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    Results 31 to 40 of 79

    Thread: New Badges


    1. #31
      overtaker9's Avatar
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      Re: New Badges

      Quote Originally Posted by sparkyflamefire View Post
      I don't doubt you, but just how do they expect us to defeat Fellspawn in just three turns, or do him solo? Especially with the damage limit bubble, especially since they fixed the pet bubble glitch? And especially for wizards, like me, who have to rely on random teamups for the Striker badge?
      As far as pure strategy goes, it's easy - You do it the way they intended. They always intended for ONE bubble method to work - Willcasts. If you use your cast on a bubble, and use a Willcast Hit on the same turn, he does not replace the bubble until after your hit. After all, both Willcasts and Fellspawn were introduced in the same update - It sure made sense to me when I figured it out.

      As far as relying on team-ups, that I understand. It's a struggle. I'm extremely lucky to have people I know in real life that play the game and enjoy it with me - My fiance, my brother, and one of my closest friends. We make a great team. But for people without this luxury, it really is hard to find a team that can follow a strategy, making Striker difficult, as you said. Which is unfortunate.

    2. #32
        sparkyflamefire is online now Journeyman Wizard

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      Re: New Badges

      Hadn't really thought it through that much, but even with the will cast it would take a lot of coordination to get the striker badge. Not to mention a pet with a will cast hit. But now that you've brought it up, do you suppose Daybreaker/Nightbringer might work as well? Use Daybreaker on a bubble, and then hit next turn? (Or Nightbringer on the hit, and a bubble on the next turn) You would lose one turn of set up, and the pip cost of the daybringer might affect what spell you could hit with. But with a team that coordinated in advance it might be doable.

    3. #33
      Kingurz's Avatar
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      Re: New Badges

      Quote Originally Posted by sparkyflamefire View Post
      Hadn't really thought it through that much, but even with the will cast it would take a lot of coordination to get the striker badge. Not to mention a pet with a will cast hit. But now that you've brought it up, do you suppose Daybreaker/Nightbringer might work as well? Use Daybreaker on a bubble, and then hit next turn? (Or Nightbringer on the hit, and a bubble on the next turn) You would lose one turn of set up, and the pip cost of the daybringer might affect what spell you could hit with. But with a team that coordinated in advance it might be doable.
      Yes, Nightbringer allows you to mitigate the damage cap bubble (I was under the impression that is why they created the Fellspawn mechanic.....farm Daybringer/Nightbringer spellements and then use those spells in that duel).

    4. #34
        sparkyflamefire is online now Journeyman Wizard

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      Re: New Badges

      Quote Originally Posted by Kingurz View Post
      Yes, Nightbringer allows you to mitigate the damage cap bubble (I was under the impression that is why they created the Fellspawn mechanic.....farm Daybringer/Nightbringer spellements and then use those spells in that duel).
      Thank you. I have plenty of the spellements. Been farming Viggor for other things, and he drops them too. I already have Nightbringer to level 4, reduced cost.

    5. #35
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      Re: New Badges

      Quote Originally Posted by overtaker9 View Post
      Okay! After A LOT of testing, I can confirm 4 badges with CERTAINTY.

      -Fellspawn Foe: No Wizard is defeated against The Fellspawn.
      -Fellspawn Striker: Defeat Fellspawn in 3 turns or less (Minions do not have to die in 3 turns, however. Just the boss.)
      -Fellspawn Nightmare: Entire Team remains on High HP (I believe it's 90% Health or higher, but that number might be wrong.)
      -Fellspawn Bane: Solo the Fellspawn
      @overtaker9,

      Can you confirm these because you have acquired them? And if so, post Bubble fix?

      Gotta say, Striker and Bane badges sound daunting. I can see a Death wiz or else a Myth wiz and 3 Neberyx minions scoring the Bane badge, but the only strategies I can see for other schools involves a ton of henchmen and a near unlimited supply of crowns. Not cool! As to Striker....wow. The Daybringer or Nightbringer strategy sounds promising but generating that much damage? Surely post shadow pip nerf this badge will be impossible without a few additional rounds being added.

      I haven't tried Fellspawn in a while since it was confirmed that only the wiz in first place gets the badge, but as it was mentioned here that K I has admitted that it was an error, can anyone confirm that this error was been "fixed"?

      Casp

    6. #36
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      Re: New Badges

      Quote Originally Posted by Caspeen View Post
      @overtaker9,

      Can you confirm these because you have acquired them? And if so, post Bubble fix?

      Gotta say, Striker and Bane badges sound daunting. I can see a Death wiz or else a Myth wiz and 3 Neberyx minions scoring the Bane badge, but the only strategies I can see for other schools involves a ton of henchmen and a near unlimited supply of crowns. Not cool! As to Striker....wow. The Daybringer or Nightbringer strategy sounds promising but generating that much damage? Surely post shadow pip nerf this badge will be impossible without a few additional rounds being added.

      I haven't tried Fellspawn in a while since it was confirmed that only the wiz in first place gets the badge, but as it was mentioned here that K I has admitted that it was an error, can anyone confirm that this error was been "fixed"?

      Casp
      Okay, four parts to address here. Firstly, yes, I can confirm the badges because I have obtained them. I have all 4 of the badges I listed on my ice.

      Bane was something of a hail mary - No henchmen, but Monstrology Minions, yes. Felix Photomonger was a big help. Renegade Druid, too. I went in in full immunity (Which is now possible due to the Road Warrior's Ice Set Bonus) and shields. And even with all this I truly believe I got lucky.

      As far as Striker goes, it's really not as hard as you'd think. I farm Fellspawn in 3 turns consistently. Nightbringer / Daybreaker I DO NOT believe work, despite other posts - BUT I HAVE NOT TESTED IT.

      I use the Willcast Frozen Kraken + Katabatic Wind strategy. Remember, in Fellspawn's first phase, traps (including ALL types of feints) are allowed. I essentially have my team produce 6 feints, and 3 elemental traps, in the first 3 turns. I produce two ice traps, and then I use my bubble combo. He goes down easily, and then it's a matter of minion cleanup. With my Frozen Kraken Pet (Which is FAR from perfect) I have 136 damage. It's not difficult.

      Finally, about the glitch in which only the first person in the duel gets a badge - This glitch is NOT fixed in Live Realm as of today, July 6th. I plan to test it in Test Realm later today, to see if they have it fixed there, and I will make a follow-up post about that later tonight.

    7. #37
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      Re: New Badges

      Quote Originally Posted by overtaker9 View Post
      Bane was something of a hail mary - No henchmen, but Monstrology Minions, yes. Felix Photomonger was a big help. Renegade Druid, too. I went in in full immunity (Which is now possible due to the Road Warrior's Ice Set Bonus) and shields. And even with all this I truly believe I got lucky.
      That you even HAVE a TC of Renegade Druid says a ton - wow. I've done that fight once and vowed NEVER AGAIN - to have done it enough times to collect it even WITH double animus XP AND a triple elixir - insane. But even still, unless you are myth you can only put one monstrology minion at a time, no? So you just dealt with the annoying unhelpful minions?

      Quote Originally Posted by overtaker9 View Post
      I use the Willcast Frozen Kraken + Katabatic Wind strategy. Remember, in Fellspawn's first phase, traps (including ALL types of feints) are allowed. I essentially have my team produce 6 feints, and 3 elemental traps, in the first 3 turns. I produce two ice traps, and then I use my bubble combo. He goes down easily, and then it's a matter of minion cleanup. With my Frozen Kraken Pet (Which is FAR from perfect) I have 136 damage. It's not difficult.
      Wow. Once again, I'm blown away with the creativity of many on this site. Alas, thinking outside the box isn't my forte and it's humbling to see how some solve complex problems that I would never even dream of. Best yet, I'm so very grateful for folks like you, @overtaker9, and others on the Deckathalon threads, who are willing to give the rest of us a glimpse into the solution. I wish I could thank this post more than once.

      Lastly, if you ever hired yourself out as a Fellspawn Specialist you could be a very popular wiz indeed.

      Thanks again for such detailed advice.

      Now to work on some better Mostrology TC...

      Casp

    8. #38
      overtaker9's Avatar
        overtaker9 is offline Novice Wizard

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      Re: New Badges

      Quote Originally Posted by Caspeen View Post
      That you even HAVE a TC of Renegade Druid says a ton - wow. I've done that fight once and vowed NEVER AGAIN - to have done it enough times to collect it even WITH double animus XP AND a triple elixir - insane. But even still, unless you are myth you can only put one monstrology minion at a time, no? So you just dealt with the annoying unhelpful minions?Casp
      That's another great thing - You don't have to DEAL with the Unhelpful Spawn, you use them to your advantage. Sacrifice Minion Spells work on them. I find it's finicky - Some do, some don't, I think they're just bugged out. However, Mattnetic himself confirmed on twitter that they're all intended to work. You can sacrifice the Spawn for pips or health with the right spell.

      Also, if you want some help with Renegade Druid, I can three-turn-kill him as well, with an undead extract. My team and I would be happy to help you grab a summon from him for Fellspawn's Bane.

      Finally, you're very welcome for the advice! :D Keep an eye on this thread over the next few days, I plan to test some things on Test Realm tonight and tomorrow regarding the badge bugs, and hopefully the final badge as well.

    9. #39
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      Re: New Badges

      Quote Originally Posted by overtaker9 View Post
      That's another great thing - You don't have to DEAL with the Unhelpful Spawn, you use them to your advantage. Sacrifice Minion Spells work on them.
      Now THIS is creativity at it's finest. GENIUS! At this game 10+ years and STILL struggle to figure it all out.
      Quote Originally Posted by overtaker9 View Post
      Also, if you want some help with Renegade Druid, I can three-turn-kill him as well, with an undead extract.
      Mind Blown.

      This was a 3.5 hour fight for my team - a horrible fight to start with made so much worse because one of the team gave up after an hour. Quitter!

      Casp

    10. #40
      overtaker9's Avatar
        overtaker9 is offline Novice Wizard

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      Re: New Badges

      Quote Originally Posted by Caspeen View Post
      This was a 3.5 hour fight for my team - a horrible fight to start with made so much worse because one of the team gave up after an hour. Quitter!
      Casp

      It's all about planning ahead and being ready for anything - If you know exactly what you're up against, and exactly what it will take to overcome that obstacle, it's just a matter of packing concisely surviving long enough to cast through your strategy.

      That said, in the time it took you to respond, my team and I managed to create one Grandfather Spider Summon, one Renegade Druid Summon, and one Voltergeist Summon - If you go full jade, pack shields, minion sacrifices, and HEALS, then casting these at the proper times should net you Fellspawn's Bane. Try to cast them a turn before he goes into his Moon Phase, so they have pips whilst he's vulnerable. IF you choose to go the crowns option, simply one Level 50 Life Henchman at any given time should help keep you, and your Monstrology Minion alive.

      Another fun fact - It seems that using "Battle Orders" from the Menu Chat while a henchman, or minion is activated actually influences your minions cast on the following turn. If you say "Everyone, use Life Heal on (Wizard)" via menu chat, as soon as card-selection is over, they tend to listen if they have the cards in hand, and the pips to do so on the next turn.

      The summons are your's if you want them later tonight!
      -Steven

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