Basic Gear and Gem set-up illustrations

citrine gemI have noticed a trend on Line in the last few weeks, and I feel stupid for not doing this sooner. It’s really simple: A picture says more than a thousand words. And over the past few weeks, I have seen plenty of illustrations/pictures that depict certain elements of the game, as a short guide so to speak.

And if we look at gear and gems for example, I have articles on Best gear Sets, where and how to use Gems, which gear attributes go where when…and then we have Hero Skills going in the mix as well….

And although they are good reads to get familiar with he material, it’s mostly text and not suited for quick referencing. And while chatting such as in Line, it is much easier to give a picture than explaining it word by word every time. So here below the fold I have posted some illustrations for basic gear/gem set-ups. I know other versions are also around, but hey, I like some photoshopping and I like it to be available on the site.

Feel free to download them and share them on for example Line, whenever a tournament starts again and people start asking the same questions.

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Hero Skills: When to use which?

skill morale boostHero Skills have been released for a while now, with even a new batch of offensive Skills released recently. But which skills are best in certain situations? In this article I while detail a number of situations and sketch a number of ways on which Skills are most useful in each. Some are very straightforward, others require some more thought. In the end, this will not be a long or difficult read, but could be helpful to some…

  • 1. Types of Skills
  • 2. Attacking general
    • 2.1 Attacking wall/advanced
  • 3. Defending
    • 3.1 Defending wall/advanced
  • 4. Campaign general
    • 4.1 Boss level double-tap
    • 4.2 Advanced campaign set-ups
  • 5. Mining
    • 5.1  Mining warfare
  • 6. Resource production
  • 7. Final words

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Best Sets lists and how to use them

thorin furWhile I used to post a screenshot of the top 30 offensive and defensive gear sets with the Best Sets article, I have now provided a link to a zip file which contains the two spreadsheets I use for that, containing all of the hundreds of possible gear combinations. In order to work with it or understand them, I will provide here a short explanation of what each number represents, and how you should use it to compare gear.

  • 1. First off: Division, Gems and random rolls
  • 2. The numbers explained
  • 3. Using the list effectively

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Update 12.4: New Skills/Hero lvl/buffs/troops…

Update 12.4 hit the stores a few days ago. And like most updates, it added quite some new features/additions to the game, or showcased what is to come shortly. In no particular order the updates are:

  • 3 New offensive Hero Skills: Spearhead II, Bullseye II, Close Quarters II. Their information has been added to the Hero Skills article.newskills
  • Permanent debuffs added, in addition to the perm buffs. Weapon Disarm (attack debuff) and Armor Exposure (life debuff) items function in similar fashion to BC/SW.newbuffs
  • New T4 wall troop: Stone Sheperds (elven) / Gates of Erebor (dwarf). Apparently they are set up as equivalent to Stone Giants for Wall Troops, with massive health, although first testing showed inconclusive results. At the moment, only six can be trained once. Adding to the Wall Troop article as soon as more concrete info comes out.newwalltroop
  • New Tactical Troop: Enchanters. A new troop sporting both high defense and offense stats. Although not shown anymore, lvl 120(!) is needed to train these. More info will be added to the TT article as soon as more info becomes available.new tt
  • Increased player lvl. There is good reason to think (see above) it won’t be long before the player level cap is raised from 100 to at least 120, to train the Enchanters.
  • Increased Hero lvl.  Another cap raised is Hero lvl. A glitch a few days ago enabled players to level their Heroes beyond 250. This was then revoked, but with the update it is now official: Hero levels now go up to 280!

So that’s it for now. Let me know how you feel about the new stuff, or share any information you might have 🙂

Battle Mechanics V: Conclusion

headerWelcome once more to the final part in this series for now. Warning up front: This article will not contain (much) new information, but will serve, as the title implies, as a conclusion on the previous parts I-IV, summarizing the findings, and perhaps serving as an easy reference piece. So let’s go over what we covered in the previous parts.

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Battle Mechanics IV: Diminishing Returns and how to deal with it

attackWelcome to the fourth installment in this Battle Mechanics series. In this part, we will once again take a closer look at Diminishing Returns, how it works, and how it influences our choices for gear and Gems, following the formulas we arrived at in parts I, II and III. Diminishing Returns (henceforth DR) can be a tricky subject, but once you understand how it works it is actually pretty easy to work with.

  • 1. The concept behind DR
  • 2. DR visualized
  • 3. DR and distribution of buffs and debuffs
  • 4. Should you always balance buff and debuff?
  • 5. Conclusion on choosing gear with DR in mind

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Battle Mechanics III: Why your opponent doesn’t matter

skill fierce loyaltyWelcome to part III in this Battle Mechanics series. In part I and II, we constructed the basic battle formula with buffs and debuffs, focusing specifically on gear buff and debuffs. Now it is time to chose the optimal set of gear. But before we get to that, we consider here our opponent. Many people still tell me that I have to take into account the opponent’s gear when choosing my own, in the sense that (usually), if an opponent has mostly debuffs, I should aim for buffs, and vice versa.

In part IV, we are going to (for the last time hopefully) discuss our own gear choices, taking Diminishing Returns into account, but here in part III, I will first briefly detail why you should never look at your opponent’s buffs and debuffs distribution.

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