3. Save your big cards until the first battle has begun. Rush with commons. If you are going to push, bring your commons. You will need those big cards later. Just be afraid of AE troops.

These troops are some of the BEST to use early:

PIKEMAN - Slaughters any cav that attack your troops
HEAVY INFANTRY - Kills annoying machines
HUMAN JAVELINEERS - Kills cav
HUMAN XBOWS - Long range makes opponent have to fight you
HUMAN ARCHERS - Kills the dragons that come to AE you.

If you rush, use as big a pack as you can, you need to be able to sit on your watchtower and cap it. Target opponent that can counter cap your watchtower first. Ignore the ranged. You may want to fient to one watchtower and send a light cav to another for a cap. Sending 4 infantry to a watchtower and 1 to another is a good strategy.

Once you TAKE the watchtower set your spawn point and GARRISON all your hurt troops and bring out your factional troops. The opponent will have been trying to kill your commons, and now have to deal with fresh factionals.

Now pound him with your factionals.


Sunday, August 10, 2008

Basic Tournament Strategies

After yesterdays test, it probably good to do a short article on how to WIN tournaments based on the new system.

Here are some of the strategies I liked for discussion:

  1. 3 Offense 2 Defense: This is one of the best generic opening strategies. You send your 3 Maraders to take the opponents watchtower, and you have 2 troops on defense to stop them from taking one of yours.
  2. 5 on Defense, run the clock out. This is a strategy used against me. It's VERY defensive, and personally I find it pretty boring to play against. Basically you run the clock out after beating back the assaulting force. The best way to beat this is to split your Offense into two forces. MAKE SURE you cap one of the watchtowers. After that you should be able to reenforce.
  3. 4 on Offense, ignore your backcourt. This is a good opening strategy with a decent spell. Send 4 troops to assault their KEEP, burn the spell then disband it. When the opponent comes to take your towers use the last troop to countercap their caps. Illian used this well with using a battering ram to stop caps.

Monday, August 4, 2008

Moving your resources off to alts is a waste...




  • So one of the tricks people do when getting raided alot is to move their resources, stone/gold/lumber off to a level 1 Alt account.

  • This was something I did early, until I found out that even with 0 resources, someone was still able to make 200 resources off me through a raid.

  • Mana Mines are the only exception. The shards someone gets is directly proportional to your total.


So if you are going to war footing, and think that your high gold count is a problem, the answer is assuredly no. Save your gold, it's nice to have it available for repairs.

Sunday, August 3, 2008

Selling items to market to buy with your alts?

So I tested this today.

I figured I could move a ton of Dragon's Might items and Boar's Teeth to my new undead alt when Undead is released.

I tested with an enhanted item of stamina, nothing that I really would miss.

After selling it on my main, I looked at all 655 pages of chain armor, and it did not appear.

I waited 10 mins, and tryed again.

Thus, my conclusion from this limited testing is that this idea won't work, and most likely I will have to refarm my items :(

Saturday, August 2, 2008

Speeding up quest loading



I don't know how anyone could have missed this trick, but it's a slow news day for Saga.

If you load slowly, make sure to turn these three settings Trees, and Grass to None/Near.

This is the only thing that seems to cause the quests to load slowly. I have a strong machine, and I can load up a quest in about 10secs with this turned off.

Wednesday, July 30, 2008

Organizing your Troop List

When you get alot of troops, sometimes organizing them is hard.

There are a couple features that help.



First is Sort by Level: (See picture above.)

This allows you to see your troops in a level order. Which is helpful for figuring out what is needed to level.




Second is Sort by Name: (See picture above.)

This is useful because you can rename, (see below), you units to have them groups up in a common section. I liked to see my active troops at the TOP of my list, to make repairing them in between fights easier. So I just stuck an "A" before their name.



You can TYPE ANYTHING you want in the box for the troops name.

Sunday, July 27, 2008

Raiding is FIXED, but only the really angry will raid

So raiding is INDEED fixed. I spent the last two days testing, and defenders beware. You CAN be raided now, pretty successfully.

Here are some of the realities of the raiding:


  • Walls can be targetted. Wooden walls take about 20 secs to go through with 3 troops. If the walls are destroyed the first raid, they will have 0 hitpoints the successive raids and post no threat.
  • Defenders use their speicals! Maybe not intelligently, but this helps a ton of troops become more useful, including the massive human crossbowmen with their 120 range.
  • Denfending troops once they kill your raiders will go RECAP every node you have taken. This doesn't seem to hurt your plunder if you held the node for awhile before racap, but it is something to be aware of.
  • Defenders AGRO range has been unbugged. Before many troops wouldn't agro you until you were very close to them. Now they will almost cross the entire board to get you.
  • Raiders can start anywhere on the edge of the board. This is massive buff for raiding as I can usually take 3 nodes at the start of the fight.
  • Defenders don't spawn in places where they can't move. Often defenders would spawn in the middle of the moat.
  • If you reenforce your troops they spawn somewhere differently then where you setup your troops.
  • God favor cost is WAY up. Not only due to the doubling of the raid cost, but the fact the active defender troops tend to cause you troop loss during the raid. A full raid on a defended territory can EASILY cost 4000 god favor.


Alot of troops that sucked for defending now became awesome:

  1. White Dragons are now worth using, (See video above). I actually saw one blink over to me while attacking, and it was pretty annoying. Considering their new high armor, and low trade cost, they become nice for people defending.
  2. Human Light Cav is still awesome. Light Lancers are awesome. Sabercats, Hell Hounds, Minor Daemons, Wood tanks anything super fast, or with a speed special. At one time I had a spawn of two level 1 Light Cav, two level 1 light lancers and a ballista pounding me. Even with level 10 troops thats alot of attackers.
  3. Level 1s are actually good defenders now. Before they were so buggy that you often could ignore the defenders, or kill them in secs. Now they can swamp you and the respawn before you can wipe them all.
  4. The high god favor means people have to raid you with less CP. I was rolling mostly with 3 troops on my raids, and that makes it way tougher. That still cost 2500 GF a raid.

So don't think you are unvulnerable anymore. Anyone with time and cash can easily burn town alot of your buildings. However the days of easy money while raiding are gone. A level 20 Nation with a bunch of level 1 defenders can make even a full geared level 35 nation take pause.

I recommend EVERYONE to go wilderness if you can meet the following requirments:

  1. For each of your wilderness territories can you field at least 400 CP of level 1 common troops, and leave them there?
  2. Have you built out the 8 watchtowers in your wilderness?
  3. Have you put walls on natural borders to annoy the defenders if possible?
  4. Do you care if you have to repair buildings with god favor every now and then?
  5. Do you spend your shards if you get over 100 as quickly as possible?

If the answer is YES, then by all means, you will find the 12 extra nodes very valuable for your production. For every wilderness you get an extra gold/ore/wood node. And 16 mana shards a day.

Wednesday, July 23, 2008

Discussions on Tourneyments:

So there has been a heated discussion since Slava released the prize chart for Tourneyments.

They are giving 4 for winning 3 for 2nd place 2 for 3rd and 4th places.

My thought is that is too few prices for an 12$ entry for even a small eight person tourney.







Here is the math:

  • 8 people buy 3 boosters and 2$ in tickets = $96
  • 4+3+2+2 = 11 boosters = $33 in prizes?
  • Top winner is 4 boosters who wins $16 for his $12 entry fee.

And for those that say that you can sell the cards. Fine. Tell me how many boosters are worth MORE then $3.

To demonstrate this, I just bought 4 boosters, here is EACH of them:



Human Javelineers
$0.03
Human Light Cavalry
$0.05
Human Spearmen
$0.03
Elven Archers
$0.15
Elven Warriors
$0.90
Wood Spriggans
$0.05
Rage
$0.75
Giant Bowmen
$0.90
Human Light Lancers
$0.25

Sub-Total: $3.11



Ballista
$0.45
Human Javelineers
$0.03
Human Mercenaries
$0.04
Human Pikemen
$0.03
Elven Archers
$0.15
Elven Druids
$0.50
Elven Sabretooth Riders
$0.35
Dark Elf Bowmen
$1.75
Holy Light
$0.40

Sub-Total: $3.67




Human Javelineers
$0.03
Human Light Cavalry
$0.05
Human Swordmaidens
$0.16
Make Haste
$0.10
Elven Saboteurs
$0.15
Green Dragon
$3.50
Wood Spriggans
$0.05
Ogre Halberdiers
$0.40

Sub-Total: $4.44



Elven Saboteurs
$0.15
Wood Spriggans
$0.05
Orc Infantry
$0.04
Take No Prisoners
$0.75
Human Heavy Infantry
$0.03
Human Pikemen
$0.03
Human Spearmen
$0.03
Elven Druids
$0.50
Dwarven Mechanists
$0.25
Giant Bowmen
$0.90

Sub-Total: $2.73

TOTALS:

Pack 1 Retail Value: $3.11
Pack 2 Retail Value: $3.67
Pack 3 Retail Value: $4.44
Pack 4 Retail Value: $2.73

---------------------------
Total - $13.95 (retail value)

I spend $2.95 X 4 packs = $11.80

Assuming Sagaunits give me 85% of the card value, I can sell them to him for $11.85

5 cent profit!




Here is the rest of the discussion from the forums. I will address only on writer:
https://www.playsaga.com/forum/viewtopic.php?p=38427



  • He is making the mistake assuming that I am complaining about prizes do to my income.
    http://sagathoughts.blogspot.com/2008/07/deck-profiling-nature-ccie-part-1.html
    There is my army. Don't make that assumption. I can and HAVE bought frankly any army I want. My income isn't the issue.


  • And don't let your experience working at "the card shop" apply here. This is a game with 100 times the number of players that your card shop can draw. The model is more scaling.


  • Also MTGO don't work comparing it to Saga. In MTGO you cap at FOUR OF THE SAME CARDS per deck. Saga it maxs at 25. Much HARDER to collect armies then a 60 card Magic Deck.

I am championing for the person who ISN'T like me, and can't afford to throw hundreds of dollars at a hobby.

I will restate my position again, and if anyone want to "fan boy" how smart Silverlode is, and their ideas HAVE to be perfect on the first go, fine. I'm trying to help Silverlode not attack them.

My position is:


  1. If you give more boosters as prizes, you add supply to the market of free cards.
  2. Free cards leads to more supply at the card vendors, (http://sagaunits.com/) thus LOWERING the pricing of expensive army builder cards. Have you not noticed that Saga Units can't seem to keep certain cards in stock right now? Dark Elf Bowman? Grythons, Eagles etc.

  3. That's due to the the fact that we DON'T buy boosters right now. Most people find it hella easier to buy from Saga Units, and the supply of free boosters is going down.
    http://sagathoughts.blogspot.com/2008/07/wwwsagaunitcom-and-why-we-buy-card-from.html We need the tourneyment scene to be WILDLY successful to bring the overall cost of the game down. If the game were cheaper their would be more people playing and more cards circulating in the market.

  4. If you run the guild list into excel, there are about 3000 players of saga right now, that are in guilds. This is pretty much a 90% list of all saga players. http://www.playsaga.com/guilds.php If Saga had 200,000 players there would be 1000 times more cards circulating.

  5. I've brought over two players with me so far from other games. You know the first thing that they run into for trouble? Collecting a large enough army to play without investing $100 in the game day one.
We need the prices of cards to go down. Tourneyments are how that worked in MTGO. You could draft and get great cards and lose. You could draft for rares and popular cards, and don't even worry about winning. The players that won would try for infinite and dump great numbers of cards on the market to buy more event tickets to tourney all day long.

All I want is more boosters for prizes, to increase the card supply, and to help keep the prices low enough for new players to be able to buy a decent army.

Having Heavy Cav (a common) at $6 a full unit is not helpful for new players: http://www.sagaunits.com/index.php?main_page=product_info&cPath=1_6&products_id=122

Tuesday, July 22, 2008

$17 level 35 leveling army?

This is a recycle of a forum answer, but it's a slow day for content.

So people ask how to level 1-35 without spending alot of cash: https://www.playsaga.com/forum/viewtopic.php?t=6751

I'd do it this way: (3 X is three FULL units of the particular troop, etc)

3 X Behemoth
5 X Heavy Cav
3 X Cav Archers
3 X factional common (elven archers etc)
3 X dragons
5+ fireball cards
5+ Hold Fast cards
= 527 CP worth of troops. Plenty enough for any mission.


Profit 1-35

Why?

  • Heavy Cav plus archer units are great for leveling. Good synergys.
  • If you need a tank Behemoth is easy to level and use.
  • For Area Effect maps, the Fireball is a 1.25$ rare. Pretty easy to acquire. With a short cooldown, it is a useful cast.
  • The best spell in the game right now is Hold Fast. It makes any unit able to tank off a ton of troops.
  • You need flyers for some missions, dragons are the best flyer for cheapness. Most are easy to trade for.

This army costs about $40 or 250,000 gold and $17.


This is assuming you have no boosters.

To give a perspective, you can easily make about 50k to 100k per hour at level 35 if you are farming.

Saturday, July 12, 2008

What Items to KEEP for your armies?

So after going through alot of quests, you are bound to run into alot of exra weapons/armor in your nation bank.

You can sell everything extra, but are their anything that as a mid-level player that you need to KEEP for later??

For Defending your Territories:

If you are looking to defend your territories, you will need to be able to deal with this unit:



The reason most people use heavy cav for assault is that they are basically immune to tower and keep archer defence due to their passive DR bonus. This above is a level 6 heavy cav with midlevel gear. 42 DR puts him at over 50DR vs archers, and decent hps means he won't be in any trouble. You want troops to harass him.


Anti-Kiting gear:



If you notice above his speed is 11-12 or so. Base 10, but with 8% on two items he moves around 11-12.

You need items on your defenders to be able to chase him around. Anything that can move your speed up high enough so he can't kite you with heavy cav. Make him have to kite you around with other faster units. No reason to make it easy for him.

Also speed items allow your newly spawned defenders to close range with the attackers troops, and cause them to interrupt building captures. A light cav unit works well to interrupt caps. 20+ speed, it rushes to attack anyone nearby, breaking caps.

Thus Suggestion 1: Keep your Speed Items for your slower troop.





Second item I tend to keep is my upper level MORALE based items. As Undead is coming, they have alot of morale debuffing (so I've heard). These items may not help, but I sure don't want to cry that I dumped alot of Intimidation items if they become important.

Suggestion 2: Keep items for your frontline troops that boost morale


Next is ranged units. I personally LOVE my ranged units to break if attacked by melee. Let them run away, they might live longer.

And the Terror suffix is amazing. Massive damage.




Suggestion 3: Keep your Terror ranged weapons as breaking is less important on archers.