Recent posts by Stratocumulus on Kongregate

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Topic: Rise of Mythos / Jaraax The Tormentor

Jaraax is fine to take to a Rush deck, especially as he might return to hand and strike again (unlike Assassin)

Especially in Showdowns. Not because he is that good, but because he can be played in a Military Charge/Swift Raid group without interfering with others playing Maia/Mifzuna/Alice/Lucius/Assassin already, as these are all uniques.

 
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Topic: Rise of Mythos / 【HOT EVENT】Pegasi Blessing Ⅱ

Originally posted by FIGHTER_TAMOJIT:

whats the chances to get atleast 5 kind of pega hair,till date(last time and today)I got only 3 kind {[Sky Horsehair][Leafy Horsehair][Crimson Horsehair]}.
Plz help.

I do not know. I’m only missing out on Golden Horsehair and Blazing Horsehair at this moment.

 
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Topic: Rise of Mythos / 【Event】Minor Recharge Event -【Watchman Kayne】

…lol. xD

 
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Topic: Rise of Mythos / 【Event】Rewards for Opening Packs---Fire Opal and [Celestia]

I didn’t convert my Tower Coins to rep yet so even the 50 elf/undead rep was useful to me.
I did get 20k Silver though in the third chest, which was kinda meh, but I got a ton of Angels I can put to use.

Celestia is probably pretty weak for many, but she could work well in defensive and counterrush deck constructions. But still… there are better things to do with 6k rubies. Especially as a single legendary basic skill makes short work of her (bar Smite – but Slash, True Shot and Fireball all kill her (Slash even at epic)).

 
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Topic: Rise of Mythos / Feles Swordsman; a guide

Originally posted by Avangion:
Originally posted by Stratocumulus:
Originally posted by Avangion:

Legendary Angel Guardian: 5/11, 2 count which also blocks flying. Also Howlers can be used for counter rush just as well as they can for rush. Or, if you are a warrior use a Reapting crossbow and get that doubled damage every turn and have a unit that can be used both defensives and aggressively. Feles swordsman is a lot less versatile than other options.

Howlers eat away at your own HP and as such, which is counterproductive when countering rush (it’s not like you can stop all units heading your way).

The repeating crossbowman is indeed much better choice when one is a warrior, I admit, but he cannot match the Feles Ambush hit either.

But a Ranger can make a lot more out of the first turn of an Ambusher, especially with Reveal Weakness.

The Angelic Guardian is a bad comparison, because, despite her high stats compared to her cooldown, she spreads out her damage. So often it fails to deal massive damage to a single target, unlike the Ambushers or Crossbowman. Unless one pulls it early enough to play it when there are few units on the field, that is, and it is obviously better at dealing with frail targets like Lucius Swift.

That’s certainly true, but they do offer more flexibility. Reveal Weakness isn’t a very good card, the situations in which is would give you a better result then simply using True Shot or Double Stab are very limited. Obviously if you are a Ranger Frenzy is a much better anti-rush play.

The Angelic Guardian does combo well with Doublestab I would point out and at 11 life might get in 2 attacks.

Reveal Weakness is a card based around highly tactical play. Often, it yields the same result as a True Shot (for example, hitting Darius while also hitting it with a Feles) but it can also hit for more (for example, on a Godlike Emperor Augustus hit with a Feles Swordsman backed up by a Tanwen Wildfire)

Angelic Guardian might indeed get in two attacks but the same can be said about the Feles. Or any card left ignored, for that matter ^.

 
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Topic: Rise of Mythos / Feles Swordsman; a guide

Originally posted by Avangion:

Legendary Angel Guardian: 5/11, 2 count which also blocks flying. Also Howlers can be used for counter rush just as well as they can for rush. Or, if you are a warrior use a Reapting crossbow and get that doubled damage every turn and have a unit that can be used both defensives and aggressively. Feles swordsman is a lot less versatile than other options.

Howlers eat away at your own HP and as such, which is counterproductive when countering rush (it’s not like you can stop all units heading your way).

The repeating crossbowman is indeed much better choice when one is a warrior, I admit, but he cannot match the Feles Ambush hit either.

But a Ranger can make a lot more out of the first turn of an Ambusher, especially with Reveal Weakness.

The Angelic Guardian is a bad comparison, because, despite her high stats compared to her cooldown, she spreads out her damage. So often it fails to deal massive damage to a single target, unlike the Ambushers or Crossbowman. Unless one pulls it early enough to play it when there are few units on the field, that is, and it is obviously better at dealing with frail targets like Lucius Swift.

 
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Topic: Rise of Mythos / [Guide] Hell's Realm Boss

Originally posted by blindlight36:

For rangers we found that its quite easy to use a decay-yumi strategy with multiple rarities of decay stacked up. then priests can carry both dispel and even sacred touch to keep yumi alive no matter what,, her decay pretty much takes care of all the succubi, then you can just power through the rest. so at least Ranger does have something to offer.

True, Rangers have something to offer, but mostly for those strategies that are revolving around powering through the boss. But my last post was solely about the KM strategy, and did not touch upon any other strategy.

There are also strategies revolving around Armageddon, but I did not touch upon those either as Arma is counterproductive with the KM strategy for various reasons.

I can easily see various things working well, and I am sure Rangers find their niche in other strategies to handle this boss.

 
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Topic: Rise of Mythos / [Guide] Hell's Realm Boss

The KM strategy is actually quite easy here, and way easier than the KM strategy for Heaven’s Rapture. Assuming no Sensei Callista available, a modified KM strategy can succeed at least 50% of the time on Hard and 90% of the time on Normal.

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Bring two Priests, one Warrior, and one Mage. Rangers are highly unwanted as they can’t do anything to slow the boss down or buff creatures. It would not become impossible though, just much harder.
15 cards each, there is little wriggle room as the Succubi bring you down quickly for each card you have more than that.

The mage must, unlike in KM, not bring Weaken. Poison Swamp, however, is something he can take here. Poison Swamp, Petrify and Deep Freeze, possibly alongside a single Meditation, are used to buy time. Damaging spells are used to get points, Petrify, Deep Freeze and Poison Swamp to buy time. Note that Tengu Shadow Warriors can fly over Poison Swamps.

The priests have to bring Refuge, Dispel and Sanctuary – even Sacred Touch is not overly necessary. They should know what to do with these spells from KM, but should be aware that they do not have to use Sanctuary on creatures that are hugging the boss already.

The warrior does what he has to do; buffing. 3 Heroic are necessary, Encourage not as much. Damaging skills are always good to get additional points.
They should not bring Vigilance, though.

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Another thing to consider is, you do not have to rely on Bladesouls only. Silvy Protege, as well as the Tengu Shadow Warrior, work fine. You also do not have to sanc units that already reached the opponents side, which means you can send multiple creatures over to hit at the boss. Another creature that can be taken to this boss is the Desperate Soul as this guy is almost immune to anything the boss can throw at it and as such, buy a lot of time. Sensei Callista is obviously good to bring here but not necessary. Same goes for Ryli the White Witch.

It is also worth noting that the Warrior and the Mage generally have more room to bring creatures than the Priests, as these need to bring more spells, especially as you consider that every class has to bring a few damage dealing spells. Mages have a large variety to fall back to, and even Warriors can go ahead with Fissure’s and Whirlwind Strike alongside the Slashes (because even if these skills are too weak to kill, they soften things up for the follow-up creatures, netting more points in general).

Generally, Warriors and Mages bring 10-12 Skill cards, and Priests 13-14. The remaining cards are filled with creatures from the following list (Ryli the White Witch, Sensei Callista, Sylvi Bladesoul, Sylvi Protege, Desperate Soul, Tengu Shadow Warrior, Unicorn).

If there’s a Ranger, I do not think he can replace anything else than the Mage and must be capable of fulfilling the same task – slowing the attacks down. It means a lot of damaging spells, but also that Ryli the White Witch becomes likely necessary.

 
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Topic: Rise of Mythos / Feles Swordsman; a guide

I made this guide because the Feles Swordsman is very, very underrated. It is not a great card, though, but it exists, has a niche, and it can be pulled out of nowhere and deal a ton of damage when used correctly. It won’t be as long as the one about Mynx Hammershock, as there aren’t many exceptions in the rules of using her; she’s pretty straightforward once you know what to do with her.

It is a powerful tactical card that shares Ambush with the infamous Mifzuna and Maia, but unlike her Wind Walking sisters, she is orientated towards defensive (counterrushing) playstyles. Much like Mynx Hammershock, this card is a sign you are facing a counterrush deck.
It is also a card that does not really help you winning the game like the Wind Walkers – it helps preventing your opponent winning the game instead by blocking and dealing major damage to something that would have killed you otherwise.

As we see, it does not have Sunder Armor like her bigger cousin, the Feles Assassin Master, but for most of the dangerous threats she is supposed to assist in stopping, it is not needed.

Abilities:
Ambush. 2 cooldown.

The consequences of these abilities:
Ambush doubles the damage of the first hit, so make sure it counts. It has only 2 cooldown, and it is frail with only 7 HP at Legendary rank, which makes things pretty simple; keep this card in hand and then make the first turn it is on the field count.

I specificially mentioned the legendary here – as Godlike is very hard to obtain and Rare and Epic do not pack the required punch, especially for Mages and Priests. Warriors and Rangers may – I never tried – get away with the Epic version as both have ways around the lower attack in the form of Encourage and Reveal Weakness, respectively, but even for these classes I recommend the legendary version, as the unboosted 3 attack just does not cut it against many threats even with the attack doubled by Ambush.

She often won’t kill her target either – many dangerous things can take an 8 HP hit – but usually it will be enough to allow others to finish the job easily enough. But without a crit, buff or Reveal Weakness, a full-health target is likely to remain alive, so a backup or finishing creature behind the feles is often not a bad idea.
Note that the Feles Swordsman itself can also be the finishing creature ^

Combinations with skills:
Encourage, Reveal Weakness, Swift Raid, Hermes’ Wings

Encourage increases the damage of the first hit and all following hits, and works pretty similar to how people Spikerush with Maia and Mifzuna. However, the target is different; this card “spikes” against another card instead of the opposing hero. However, chances are Encourage only has a single-turn effect considering the Feles is kind of frail and is likely to die fast.

Reveal Weakness is something that cannot really be used while Spiking, but I bet many spikers wished it was possible. Now, with a creature on the field as a target instead, it it works great, especially if the target us something that has a lot of HP. Bonus points if Reveal Weakness is combined with an Encourage/Swift Raid used on the Feles Swordsman, or used on a very bulky target that can be hit repeatedly by several creatures.

Swift Raid buffs the vital Ambush hit much like Encourage, but it is quite a waste if you have no other targets to buff as well at the very same moment.
But with some of the Awakened powerhouses coming around, it might be very well worth it if it gets to kill the Awakened Emperor Augustus bearing down at you.

Hermes’ Wings greatly increases the distance you can cover. Situational but has its uses. Note that Hermes’ Wings can be used alongside the skills above to kill something completely out of nowhere, especially if that target is something valuable like Emperor Augustus, Undead King Bael or Ferena Drake.
Note that Military Charge and Hermes’ Wings have work quite well together, but just like with Swift Raid, it’s likely a bad use of Military Charge if it only affects the Swordsman.

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That’s guide number two. Shorter than Mynx, but again we have something to talk about.
Yes, I am aware there are cards that outclass the Feles, but I prefer to talk about cards that are somewhat easy to obtain. And cards that I have used or am using at this very moment.

 
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Topic: Rise of Mythos / Judge Samael Outrage

Originally posted by mollila:

This event type is rigged, now and previous ones. No doubt about it. Event doesn’t function like is implied.

Makes you think whether Lucky Draw and boss picks are also?

Lucky Draw isn’t, at least for VIP 0.

Boss picks are a different matter as I doubt the exact odds are known.

 
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Topic: Rise of Mythos / Suggestions to improve activity

Originally posted by Aegon07:

Warrior rushing never works vs me in1v1 equalizer lol. It’s only good for 2 v2s imo

Funny, my Warrior Spikerush deck is the most reliable way in 1v1 Equalizer to nab a bunch of wins.

I’m not telling what it contains exactly though, that’s my secret :P .

 
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Topic: Rise of Mythos / New Card Ideas

I’d like to see Fharelin ingame. It fits well in defensive constructions. It’s also balanced and not overpowered, but that goes for Lazerguy’s other suggestions too. Those are nice as well, actually, but they do not appeal as much to me for some reason, probably subjective reasons.

- And one of the things I came up with myself.

Ellen the Dryad

Race: Goblin
Summoning turns: 3
Unique: yes
Type damage: Frost

Epic: 2/8
Legendary: 2/13
Godlike: 2/15

Fairy: Flying units cannot pass over. This unit cannot be targeted by single-target spells.
Frost Shock: +2 Range. Damaged creatures have half movement for 2 turns.
Hero Cure 1 (2 for Godlike): Heals the summoning hero X HP every turn.

 
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Topic: Rise of Mythos / Event Information

If they’re really lazy they could just post the link to the newsposts in a stickied news thread at the top of this forum.
Or even ingame, which is probably even easier and would reach more players.

 
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Topic: Rise of Mythos / Suggestions to improve activity

Originally posted by blindlight36:

i agree with many of those. I do not think ‘many’ if any players actually achieve 50% crit overall, in individual games with low turns on a streak yeah sure. the discussion on that was here:

They only need to achieve it on Halfblood, as all Windwalkers with Ambush are Halfbloods.

About alt farming; Yes, some suggestions would make alt farming more common, especially the absolute shortcut. However, others, like the event quests that ask for people to complete Normal Bosses (or to kill creatures in Normal Bosses), would not really promote alt farming. Especially if the quests don’t trigger (or are replaced with a different quest with lesser rewards) until a certain level.

I agree with both of your suggestions. Both would be really helpful to increase replayability.

Originally posted by Aegon07:

I disagree on the spike nerf. Cleave needing already hurt the warrior class lets keep this class playable in pvp. However i agree on normal bosses. I remember when I briefly tried to use my alt to help my guild with events as I ended up clicking the wrong server once and when the servers got merged i ended up with 2 characters on the same server. Even though that was my own alt I had to wait til I was done with 10 hard bosses before I could helpy alt level up thru normal bosses. Also Ido bosses to farm rep and get nothing for doing normal rep wise. Between the picks and the lack of repping opportunities I have no incentive to do normal bosses. Oh and I stopped playing on the alt cuz tabbing back and forth is a pain. I do have another account on our cross server that I use only to chat with ppl there cuz leveling up is just way too much work.


Spikerush is viable on Equalizer where crits do not exist, and I commonly get four wins there in 1v1 while being a Warrior.
If anything, Warriors need better skills to control the board, even for those who are VIP 0.

It would also help if Fissure, instead of dealing damage, removed HP instead (so it would negate Sanctuary). It would also make sense since it isn’t an attack like Slash or Whirlwind Strike.

 
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Topic: Rise of Mythos / The Awesome cards in 1.6

Originally posted by dias17se:

Ehh they sure are tempting for whales, i´m sure a lot will go for awaken hrahn, but they are really expensive… It´s not gonna get that crazy to a point where they will have half deck of them.

I indeed expect the game to center around a few Awakened cards, Hrafn being the most notable. Also Augustus is a threat and so is Bael, but they already are, and also still countered the same way (Petrify/Reveal Weakness). I am not overly worried about those.

I’m more worried about some of the Tarot cards, most notably the final one. Returning your entire graveyard to your deck upon death… too broken.

 
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Topic: Rise of Mythos / Suggestions to improve activity

Recently, we have been talking about keeping players in Rise of Mythos, new and old alike. This has been related to various issues in both the early game (level 20-35) and late-game (lvl 55+).

The first issue, is the gap that players between level 20 and 35 have trouble getting past, as no one is doing Normal bosses anymore on the older servers.
As such, this needs to be bridged on servers that have a lack of newer players.

There are quite a more than just a few ways to approach this, and quite a few have been already suggested over time, so I mention these first. Some of these suggestions can be stacked upon each other as they don’t interfere.

1. Normal Bosses eat no longer from daily boss picks
A common suggestion which I have seen before. As a result, everybody could do Normal bosses as much as they want, and get rewards that do not interfere with their hard boss picks which are still limited. This makes it a lot easier for experienced players to help the new player out. It is also rewarding as a player can keep doing Normal Boss after Normal Boss, having one pick to take every time it is completed. But it also allows people to keep doing boss after boss after boss without any punishment over time.

2. Players can decide to not use their picks
Another common suggestion. Players can opt to not pick and as a result, can save their picks for Hard bosses. This way, experienced players that want to help, have an easier time helping the new players. However, it does not motivate players to help newer players out which can be an issue if one is really competitive. As a side effect, it would have players who went AFK (and did not return) during the battle get no picks too, which might be for the better too, but it does punish disconnects which happen somewhat frequently.

3. Players get a few mails that contain a bunch of Silver and Crystals, while also receiving enough experience to reach level 35 immidiately.
Something I came up with, to minimize the time that people spend between level 20 and 35. It has the side effect of thsee players having much less experience with the game once they reach level 35, and an explanation needs to be written why this shortcut has been issued. The silver and crystals is to help upgrading structures and buying packs so they at least have some half-decent cards and aren’t as far behind in terms of time anymore. However, this doesn’t help them with their experience disadvantage, but it is much easier for an experienced player to take someone under his/her wing if the beginning player is level 35+ and capable of doing Hard bosses. Especially now people are around who can solo or almost solo the basic four bosses, Shimmering, Dark Forest, Windy Cliffs and Sanguine Tribe.

4. Players can do Hard Bosses even at level 20
Similar to above, but without the level gain, using the fact that plenty of players are strong enough to make up for very weak players in a boss run. People no longer have to do Normal Bosses too, circumventing the issue. It does nothing to solve it, however, bar that even less people will play Normal bosses.

5. Improve Normal Boss rewards
An entirely different way to approach the issue compared to previous two suggestions – more similar to the first in nature actually – to give players more incentive to do Normal Bosses. However, it may render Hard Bosses obsolete, so if this route is chosen the rewards have to be differentiated instead of equalized. If the rewards from the picks are still worse than those of Hard Bosses, nothing will change either, and the balance here is pretty delicate and it can easily give undesirable results. A suggestion made for the sake of completeness.

6. Event quests relying on Normal Bosses being beaten. For example, a quest that asks you to beat a Legendary Chief Ironhide and a Legendary Storm Lizard King, would invite someone to do at least one Dark Forest (Normal) run.
A suggestion that does not work that well if implemented alone, but it gives some incentive to at least do a few Normal Bosses to complete their quest, at least as long if the reward is significant enough.
This suggestion does have some synergy with other suggestions, and could have the desired effect alongside those.

The other two issues for the beginning players on older servers are both PvP related. The first of those is similar to the issue with Normal Bosses: there are so few players with a rating below 800, that these players cannot find anyone to PvP against and have to wait for ages. Setting the PvP to zero when a new season starts is a possibility, but we can get massive mismatches if this happens. However, if PvP arena quests won’t appear until a player combines his first Legendary Card, or reaches level 45, they won’t feel as inclined to start PvP’ing either.
Especially not with Equalizer existing and the old Sealed getting reïnstalled. Maybe it’s even better to specificially suggest Equalizer/old Sealed early on for the PvP quests. Another way to help fixing it is to automatically set a player’s PvP rating to 800 when he or she reaches level 35 on an older server (make sure to mention this ingame!).
Long waiting times also make a game appear more dead than it actually is, especially if it is in the early game.

The second PvP related problem for these low level players; these new players have a hard time in catching up in PvP, which also delays / prevents them in getting PvP Medals. Again, there are various ways to help dealing with it, though most aren’t satisfying for all players.

1. The old Sealed returning (alongside Equalizer and Sealed League, I would keep the latter) could be helpful at any rate, though, similar to the previous issue.

2. That is why I suggest something else; a player gets a certain number of non-unique
Legendaries, once they reach level 20. This number is the number of Seasons the server has already completed at the moment they reach this level, minus three.
These legendaries, coincidentially, also help them with their Raid Bosses if they are useful enough, allowing them to beat those with less people, or at least to be not complete deadweight when having much stronger teammates. It won’t fix the gap – only make it smaller, though. Some older players might be disapproving about such an easy way to get legendaries, but we do agree they need to catch up one way or another. More competition and fresh blood is never a bad thing!

3. Furthermore, it can be helpful to give Legendary non-uniques somewhat frequently Daily Login Events. These cards can be Epic rank on newer servers, but on older servers they can safely be Legendary without upsetting anything. Most non-uniques lack gamebreaking abilities – especially with the new Mythos cards around – and aren’t that versatile, and some are quite bad even at Legendary, but they can just help the new player out when available.

4. Or just temporary Boss quests, for example: Defeat Castle of Bones once and you get a Legendary Fencer (yes, I give an example of a bad legendary deliberately; a Templar or Werewolf Howler would be undoubtedly more useful, let alone one of the Uniques. But these good legendaries help experienced players out too, while the Fencer is only really usable before level 50, unless one had really bad luck with combining).

These ways all help in new players to catch up and have more fun within the game.

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For older players, it gets more complicated. For them, their PvE is nothing more than a grind for legendary equipment, Tower Coins and sometimes cards (like the Goblin Adonis and the War Totem which are both ridiculously rare), which can get really boring, and PvP has only a few deck archetypes at this moment.

In PvP, there are various things that could improve it.
The first is not a new suggestion and sprouted up on the forums repeatedly in the past few months, but not without reason and I agree with it. If the hero itself can no longer be struck by a Critical Hit, as this is something many rushes depend upon, rushing will be no longer as common. There will still be rushes, plenty of them – I am quite succesful with Spikerush in Equalizer where crits do not exist – but they are easier to handle and less based on luck, which I think would be healthy for the (meta)game. Elf Nimble constructions and counterrush would work more reliably and it becomes harder to rush before a power deck gathers its momentum too, but very powerful rushes still work and so does Spikerush.
Many players currently have 50+% chance to crit, which is a lot, and we should not have those crits hitting the hero directly, especially not from superbuffed Mifzuna’s that can kill players with 50 HP in one (critical) hit.

For PvE, we need new bosses, new events, and new levels. Blind suggested custom bosses once in Raidcall, which would be an amazing feature. If not in this version of RoM, we could use it in RoM 2. Custom, user-created content can keep a game playable far beyond the expected lifespan, sometimes years, and I have seen examples of it even being decades. The more versatile and easy to use the tools to make the custom content were, the longer the extended lifespan.

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Something else that might help to improve the game and keep players is to improve guilds; they need basic things like a message board, where people can put up notes that may be important (like telling they’re going on a holiday or can’t play during a Showdown, cards they have to sell in Auction House, etc).

Guilds could also use more different quests and things to do together, as the late-game in Rise of Mythos, as well as its rumoured successor, is depending a lot on them to stay alive. Guilds can help players staying together and are pretty vital.

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Another issue that I’d like to adress, is the possibility of a disconnect at really unfortunate moments. I recently disconnected just a few seconds (!) before Showdown started, which forced my team to start with 3 players while I had been in the room for over half an hour. Because of this and similar situations I can imagine occuring, I suggest that people who spent at least ten minutes in the Equalizer/Sealed or Showdown room, will not exit the room if they disconnect.
Instead, they stay in the room and as such enter the battle when it starts.
Not in auto-mode; so if these players don’t return, they still don’t play any cards and be essentially deadweight (and the result is very likely the same). But if they do return, the battle can continue as it should without too much inconvenience.

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What do you think about the issues and solutions I addressed in this post?
Which points do you agree with, and just as important, with which points do you not, and why?

 
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Topic: Rise of Mythos / Newbie Guide to Guild Showdown: Part I - Key Tips & Building a Balanced 4v4 Deck

Originally posted by blindlight36:

thanks yeah I think those are good cards to add. especially easy to find cards for new players, if you spot any lemme know

There we go:

4v4 Area-of-Effect. Ra
Tanks: Frost Giant
Forward Attackers: Darius Darkhand, ARK Assassin, Tariel the Phalanx, Loki
Midfielders: Varkus the Blight, Osiris
Gamechangers: Princess Sarya
Hero Damage: Fire Elemental, Fire Lady, Elven Thunder Mage
Anti-armor: Holy Drake, Holy Dragonkin, Trojan Hoplite, Anhur, Leo, Sunder Armor skill
Hero Defence: Mynx Hammershock, Red Riding Hood
Support: Holy Drake, Elven Witch, Leo, Beach Girl Cucullu, Nuwa

 
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Topic: Rise of Mythos / Newbie Guide to Guild Showdown: Part I - Key Tips & Building a Balanced 4v4 Deck

Great guide :) .

You’re missing a few cards here and there in the lists at the second part of the guide, though, but nothing too important. Feles Assassin Master (anti-armor) is notable though, as it is such a common card (map 5 reward) that has Sunder Armor.
Not that I blame you, this game has so many cards, that it is easy to overlook a few things especially when writing a large guide.

 
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Topic: Chronicles of Herenvale / Daily Reward Combination Thread

43215, expiring in 120 minutes. 1 Ally, book 1

 
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Topic: Rise of Mythos / Fire Opal - what to do?

Juliet and Oracle Priestess El are both amazing to enhance.

 
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Topic: Rise of Mythos / Ideas for custom 4v4 modes

For Escort Mode, Lizards would be buffed by Hrafn. Not too good of an idea, but the Dumb Troll would work. Godlike rank probably – even if Skills were not allowed they would be hell to get to the opposing side.

Spiking wouldn’t work as opposing players are probably immune to damage for the setting to work, but they still have a niche in reaching the trolls fast.
Feles Swordsman would probably be better though. Also, the Frost Elves would be hellish as they are a cold stop to the Dumb trolls.

 
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Topic: Rise of Mythos / Mynx Hammershock; a guide

Originally posted by dias17se:
Originally posted by Aegon07:

Knight lawrence is better imo

Agree, i never enjoyed this card for the hammer nerf. But some players insist it´s op and powerful.

I never said Mynx Hammershock is OP – I stated Mynx is only as good as her user (in terms of tactical skills and knowledge).

Lawrence is easier to use, however… he is much harder to screw up than Mynx.

 
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Topic: Rise of Mythos / Mynx Hammershock; a guide

I often see complaints about Mynx, or just her being wasted on the battlefield. Some players naturally use her decently, but some players despise her, and many players are seduced by her stats and then waste her on the playground. Now, since many float around since the previous round of Event packs, I believe an article/guide is on its place.

Mynx Hammershock is indeed one of the most difficult cards to use correctly. Unlike almost every other card, she easily ends up wasted, even in the hands of an experienced player and requires more than just a bit of care to use correctly, but if done so, she can be a lifesaver.
Mynx’ vulnerability to ranged units is also quite prominent at times as those can hammer (pun intended) her with impunity.

Yet, despite these flaws, at Legendary – I rarely used her at Epic as I managed to combine her succesfully quickly after I obtained her Epic variety – she is very potent.
I have no experience with the Godlike version, sadly, as there are a few of these floating around. +2 HP might mean living another hit and +2 Attack might mean it can kill that weakened creature bearing down on you while it would otherwise live with 1 HP, but I do not know how often the difference between Legendary and Godlike actually matters for the final result of a battle.

Hammer: Mynx cannot attack after moving.
Stun: 50% chance to prevent a damaged target from doing anything, moving and attacking.

The consequences of these abilities:
5/15 stats for just 2 cooldown is huge and the main draw to using her, but the Hammer ability is there to prevent her being too powerful. Some people say Hammer nerfed her too much for these stats, and in some match-ups, they do have a point, as Mynx has little offensive presence.
2 Cooldown means she’s vulnerable to Frenzy as well as Deadly Blow, which means you need to be careful when facing Rangers.

Hammer means she cannot attack while moving. It means you can’t play you carelessly. If you play her like any other card, she possibly attracts an Ambush hit or a unit played in front of her, which attacks, but with just a tile in between, which means Mynx has to move forwards and gets hit again. It means Mynx might die before she gets a single hit in, which I have seen to be happening fairly often and is one of the reasons I am writing this.
Thus, Mynx needs to be kept in hand. Kept in hand until she can hit something. It is sometimes worth it to let a creature close in just so Mynx can hit it instead of wasting her first turn out. It depends on the threat level of your opponent and what else you have in hand.
There are exceptions to this rule, and that is when your opponent threatens to Spike you or when you have too little HP to take a random hit from Mifzuna on the empty lane, and you have nothing else to place in that lane. Legendary Mynx has 15 hitpoints for just 2 cooldown, which makes her a decent ‘wall’ – ironically better than the actual walls – if it really comes to that. She can take an Ambush hit from a Legendary Mifzuna buffed with a single Encourage, as well as any spell that doesn’t crit, making clearing her away difficult without Frenzy or Deadly Blow. Another exception is when Sanctuary is involved -the fact that Mynx does not attack after moving means she can walk up to a Sanced unit without taking damage while still being capable of blocking it.

Stun is just hax. Can be very useful, but I do not recommend to depend on it, as it is a chance, and no certainty. Sometimes you may have to, but I do recommend to keep these occurances to a minimum.

As an old naval saying goes; “A captain is only as good as his crew.”
It holds certainly truth here, and Mynx needs experience to use correctly at any rate, mostly because of her Hammer ability, but I have seen even experienced players waste her.

Combinations with skills:
Vigilance, Forgetfulness (opponents).

Vigilance is a great skill to use with Mynx, as Vigilance prevents her from moving whenever she has a target in range, and as such, makes it impossible for a human opponent to abuse the fact that Mynx normally moves forwards (and thus does not attack) when she has a target in range while there is still an empty space in between.
However, Vigilance means you are a Warrior as a player (unless you use the Rune), and Mynx means you are defensively minded, even moreso if you combine it with vigilance, which does not go really well with the abilities of the Warrior-class together, at least outside of Showdowns. Mynx does not make good use of attack buffs either, making Warrior – outside of Vigilance – a rather bad class to use alongside her.
However, in Showdowns, Vigilance + Mynx is a great combination to keep in mind, especially for the weaker clans that lack the possibilities to spike but still depend on a Warrior to take that 4th slot in the team that has to adapt to a more defensive role.

Opponents – especially in Tower and Map – might play Forgetfulness. Even on Mynx. Make of that what you will. Nobody with half a brain in PvP will do it, though, but it can make certain PvE levels quite a bit easier if your Mynx suddenly proceeds to whack the opponents frail and delicate Frost Mages. Mynx Hammershock is a rare case where you would like to target your own unit with Forgetfulness.

So, I’m done now. I hope people – at least those who had problems using Mynx and understanding her purpose – understand more about Mynx and her place within the game. She is nowhere near as worthless as some think she is, but can be hard to get use out of her.

What do you guys think about Mynx? Your experiences about using this card? Do you agree – or disagree – with what I wrote in the wall of text above?

 
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Topic: Rise of Mythos / unfair for non pay to play

@KKeellee: If you cannot get Legendaries by your choice as VIP 0 you are doing things wrong.
I got quite a few legendaries because I wanted to have them. Either on AH, either by making Epics through Pink Diamonds and then combining, either by combining by buying them in the Reputation shop.

 
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Topic: Rise of Mythos / Fire Opal

GameFuse is doing it just right with the Fire Opals.

Fire Opals are very powerful tools, and I prefer that it takes time for me to get my powerhouses. We don’t need them in Tower Shop, but we don’t need them to be VIP only either. This way, GF keeps the control but even those VIP 0’s with bad luck can get a Fire Opal every now and then.