MP Builds

Discussion in 'Feedback and Suggestions' started by Lance, May 26, 2013.

  1. Lance

    Lance Goblin Champion

    For those who don't know, earlier in the beta a sandbox feature was used which provided limitless pizza to players. This lead to a lot of discovery and changes in the game. That being said, at this point many abusable aspects of the game have been removed, and testing a more natural growth and development of gameplay feels necessary.

    I disagree that there is any "expectation" for players to pay for items. You are to some extent provided that option; but by no means required or even advised to take it.
     
  2. penda

    penda Mushroom Warrior

    I share the same sentiments as Oberon. There are builds I would love to try and test but I just don't have the cards. It also doesn't sit well knowing that even if I did try to get the cards, all that "work" will go to waste when the reset comes.

    Testing balance will always be an ongoing process, so I don't see it as a big issue to find all of them now. Very Strong/OP builds will continually be discovered and have to be rebalanced.
     
  3. Jon

    Jon Blue Manchu Staff Member

    I do agree that limitless pizza would help test this stuff. As Lance said though, we did actually go through that stage - this game has been in test for almost two years now...

    Perhaps we should have let more people in earlier. Or perhaps we shouldn't have started selling pizza yet.

    It's a tricky balancing act for us though - we sort of need to start bringing some income in now or we're going to run out of money to continue developing the game and fixing bugs.

    I definitely don't "expect" you all to spend lots of pizza to find broken builds right now. However, as they do crop up, we'll be doing our best to adjust and balance to keep the game as fun as possible.
     
  4. Oberon

    Oberon Hydra


    That's a more than fair answer. I definitely think you have an excellent game here, and I'd hate for you not be able to finish it. Sorry for hijacking the thread.
     
  5. MikeF

    MikeF Kobold

    Oberon's build may not be so "combo" in the Dungeon arena, but in general it seems very powerful. Unfortunately (or perhaps fortunately), arenas where characters are significantly separated are in lack (one of six) to balance the game against the prevalence of two-priests-one-mage/warrior decks. Not only cards matter in the game, arenas may balance a lot of gameplay too. Contemporary set of arenas urge to finish matches in one or two very long to almost indefinite turnes with two priests rather than a series of brief turns.

    My "Fire in the frige" little deck.

    Elena Level 8 Human Priest
    1 x Slowed
    1 x Bless
    4 x Weak Chop
    1 x Purge
    2 x Minor Heal
    1 x Team Run
    2 x Leadership

    Nazapp Level 1 Elf Wizard
    5 x Hot Spot
    1 x Force Bolt
    2 x Cold Snap
    6 x Frost Jolt
    1 x Walk
    1 x Quick Step

    Tineva Level 1 Elf Wizard
    4 x Hot Spot
    2 x Cold Snap
    3 x Frost Jolt
    1 x Walk

    The idea is that two elves encumber foes and cast burning lava under their feet. In addition they like to pry into the hands of the opponents (Elvish Insight). They don't like to be caught in the corner, therefore they are elves. And they don't like other mages, thus they have a set of Counterspells and Illusion Walls, a Wall of Stone.
    Elena is a dark priest, likes to cast some devil's unholy magic on the girls to boost them slightly. But firstly she puts on them Marty's blessings. Her Leadership helps the team greatly.
    I've got lucky to get a lot of snow magic. Lava is always in plenty.
     
  6. Forduc

    Forduc Orc Soldier

    Here's my current party. Very much focused on boosting the warrior, although priests can bite if enemy gets close.

    Gromdeb
    Level 1 Dwarf Warrior

    Finnaxejon
    Level 1 Human Priest

    Thagzak
    Level 1 Dwarf Priest

    Still very much work in progress, priests don't have their power tokens optimally used, as I currently lack appropriate items. However I've gotter 10-15 wins and only 1 defeat so far, mostly around 1000 points. Mass Frenzy seems very powerfull indeed. Bungled Heal is quite interesting, especially in mostly single target focused party like mine. And it can be blocked :)
     
  7. Forduc

    Forduc Orc Soldier

    Hmm, after 10 or so games at progressively more drunken state, I can say that there's few decks that fare very well against me. Grug and Chiatta both beat me handily twice. Iome had more problems and lost twice after initial victory.

    I could say I didn't do any critical mistaces, but it would probably be false as I'm drunk. Chiatta had similar deck, and should have adapted my tactics much more than I did. Grug had lot's of encumber and I didn't draw right cards and play well enough :(
     
  8. Lance

    Lance Goblin Champion

    Here is my latest work, it is a party who utilize only common and uncommon items.


    Alric
    Level 1 Human Wizard

    2 x Hot Spot
    1 x Charge
    2 x Cold Snap
    2 x Squeamish
    2 x Frost Jolt
    2 x Little Zap

    This build focuses on a wide variety of manipulation tactics. Firstly, there are a few different cold attacks which provide encumber and hinder your opponents mobility. There are Improved Telekinesis as well as Muscle Through for keeping keeping your enemies at arms length while also providing the opportunity to push them into dangerous terrain provided by the several lava cards in this deck. A few Mighty Spark give an added bonus to this wizards arsenal. As is a signature of any of my wizards Electroporter Novice is featured for it's beneficial cycling at no talent cost. There are an assortment of other multifunctional cards suck as Thick Hide Armor, Reflexive Teleport, and Inspirational Thinking which help to round out this build.​

    The little Misses
    Level 1 Elf Wizard

    1 x Charge
    2 x Hot Spot
    1 x Brain Burn
    1 x Hover
    1 x Walk
    2 x Bash

    As the name implies this is perhaps the most frustrating opponent to face. This build focuses most of it's talents towards an impressive 8 Reflexive Teleport. Now, while this is a luck intensive build, the shear volume of Reflexive Teleport compensate nicely. This is a taunting based defense where you step into and simply kite away from danger. This build is a supplemental one which does not deal much damage. Used primarily for their cycling merits cards like Spin Around, Elvish Insight, and others have secondary effects allowing you to face an opponent or determine what cards enemies hold. There are a number of other random cards like Whirlwind Enemies, as well as a few controlling Slide Back cards rounding out this build.​

    Root
    Level 1 Dwarf Priest

    2 x Immovable
    1 x Toughness
    2 x Purge
    1 x Parry
    1 x Shuffle
    1 x Heal

    The two most devastating attachment types for your opponent are Halt and Stun. This deck contains the most Halt you can currently achieve in a deck! So, enemies within 4 range can say goodbye to their move cards for the round! With Stabs and Bashes in toe you can play keep-away. There is an equal quantity of utility cards which provide an array of blocking and healing cards. A pair of Purge and Holy Presence help to deal with any pesky attachments. To round it all out are a pair of Immovable help stop this Dwarf from getting pushed around. As they say, "slow and steady wins the race."​
     
  9. Gnug315

    Gnug315 Mushroom Warrior

    Must be nice to have access to all these cards ;)
     
  10. skip_intro

    skip_intro Ogre

    Dedication and obsession are thinly divided. :D
     
  11. Lance

    Lance Goblin Champion

    Indeed, but I fought long and hard for such a collection.
    It's been said I have an "obsessive personality."
     
  12. Oberon

    Oberon Hydra

    This has been my MP party lately. It's a straight forward focus where each character is a capable killer. Lots of encumber, via 4 chillwood staffs (probably my favorite staff in the game currently). I use cards like short perplexing ray to strip the opponents hands. Plus a bit of winds of war and telekinesis to mess up my opponents. The warrior is an efficient stabber, more than capable of a one turn kill, though I keep playing around with his non-weapon items a bit.



    Pongo
    Level 7 Human Warrior

    Quillicus
    Level 1 Human Wizard

    Random
    Level 11 Human Wizard
     
  13. Platouf

    Platouf Mushroom Warrior

    Hello,

    this is my actual party named brainles : hit stronger as you are dumb !


    Varnrinn
    Level 4 Dwarf Warrior

    Guzang
    Level 19 Dwarf Warrior

    Zhufaz
    Level 1 Dwarf Warrior

    Friendly,
    Platouf
     
  14. Gnug315

    Gnug315 Mushroom Warrior

    The all-warrior build obviously gains hugely by effectively nullifying all anti-wizard cards - counterspell, missile block, resistant hide, cleansing effects etc. Metagame ftw.
     
  15. Lance

    Lance Goblin Champion

    Using exclusive items obtained through the use of $100 worth of pizza on chests, this is the party I was able to build. This is an experiment using a test account and not my regular account. I built this party as evidence that this game is not P2W. While spending pizza on chest can increase your collection of loot, or even help it will not guarantee you any wins.

    Edit: Each build is explained in a bit of depth. Additionally, despite this build being cobbled together by a hodge podge of items from a limited selection it works out quite well.

    Warrior01
    Level 2 Human Warrior

    2 x Dodge
    3 x Walk
    1 x Chop
    3 x Blind Rage
    1 x Slicer
    1 x Weak Chop

    This is a mid ranged warrior. While this lessens the shear damage the warrior is able to deal it increases the likely-hood that the warrior will be able to actually deal damage. The piercing focus of this build helps against the more armored enemies. Additionally, with Shredding Strike you can further void the oppositions armor. There are a few pairs of great movement cards like Escaping Run and Dodge. Escaping Run will if played in proximity to an ememy allow you to draw a replacement card. This can be helpful when trying to flank your opponent. Similarly,Dodge can be used to avoid damage as well as to out maneuver your opponent. It's all about fineness, foot work and well placed attacks.
    With a bit of blind rage and a few buff from the Priest this warrior can deal consistently high damage. There is a noticeable lack of blocks which allows for a noticeable increase in attacks.

    Kolo
    Level 2 Human Wizard

    8 x Fireball
    2 x Force Bolt
    1 x Big Zap
    2 x Hot Spot
    1 x Zap
    2 x Fire Spray
    1 x Brain Burn
    1 x Little Zap
    1 x Vulnerable
    1 x Run, Team!

    This is your standard Fireball wizard. Armed with eight of them, two Firestarter, and three Arcane Aura the wizard makes full use of every attack. There are of course the control and terrain cards that work best in conjunction. Then there are also a few wildcards like Path Of Knives, and Short Perplexing Ray which help to further the pains caused by the control and terrain cards. Finally like the other party member the wizard has a Run, Team!


    Holly
    Level 1 Human Priest

    2 x Bludgeon
    1 x Quick Step
    4 x Team Heal
    1 x Walk
    1 x Weak Block
    1 x Light Heal

     
  16. Oberon

    Oberon Hydra

    I've been testing changes to my warrior to better handle encumber. My old build dedicated 7 power tokens to weapons and martial skills, so understandably had other weaknesses.

    In my new build I simply reduced removed one of my weapons for a no token weapon. This freed up tokens for better boots and armor, and due to using arrogant armor I swapped out my martial skill. The difference has been very noticeable. He's had Freeze cast on him and still had plenty of movement, where as before that would have stopped him cold.

    It still needs work, I'll probably alter the weapons a bit since I'm not focusing on Impaler as much as I used to, but I quite enjoy the mobility.


    Pongo
    Level 7 Human Warrior
     
  17. Platouf

    Platouf Mushroom Warrior

    Hello,

    I want to share my actual party, My warrior hit the enemy, my wizard hit opponent character to lower their life and the priest help with utility card.

    Varnrinn
    Level 42 Dwarf Warrior

    2 x Impaler
    1 x Hardy Mail
    1 x Immovable
    4 x Blind Rage
    1 x Scuttle


    Barazok
    Level 18 Dwarf Wizard

    1 x Duck
    2 x Hover
    5 x Fireball
    1 x Brain Burn
    1 x Walk
    2 x Acid Blast
    5 x Hot Spot
    2 x Fire Spray


    Thagibryn
    Level 18 Dwarf Priest

    2 x Toughness
    3 x Purge
    2 x Weak Chop
    2 x Bad Luck
    1 x Quick Step


    Friendly,
    Platouf.
     
  18. Lance

    Lance Goblin Champion

    As a result of some of the heat that I've received as a result of using encumber, I've devised a party which doesn't use any!

    Edit: I will as time permits explain each build, as usual. :D

    Silver Samurai
    Level 1 Human Warrior

    Smoker
    Level 1 Human Wizard

    Tineva
    Level 1 Elf Wizard
     
  19. Lance

    Lance Goblin Champion

    I built this party in order to test the viability of Firestrom in MP. It's a great party as long as I have any luck. I have around a 50% chance to draw leadership opening hand. The objective of this deck is to win by killing and VP locations don't matter. Using the draw from the priest and the leaderships the deck is designed to cycle through until both wizards draw their Resistant Hide. Additionally, the Impenetrable Nimbus will preform the same job for the Priest or a Wizard who has not managed to draw their Resistant Hide. Once that objective has been meet the Wizards are now able to rain down fire without requiring line of sight. In addition a healthy supply of Volcano grant your opponent no safe place to hide.

    Edit: I will as time permits explain each build, as usual. :D But for now I am to busy playing to go into details.

    Kolo
    Level 15 Human Wizard

    4 x Firestorm
    4 x Squeamish
    2 x Fireball
    2 x Leadership
    2 x Volcano
    1 x Slowed


    Alric
    Level 1 Human Wizard

    3 x Firestorm
    2 x Smoke Bomb
    2 x Leadership
    2 x Fire Spray
    1 x Team Run
    1 x Acid Blast
    2 x Fireball
    2 x Volcano
    1 x Slowed


    Coraline
    Level 1 Human Priest

    1 x Walk
    1 x Barge
    1 x Minor Heal
    1 x Bless
    2 x Weak Chop
    1 x Jump Back
    2 x Leadership
    2 x Altruism
    1 x Holy Armor
    1 x Slowed

     
  20. Here is my broken combo build: It works by having the two priests constantly cycling cards with inspiration/demonic feedback/unholy power. Then use leadership after card draws are exhausted. There is enough card draw to draw the entire deck, so just apply impenetrable nimbus on both priests, unholy wellspring on the mage and go to town with firestorm/fireballs. The biggest danger is not drawing a single leadership, which is highly unlikely with all the carddraw/cycling. The other danger is running out of time. Note that the deck could be a lot more consistent if I had more 2nd circle demon charms or amulets of inspiration.

    Coraline
    Level 6 Human Priest

    2 x Bash
    1 x Walk
    1 x Parry
    1 x Slowed
    1 x Minor Heal
    1 x Block
    2 x Altruism
    1 x Bad Luck
    2 x Leadership
    1 x Chop
    1 x Mail


    Grimdis
    Level 6 Human Wizard

    1 x Slowed
    1 x Charge
    1 x Smoke Bomb
    5 x Firestorm
    3 x Kindler
    2 x Leadership
    1 x Hot Spot
    4 x Fireball
    2 x Frost Jolt
    1 x Brain Burn
    1 x Little Zap


    Baba
    Level 1 Human Priest

    1 x Minor Heal
    1 x Icy Block
    2 x Altruism
    1 x Bludgeon
    1 x Slowed
    2 x Weak Chop
    1 x Charge
    2 x Leadership
    1 x Mail

     

Share This Page