Hello community! As you may have guessed from the title, I'm looking for some help on where to take this build next. I'm at around 1200 with this after maybe 30 or so games, and I'm looking for advice on upgrades and tweaks to make this team work better together. The idea right now is extra mobility for the 2 dwarves with sprint, team! and team run x 2. Auriel Level 20 Human Priest Glinting Eye Hammer Nimbus Blade Dark Chain Shirt Light Blue Shield Salazar's Sandals Shuddering Relic Shielding Token Shuddering Relic Command Focused Piety Bronwen Level 10 Dwarf Wizard Frosty Staff Frosty Staff Axander's Twisted Circlet Rod Of Winds Rod Of Winds Armorbane Pendant Forceful Robes Goat Boots Superb Stoutness Electroporter Novice Angry Level 10 Dwarf Warrior Bejeweled Shortsword Infused Greatclub Double-edged Sword Perilous Ringmail Slippery Shield Crusty Helm Goat Boots Apprentice Ferocity Savvy Attacker I use the wizard for control with frost encumber effects and of course WW/wwe for positional advantage. I could possibly use Simin's Glowing Mirror instead of Armorbane Pendant. It would give me another short perplexing ray to take care of armor instead, but the deck would cycle slower with the loss of the combustible trait, and it would force me to take a stone spikes and zap which are both damage rather than control cards. I need 2 Staff Of Winter or 1 with a Trembling Staff to replace 2 Frosty Staff. I recently removed Tempest Robes and put in Forceful Robes so I could make use of my 3rd gold token by putting in Superb Stoutness (1 gold token is still subbing for a blue token). I would like to get nimble strikes on my warrior, but I only have a Nifty Halberd with those on it, and I don't think it's worth taking 3 weak chops to get 2 NS with an able bludgeon. So for now, he uses a Double-Edged Sword for his mobility weapon. The Infused Greatclub and Bejeweled Shortsword are for dishing out lots of damage especially when he has mass frenzy, blind rage, and unholy frenzy. I was considering switching out the Perilous Ringmail for a Dependable Mail because of the unpredictability of Travelling Curse. The curse could come up at the wrong time and lose the game especially when blind rage causes him to take damage as well. I do like the trait cycling the curse provides, though, but it has yet to even hit an enemy in a game I've played. The game mostly ends before they can draw it. I have Gauntlets Of The Giant
(continued) available, but I haven't found a way to work it in with the heavy token requirements on the weapons. The priest probably needs the most work out of the three. I like Mass Frenzy but in a 1/1/1 build, but I have considered removing it since the wizard gets no benefit. What do you guys think about taking it out? What would be better? I do have another Shielding Token available, too. I could maybe work in a Burnished Plates somewhere for the frenzy aura to replace mass frenzy, but I don't think it's worth the gold token with so few attacks in her deck. With the way the Priest and Warrior are set up now, though, they both get decent boosts from mass frenzy, even though the priest only has 12 out of 31 effective attack cards. I don't know about the 3x Altruism on the Divine skill, either. I could definitely use a tokenless item here, but I am a little clueless on where to spend the token afterwards. Should I be using holy presence instead of altruism? If so, which item would you suggest for the divine skill? General questions I have are, do these decks need more or less move skills? How are the number of attack cards on the warrior and priest? Should I be using more traits on one or any of these characters? If you see any ways to improve this build, please don't hesitate to leave comments, criticisms, or suggestions.
I'd recommend actually using the nifty halberd on the dwarf, as it's tokenless and weak chops can be good for removing blocks. HOWEVER, yes, the weapons you're using are pretty good for a dwarf (apart from the one backbiting strike)... I could say though that I don't rate the infused greatclub as much, as 2 bludgeons would only serve the same purpose as weak chops do, but it's whether you feel another 6 hitter is worth the pay off. For more consistent hitting use another Bejeweled Shortsword. The rest of his gear is good as it is. On the wiz, you certainly want that Staff of Winter, cone of cold is okay but tends to get you're dwarf warrior in close quarters. Superb Stoutness is a good choice, but it doesn't get too much 'umph' being on a unit that wants nothing more but to stay away. I dislike duck myself because it's a mix bag of tricks, you really don't know what card you may, or may fail, to get, probably why most people use toughness. I do like those robes as they can be surprising useful for all sorts of things, but I think the major issue on you're wiz is a lack of trait cycling capacity. (I try to hit at least 6 traits on any character) So robe of lightness is probably an improvement. Priests are hard work to build for, the lack of attack can be stubbornly hard work. The reason why a lot of people choose to use the shuddering relic is to make up for extra attack that divine weapons don't have, and also, the trait that is certainly not detrimental to a life sucking priest. Thing in this build here is I think that you need a trade off for another gold token to use for a nicer shield (err slippery ). The armor you're using could be a bit better, but it's surprising difficult to add a reliable mail to priests, so it's by no means a bad choice at all. Just a general building point for priests as well, don't completely obsess about Nimbus because it's easy to counter, even if the counter is just by passing a turn away to remove it. You should think of it like a Lifesaver block, but with the downside that your opponent knows it's there.
1/1/1 is probably the hardest build to balance out to be effective overall. I'll recommend some things and you can try them or not, but I'll be sharing from my experience and not conjecture. Do: -3 dwarves - perilous mail - balance of mass frenzy and nimbus - nimble strikes > all. This means take nifty. - perfect toughness on wiz. No discussion. - war - racial should be the ferocity with war cry on it. - priest - 2 whiteglows, 2 shuddering, 1 shielding token. Take a 1 blue token toughness/2 blind rage or same token I recommended for dwarf war. -wiz staff of winter, robes of lightness, 2 runestones, 1 rod of winds, something with short p rays (Axander/Arcades), gold boots (greengard). I did this all from memory, without access to my account, but it's what I use this map rotation give or take a few things.
If you are on later today we can play some casuals and I can show you my 1/1/1 and look at yours. *also wizard does get benefit from mass frenzy; it can cycle a debuff off. ** for warriors, mobility is king. Bejeweled, nifty + loch or if no loch the infused is decent but an encumbered warrior is generally kind of useless unless you have strong wiz play or team moves
Agree totally, but if say you lack the loch, would you instead consider a rageblood dagger to a bejeweled?
Ok, I took the advice as well as I could given my current items. I'm notably missing the staves of winter, whiteglow flails, and lochaber axe. Bronwen Level 10 Dwarf Wizard Frosty StaffRed Jon's StaffAxander's Twisted CircletRod Of WindsRunestoneRunestoneRobe Of LightnessGreenguard BootsPerfect ToughnessElectroporter Novice Angry Level 11 Dwarf Warrior Bejeweled ShortswordInfused GreatclubNifty HalberdPerilous RingmailSlippery ShieldCrusty HelmBlack Iron BootsAdvanced FerocitySavvy Attacker Kari Level 10 Dwarf Priest Glinting Eye HammerNimbus BladeDark Chain ShirtParrying BucklerSalazar's SandalsShuddering RelicShielding TokenShuddering RelicRaging RockNovice Ablution War- I don't know if it would be better to use a Double-Edged Sword or the Infused Greatclub. I feel like if I remove the club, then I will lack enough hard-hitting attacks but will be able to be more mobile and get more stabs in, possibly avoiding some range: 1 attacks that way. I'm not sure what blue token boots to use if I do go that route. I added a quick run via the Black Iron Boots . I am going to test it with the club and see how it goes before switching if I think he gets kited around too much. I can't wait to quick run+ obliterating bludgeon someone! He now has 7 traits. Wiz- Well, I don't have a Trembling Staff, and I was hesitant to remove some of the encumber spells because of how bad my tokenless staves are. Hopefully the Winds of War / Walls of Fire will make up for it. It was either Staff Of The Inferno or Red Jon's Staff. Those are the only 2 that made sense for control to me since the inferno has 2 traits and Red Jon's has 3 stone spikes which could let me say, "you can't stand there" occasionally. I didn't think 2 Firestorms fit with this group. What do you think? She has 8 traits now. Is 1 WW and 2 WWE going to be enough? Priest- Ugh, my priest weapons need help. At least I have 2x Mass Frenzy and 4x Nimbus. For the shield, it was either 3x Parry or Defender's Block, Lifesaving Block, Jarring Block. I figured most teams have some melee, parry triggers 5/6ths of the time, and I draw another card which complements the trait cycling plan. She has 6 traits now. Do you still think I should have a Dwarf Priest even though I don't have any step attacks on her? Unless it's team run or energizing move, she's going to be moving around 2 squares at a time. I considered a Mail Of Succor with a tokenless shield, but I really like the reliable mail, hardy mail, drain attack rather than dynamic armor and 2x help the weak. I am lacking healing and movement on her though, so Succor could be better.
I wouldn't replace a bejeweled with a rageblood, I'd personally replace a loch with a rageblood if I didn't have it.
Its actually a tough question. Whiteglow gives you the movement, martry, boosted heal, and nimbus you need to be effective. I'd find a second weapon that can fill the void you will lose. The first thing to consider will have to be your mobility; do you have enough team runs to even run a priest with this type of itemization if you don't use a 2nd whiteglow? If you have enough team runs, wows, wwe/ww, team sprint etc to support your priest, you can run with a nimbus blade or glinting eye hammer. OR if you play a bunch of trolling firestorm teams you may not need the move if you can counter it through nimbuses. Its a very hard build to theorycraft, but the key is a balance of nimbus, mf, enough heals to survive scrub fs/teams, and an ability to do good damage on the priest.
I have noticed with my lack of step attacks that blind rage tends to be more of a liability than a help except to cycle cards. I am thinking the double immovable skill would be good on the war. I just wish it didn't have hit the deck on it. If I had the nimble strikes then it wouldn't be a problem like you guys are saying. Until I get more step attacks going, I am going to try out immovable x2, hit the deck x1 (cringe).
Here's my updated build with some more changes taken from the advice of Pilgrim Bailey and others who have offered good suggestions. I'm trying out the Dwarven Cry on the priest and warrior. I am also trying a new priest weapon, Spear Of St. Qaith mostly because it has 1 step attack on it and I'm hurting for mobility. I listed my options for epic or legendary priest weapons in this thread --> http://forums.cardhunter.com/threads/help-with-my-2war-1priest-deck.5325/ The priest now has a rushing aura from the Rhood's Boots, and this group is up to 3 Team runs. I only have 2 terrible heals, a Soothing Darkness, and a Minor Heal on the priest, though. I switched Novice Ablution for Novice Piety. Other than having the cones of cold, I am liking this setup for the wizard so far. I'll find Staff Of Winter some day. Priest traits= 5, Warrior traits= 7, Wizard traits=6 Bronwen Bright-Staff Level 11 Dwarf Wizard Frosty StaffRed Jon's StaffAxander's Twisted CircletRod Of WindsRod Of WindsFarzil's Perplexing HornRobe Of LightnessSalazar's SandalsSolid Rock (Rather than taking the toughness, toughness, Rusty Armor item because I hate Rusty Armor and she needs traits.)Electroporter Novice Angry McAngerson Level 19 Dwarf Warrior Bejeweled ShortswordBejeweled ShortswordNifty HalberdPerilous RingmailRusty BucklerCrusty HelmSticky SlippersAdvanced FerocitySavvy Attacker Brina Bronze-Hammer Level 19 Dwarf Priest Nimbus BladeSpear Of St. QaithDark Chain ShirtSlippery ShieldRhood's BootsShielding TokenShuddering RelicShuddering RelicAdvanced FerocityNovice Piety Edit: I just found a Greyworm Mace so that will be substituted for the Spear Of St. Qaith on the priest now. She finally has 2 Nimble Strikes, woo! Edit 2: Ok, this is weird, but I just found ANOTHER Greyworm Mace. I want to use them both for 4 nimble strikes, but I'm afraid losing the 2x nimbus from Nimbus Blade may be a bad idea.. should I run 2 shielding tokens, a shuddering relic, and savage plates? I'm not sure how to equip my priest now.
Update: I have been farming every campaign map except the level 16s and getting the 6 multiplayer wins chests every day since I last posted. I was lucky enough to find a Rageblood Dagger, Vibrant Plate, Trembling Staff and my 3rd and 4th Rod Of Winds. I'm pretty happy with the warrior and wizard, but it feels wrong to only have 1 Mass Frenzy on the priest. This is due to using 2 Greyworm Mace and needing 2 divine item slots for 4 Impenetrable Nimbus. Until I get a pair of Whiteglow Flail, I think this is the best setup for me right now. I'm open to suggestions for changing this. Here's the new build: Bronwen Bright-Staff Level 18 Dwarf Wizard Frosty StaffTrembling StaffFarzil's Perplexing HornRod Of WindsRod Of WindsRod Of WindsRobe Of LightnessGreenguard BootsPerfect ToughnessElectroporter Novice1 x Chilling Rime2 x Toughness1 x Hard To Pin Down1 x Rusty Armor1 x Mighty Spark1 x Spark Generator1 x Spark Inductor1 x Dimensional Traveller1 x Cold Snap6 x Whirlwind Enemies1 x Perplexing Ray1 x Combustible2 x Cone Of Cold1 x Squeamish3 x Whirlwind2 x Hover1 x Cloth Armor2 x Flame Jet2 x Short Perplexing Ray1 x Teleport Self2 x Vulnerable2 x Frost Jolt Angry McAngerson Level 19 Dwarf Warrior Bejeweled ShortswordRageblood DaggerNifty HalberdVibrant PlateSlippery ShieldCrusty HelmSalazar's SandalsRaging BattlerSavvy Attacker1 x Able Bludgeon2 x Nimble Strike5 x Vicious Thrust1 x Raging Strike1 x Obvious Maneuver1 x Energizing Move3 x Weak Chop1 x Rusty Armor2 x Team Run3 x Powerful Hack1 x Powerful Bludgeon3 x Blind Rage3 x Hard To Pin Down1 x Impaler1 x Shimmering Aura2 x Reliable Mail1 x Dancing Cut1 x Hardy Mail1 x Slicer2 x Dynamic Armor Brina Bronze-Hammer Level 19 Dwarf Priest Greyworm MaceGreyworm MaceDark Chain ShirtCzint's BucklerRhood's BootsShielding TokenShuddering RelicMedallion Of St. VigusAdvanced FerocityNovice Piety1 x Healing Blessing1 x War Cry4 x Nimble Strike2 x Able Bash1 x Wounded Block1 x Rushing Aura1 x Minor Heal1 x Icy Block4 x Mind Worm1 x Team Run1 x Reliable Mail1 x Dwarven Battle Cry1 x Hardy Mail2 x Touch Of Death1 x Consuming Touch2 x Altruism4 x Impenetrable Nimbus1 x Enervating Touch1 x Blind Rage1 x Weak Parry1 x Sapping Touch1 x Wild Run1 x Vulnerable1 x Mass Frenzy
I am not pro but went easily to 1400+ with the same team as you play (aka one dwarf of each class). I have never played an impenetrable nimbus in MP, hence my question: why do you need 4 of them? Imo it's more a card for a team of elves (who can't really tank unlike the dwarves) and your priest would be more usefull if you just forget about those.
I think part of the reason that I like to have 4 Nimbus in the deck is that it relies more on mobility than anything. Not just making sure I can position myself effectively, but making sure that my opponent cannot. A lot of the games I win are because of standing on victory points rather than killing the opposing characters. If I get a favorable WWE, then of course I will target the isolated character if I can, but I don't run huge attacks like Obliterating Bludgeon and can't really keep up in a damage race. I try instead to hold victory points and keep the board positions in my favor to divide and conquer my opponent. The nimbus is a great way to get another star a lot of the time. Sometimes, the positions are very bad, and I win a game just barely because the opponent can't kill a character standing on a victory point with nimbus attached. When using 6 whirlwind enemies and 3 whirlwinds, randomness does have some effect. If I didn't have the nimbus when 2 warriors landed right next to my wizard, for example, I'd be leaving more to chance than I care to. Maybe some of these other more experienced players can better answer your question of why the nimbus is important. I'm never unhappy to see it when I draw it, though, and I value it higher than Mass Frenzy since it can benefit all of my characters, wizard included, more than the MF would in most cases.
This bring me one more question then: Why not running any Immovable if one of your goal is to stand on the VP with Impenetrable Nimbus? In the same idea I would like to point out that nothing forbids your opponant to play WWs too and your priest would need a line of sight if he wants to cast the nimbus on your wizard. Mass Frenzy doesn't need that line of sight, affects two characters (if your mage doesn't have any melee attacks) and lasts two turns instead of one. Impenetrable Nimbus is really good in SP against a dumb computer who will waste all his attacks against the invicible target. However in MP, to me, it just buys one turn for one character at the cost of one card. It just delays the problem. I am still a noob trying to figure things out, hence my questions. What's your ranking now? (curiosity)
I won't mention my current rating here, but my in-game name is AngryUSAMan too. Here's more notes about this build: I had been using Sticky Slippers on my warrior for 2x Immovable, 1x Wild Run but decided that the Energizing Move and Team Run that Salazar's Sandals provides offers me more mobility. This is useful when bouncing back from ww/wwe. It is possible for my opponent to have more ww/wwe cards than I do, but it is less than likely that he will have both more of those and more moves than I do. Often, if my opponent uses a ww/wwe, I can respond with one of my own if necessary. Certainly, Immovable would add traits, making the deck more consistent as far as drawing attack cards rather than moves. There are merits to having it, but then having the extra move cards instead also gives me the ability to use Whirlwind more effectively. Immovable will allow my opponent to more effectively predict the results of his WW/WWE. He knows that the character with Immovable will stay in that square, allowing him to remove the other 2 characters in order to isolate and kill the Immovable one. I'm not crazy about the Rusty Armor that comes with Salazar's, but I haven't tested the build enough since I added the Vibrant Plate and Rageblood Dagger either. It is possible that I will decide to use Sticky Slippers again on the warrior if he has too many extra moves. If I had cards like Dash, Team! or a team with 2 warriors for the extra Savvy Attacker, then dropping Salazar's wouldn't be as bad. I could use the Salazar's on my wizard instead, but that would remove 1x Hard To Pin Down, 1x Teleport Self, and 1x Squeamish, all of which I find very useful. I would then have a blue token subbing for a gold which means less optimized equipment. I don't like the idea of dropping from 3 to 2 Team Run, so dropping Salazar's entirely isn't really an option for me. I could consider using the Immovable Dwarf skills, but then I would be dropping a Dwarven Battle Cry, a War Cry, and a Blind Rage from the priest, or 2x blind rage, 1x Reliable Mail from the warrior. I consider 2x Toughness to be a must for the wizard since she has less ways to avoid damage than the other characters along with the lowest hit points. I had thought about the 1x Toughness, 1x Immovable, 1x Parry racial for her instead, but then I don't like them knowing where my wiz will be after a ww/wwe either. More on Impenetrable Nimbus: It's true that it does require line of sight unless the priest casts it on herself. If I get it on turn 1, which happens often with 4, I can nimbus the warrior and get him in range of one of their characters. He can often block the path to my own characters or the victory squares while threatening their characters (even if I'm bluffing with no attacks in his hand) at no risk to himself during that turn (purge or debuff cycling excluded). Doing this controls my enemy's movement, causing him to use his moves defensively rather than using them to rush the victory square(s). My warrior may have multiple attacks in hand that he will use to damage them and then before the end of the turn, I can WWE or WW, giving me an advantage in HP totals and almost always board position. I try to get the damage in while I'm invulnerable, then control the board position such that they are not able to return the damage to me. With step attacks this is not hard to do, and at least I have multiple Blind Rage to compensate. The mass frenzy is less useful to my priest since she only has around 11 attacks out of an effective 32 cards (barely more than 1/3 attack cards which do damage). As my characters die (and this is especially true if the warrior dies), the Mass Frenzy becomes less useful and the nimbus more so. If they aren't going to be using their attack cards on my invulnerable character, that will often force them to discard something, so the nimbus can get you card advantage in that way. Also, since I have almost zero healing, I use Nimbus to make up for that, choosing to prevent damage rather than healing it. Occasionally, I use it on a turn 1 Blind Rage which would otherwise deal 6 damage or on a stack of burns on my Combustible wizard then trait cycle them off next turn. I use it when a character has no moves left and they put lava under her feet. In short, the nimbus is useful to stall for that 1 extra star you need and to avoid damage while dishing it out. It prevents you from losing the game instantly in the case where your opponent only needs to kill 1 character to win. At least that character then has a chance to draw some blocks or toughness in the next turn.