I tried recently some of R2Games other
wartune clones games. They look nice but you just
keep clicking, claim reward etc. Not really much strategy, there are
no hard choices to make. That's what I like in Wartune and Doomlord
as well: you have to make choices. Some of them are long term, and if
you make a bad decision, well... Let's see a few such choices.
Which class to choose?
My first - and very bad - decision was
to make a mage. In Wartune, classes are well balanced in PVP, but not
at all in PVE. All PVE events are a damage race, where the first, the
faster gets more reward. And to make it worse, bosses (Necropolis,
Sky trial, GD, everywhere...) go enrage after a given number of
actions of that boss, making slow (ie. deep freeze) essential. So in
PVE, an archer is about 2.5 times better than a mage or a knight.
Also they don't have to worry about 2 sets of astral, and building a
different sylph for CW. So yes, if you could change my toon into an
archer at the cost of 10k balens, I would do it instantly :)
Chaos rune or amnesia rune?
This question is especially for class
wars. Both runes take a lifetime to develop, so this is an especially
long-term decision.
About chaos in general: if it lasts for
2 rounds, it really does little in CW. You get chaosed, you do 2x
ligthning, then still kill your opponent's troop with RoF, can bleed,
heal and start sylph at max hp. If it's 3 rounds, well, then things
start getting ugly, that's too much delay. Fortunately, few people
have lvl 10 chaos rune yet.
About amnesia: the real power is when
you use it after your opponent sylphs, and he watches hopeless while
you kill him. At least, that's the plan. Under the effect of a round
2 amnesia, the attack you choose first is resolved anyway, so you
lose only one turn (and still do an auto-attack). Still worse than
being turned off for 2-3 rounds by chaos. If your opponent has a lvl
10 amnesia (which is pretty rare) then it can be a real winner. But
don't forget: in a future patch, ability to use runes in sylph form
will be added. This will decrease the value of amnesia, since it
might not turn off all sylph skills.
Soul crystal exchange to mount whip
or runestones?
After you maxed out your SC, you can
choose them to choose either into whips or runestones. In overall, I
would say runestones is a better deal. Getting a truckload of whip
which increases your atk by 1% is not such a big differences - on the
other hand, chaos/amensia your opponent for 2 or 3 round is a big
difference. There are 2 reasons why I still choose mount whips.
1.) The whip I get now, can use next
event to get more soul crystals, which I can exchange to more whips,
which when I use gives me more soul crystals... So it's value is
increasing by time. The runestones, I get them, use them, and that's
it.
1.) When you improve chaos/amnesia, you
will see real difference only when you pump them up to lvl 10. So
when I can finish lvl 10 instantly with an exchange, I will do it,
but until then, I just keep recycling sc/whip, and take advantage of
the free runestones from jewel hunt / tok chests / tank.
Enhanced deflection or regeneration?
Enchanted regeneration's cap was raised
from 5000 to 50.000, making it a more useful astral. Question is, is
it good enough now? I would definitely use it in sky trial, which you
have to re-try multiple times, and one lucky streak is enough to win.
In CW, I would still choose deflection, and it is simple math.
Deflection will be useful in any round, regardless when it triggers:
dealing 50K damage is always good. On the other hand, healing 50K is
good only if you are already seriously wounded. Especially in mage
CW, where people usually full hp at awakening, this astral is useful
only in 2 rounds, opposed to deflection.
When you have to choose between 2
astrals, always make the math. Enhanced regeneration is 50.000 hp at
10% chance, so on average, it is 5000 hp per round. Even if you are
wounded each round and the battle last as long as 10 rounds, it is no
better than a holy brilliance which gives 5K hp as well (but more
reliably).
Enhanced deflection has another big
advantage in CW: if your opponent kills you and you kill him with
deflection, you will win. If it wasn't this way, I'm not sure I would
use even deflection.
Which sylph to use?
This is a very important question. And
if you pump mahra/sepu for months into the wrong sylph, that will
take you at big disadvantage.
For archer/knight, gaia->hercules is
pretty obvious choice: atk type MATK (advantage in CW), increased atk
bonus (everything is about damage blah blah), gives bigger damage
reduction in PVE than other sylphs (since it's highest resist is 200,
while apollo and hades only 100 - and in PVE, only your highest
resist matters, element not), and very big damage skills. Also gaia
is a free sylph, and you don't have to spend balen on evolve either.
For mage, hades for cw, and a gaia for
pve content for the above reasons. But hades cost a lot of money
(still 400 USD!) so if you can't afford it, you have to go with
something cheaper (gaia, amazon, pan) and when you finally get a
hades somehow you will cry seeing all the mahra/sepu rotting in a
useless sylph...