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Post by Veross on Mar 15, 2015 20:44:35 GMT -5
Hey Guys. Myehiari and I looked at all of your monsters and their stats to decide which people would be participating in the fights. Now, I know that not all my monsters have great runes (a lot of mine don't have any runes), but a lot of your awesome and really powerful creatures have bad runes. There were two major problems I saw with the runes. The first was the level/grade (stars). I know farming for runes sucks and takes a lot of time, energy and mana, but it is an important part of the game. Mye and I are more than willing to help with anyone's runes. If you need advice just ask for it. The second major problem I encountered was that your runes worked against the natural abilities of your monsters. For example, my Laika is an attack based character. I will never put a shield rune, guard rune combo set on him. If you need help (because sometimes the in-game discussion board will only mention a free monster give away) please, pleeeeeaaaase ask for it on this forum. I hope you continue to enjoy playing Summoner's War and will stay with BattleBots.
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bdlp
New Member
Posts: 11
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Post by bdlp on Mar 15, 2015 21:19:26 GMT -5
Well let me be the first to ask: Any improvement I can make on my runes? I just realized that I can go thru B7 giants, so I'm planning on farming this week. By next week I plan to have Arnie and/or Jean in my defenses, depending on how well my fire highs farming goes on Tuesday.
Please give me any advice you can spare!
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Post by Myehiari on Mar 15, 2015 22:26:55 GMT -5
I really like the effort which you have put into raising the Crit Dmg of your monsters. One of the questions we found while looking over your defense team was about your Bernard. The 106% Crit Dmg is quite impressive but I can't help but wonder why you didn't build his speed being that his basic attack scales on his attack speed? Granted the way in which you grouped him in your defense team so that your Orochi's leader ability would raise his attack speed by 30% probably accounts for this.
I'm also interested in what everyone's extreme liking for the witch is, particularly Megan? I don't find her to be quite a good monster outside of the arena. I also came across a curious question when reviewing the defense teams. Quite a number placed leader abilities which raised skills within the arena; however, I'm not certain if these abilities will function within the Guild Battle.
In regards to your Rina, is her rune spread so wide due to the fact that she is still being worked on? I've also notice quite a curious build where people build her defense rather than her HP. I somewhat see the potential in such a build but overall, I'd just advice a better well rounding. In regards to your questions about the death knight and the phantom thief: You're on a good route with the death knight. HP is definitely the way to go. The phantom thief is tricky. I've never had one but that passive seems like it could be very high. If I were to build him I might consider energy runes with att%. Then you could get the 45% HP boost as well as an added att boost that will double with the passive. The hope with that build would naturally be to stay above 50% so I'd definitely team him with a support.
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bdlp
New Member
Posts: 11
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Post by bdlp on Mar 16, 2015 0:52:16 GMT -5
Concerning Crit Dmg, I just happened to be getting crit dmg% (4) slot runes. I wanted to up bernie's crit rate, but that was the only Blade (4) I had. I don't know why I decided to go with the Fatal set though, probably because of a bad experience with Spectra (Fire Griffin) not doing any damage with speed runes. I'll work on a set of Swifts with a Spd (2).
When it comes to Arnold and Jean for defense, I'll probably have to put them with Neal for now, Ahman when I get him big, and hopefully someone like Chasun later for unlimited tanking.
Disregard the Rina, I kinda casted her aside. My feelings (you can prove me wrong here) are that she's nothing more than a damage sponge minus a taunt/damage to hold attention. I feel like it's easy to disregard Rina until the rest of the team is down, and with one less Monster than in arena defense it will be even easier to isolate Rina in Guild Battles.
As for Megan, her Toad Poison is pretty useful, especially against someone like Rina. Wipe the shield and block effects for a turn and just pummel her. Plus her buff is Shannon's plus it fills the attack bar. She's good for now until I get Arnie and Jean up.
Thanks for the advice, though! We have room for improvement, but every day we get closer to form!
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