#adventures
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Well, that depends. Usually the most important thing is not to fail the boss, because boss chest is the best one, and also a boss kill counts towards the long-term quests. But if you are fairly sure you can clear one extra camp on your path without compromising the boss safety, and you're not sure if your guild mate just walks off the track, then by all means, do it ๐
yeah that is true but sometime some guy fails and 1 will do boss and 2nd guy can get extra points
we do like that usually if some fails
For example there is a detour possible in level 9 for either side, costing 2 moves to get one more camp, allowing up to 740/700 points. But it will result in a situation where (if no defeats happened) there are only two attacks against the boss. That's why most strategies prefer to save the actions where possible and have more attacks against the boss, leaving the remaining actions as a reserve for some defeats that may happen.
my mate failed 1 attack in adv 11 so I captured 1 extra and my mate killed boss like this
but in adv 10 I guess mistake leads to 3 chest only
Good thing #18 doesn't buff the boss, I guess. And good thing you went for Hericus#1 rather than Solfors. Though I think it makes more sense for the bottom path to clear 18 than some other random camp.
yeah 18 buff but I did another I don't worry about that I just want 4 chests
if 18 would have buff the boss then I had cleared 18 instead of 10
That depends ... but in the usual strategies it does. I made a strategy that allows one defeat on any of the three paths, but there are 3 camps with an eye buff aiming at them. In level 13 version, the buffs are +300% damage (x2) and +500% healing.
yeah you are right
I am starting adv 13 after ToP event
You still took the riskier path, considering it's 2 AP lost on either detour and you were taking #14 while it was still buffed. Moreover, detour through #18 also allows clearing #19 before going back on your path.
There are also some different level 11 strategies that have different path for first player than a rectangular one. I made one of these myself, though I'm not the only one.
ohh no worry I can easily win buff in adv 11 . buffed boss is riskier
adv 12 buffed is hard
ohh can you send me path that doesn't have rectangular path? Thanks!!
Yeah ... for example this one for a bit of self-promo ๐ https://hero-wars.fandom.com/wiki/Adventures/11
I also made Spiral, and on this website there is a different one (though it requires yellow to beat a buffed squad). https://oaslo.com/en
ok not bad that mid guy will too have extra moves and if green fails 1 or 2 then blue can get nice I like this one
Thank you so much!!
The strategy on Oaslo website is also quite good. It may have all the downsides of my strategy and one more on top, but it actually takes 1 more camp in general, aiming for 680 points. If the center player loses one fight, nothing changes for the sides.
It only leaves #7 and #24 alive.
yeah I saw mid will have 2 xtra moves
I usually do mid rectangular path and go to sleep next morning my guildmate had finished other when I wake up and then boom just claim and raid and do same every evening
also if someone invite me then I will join like shown upper to correct
Well, mid with 2 extra moves is the fairly usual, Hericus #1 or DeuxBits (basically a mirror form of Hericus strategy). Though the 2 extra moves require one side to sacrifice their 2 moves, and it leaves only room for 1 defeat.
The second map on Oaslo would allow 2 defeats if yellow also takes #7 and ends the path on #40 ... that would mean yellow and blue have room for no error at all. Getting 2 defeats in general is not good.
ohh ok
yes that mid I used to take too but I can clear easily for me no worry
I kinda like my InsideTheBox for level 11, it allows some extra safety. Though if orange fails two, blue needs to be a strong player that can overkill it, because in that case blue actually has to fight a buffed up enemy.
But I don't play this strategy much, as it's very interactive, requiring the players to be online at the same time.
yes exactly I will follow route which you gave me in adv 13 that will be good for us
because if mid got 2 mistake then we are gone so also adv 13 is hard so your guide will help a lot
The "old" level 11 strategies that everyone knows are not interactive at all, meaning that first player just does the center rectangle and the other two deal with the sides in any order. We usually go for it for the convenience.
yes true
in this same lvl too mid can go alone but others need to know about path
now I have to tell my guildmate about that path
And I also made some non-interactive level 12 strategies, because I didn't like Solfors much. On the picture, there is the advanced one, which allows 2nd player to kill the boss. https://hero-wars.fandom.com/wiki/Adventures/12
Anyway, thanks for the chat, g2g ๐
ok Welcome!
I think you should draw with a straight path between each position, you're trying to follow the drawn path very precisely but it's not useful and confusing actually. Also I'd prefer a mark for each stop (like a small circle ?), actually a number would even be better in my view, but if not at least disambiguate as explicitely as possible where the stops are.
I kinda followed the approach of most people in level 11. I'm not planning to redraw this anytime soon.
Then again, I didn't fill in the numbers of the steps / the squads.
500k team for adventure 12?
12 is more about ability to deal with 90% dmg reduction buff than just power number
and other players joining - with 2 strong enough it is possible to leave 6 or 7 easy targets for weakest one...
with proper setup and path selection it is possibl to clear it with a team below 450k... but if you do it wrong 600k may be not enough
Yeah, I think I first tried when I was a bit above 400k and I did somewhat OK. Though, creating Spiral strategy sure helped ๐
I think it is quite normal, corrupted Orion throws longer volleys. Dorian can help if your heroes can deal sufficient damage to heal back up. Other than that, hard to tell what to recommend here. Perhaps for the previous players not to steal magic defense buff from you as you might need it against the boss.
I often do one shot with issac jhu martha arache rufus
I think Arachne is not very useful against bosses. They have 80% (or maybe more?) control effect duration reduction. However, the rest of the team seems good, including Rufus who doesn't speed it up, but adds a lot of survivability.
I usually just use a similar team as Tafy, but with a lot more power, so I can kill even 13-11 with ease.
One raw idea from a chat in #๐ฌgeneral message
Looks like an interesting fun path, though it doesn't really have much added value.
14 steps for red, 12 steps for yellow and 10 steps for blue. But it's very interactive.
Maybe for having fun with friends, cool. For a daily driver strategy, bad idea.
I have got 0 in three years. Now I have the first pets at absolute star and still no grand prize. Maybe I will get one if they all have 6*...
I got one in 3 years and a half. But I have all pets all-star anyway ๐
wow when did u get that
nice I got albus in 2025 and that's it
hopefully you get something in 2026
Luck plays some role in this game for sure ... but I like how adventures require some skill.
Well at least they used to - level 12 is easy to do with a weird mixed team and level 13 is probably also doable with that more often than not ... Anyway, a good strategy is still useful, and that's why ... most people use Solfors ๐ฌ ๐คช
First time trying to kill the boss in 13/9 with the tank buff +300% and corrupted galahad just destroyed my whole team. My plan was that Aurora dodge would protect my team from his attacks, but I just got massive damage even when I had 4 Aurora dodge bonus cumulated. Checking I see 90k pure damage for each hit of his swords (at starts, it gets worse when he has several ult active, go to 117k then 143k), given how many there is, he's just destroying my whole team with the pure damage, nothing else.
What's the solution ? Against Corvus with 250% health I use Orion with Dorian, but here the size of the damage was stunting and incapaciting my heros, so unsure Dorian will solve it.
my solution for boss in 13/9 is jhu with few boosters:
Are mojo and satori there for more than decoration ?
what matters in this team is jhu, baby mojo for some bonus magic dmg, baby dorian to give jhu some hp buffer in case of stun
I see, I was forgetting Mojo's damage bonus. And jhu's is inside Dorian's aura from start on that configuration ?
thea is just for her speed boost on low hp but can be relaced with any baby hero behind dorian
satori - can be replaced with any baby hero in front of jhu - his role is just to take 1-2 hits and give jhu a bit of time to charge some energy
The speed boost is still active after she's dead ?
also satori and thea are used for postioning jhu and dorian so jhu is in vampiric aura
yes - same as dorian's aura and mojo's dmg buff
all heroes other than jhu have to die on first galahd ult.. so they won't provide additional healing to him later on
other way to deal with this boss is manual play and some hero with stun on ult - so you can break galahad's ult before it deals dmg
Because Jhu stays close to zero health most of the time, so doesn't give much healing ?
with dorian jhu stays almost full hp all time
but jhu alone is not enough for galahad to keep healing
I know that can be done with Yasmine, but I'm worried if her ult isn't active faster than the one of galahad, it's game over as she won't survive even a single ult, at least in my case
Excellent result of the suggestion ! I used Dante as front as I calculated he would get killed easily from the pure damage, and his dodge bonus would help jhu get some energy at start. As planned the other heros got killed quickly as they're not so strong
I'm surprised Mojo is registering so much damage, the damage bonus to other heros is counted for him ?
it is not exactly bonus to other heroes... his skill simply deals some dmg periodically based on dmg dealt by other heroes in this time
The best answer to a corrupted Galahad is always Yasmine. If you don't have her, he will regenerate a lot more. Also, when she backstabs him, he sometimes throws his swords in the wrong direction, saving your team from taking a lot of damage.
Was there any bonus to marksman energy gain, though? ๐
Is there a weaker variant of adventure 13, maybe 13-9? Or do they all have more or less the same team power for enemies (650k-ish teams of red+2 heroes)?
Okay, after reading up a bit here it seems that 13-12 isn't too bad for starters - due to some leeway in the number of moves for each path.
All of them have the same power
I would say 12 is the easiest. 9 and 11 are at the same level, but a fail in 11 means that you won't get a third chest, a fail in 9 probably means that you can't kill the boss. But you can compensate some mistakes in 11. That's why I say 12, 11, 9, 10
10 is hard, you need three experienced players because you can't lose a single time because you can't compensate it
Great, that sums it up pretty good. Thank you!
I think 13-12 is not easiest as in what teams you get to face. Left side is mostly fine, but teams with +250% health on the right are quite tough. Teams 25 and 29 are especially difficult, with +250% health and +100% damage buffs. But the good thing about 13-12 is that you can afford quite a few defeats without losing chance on 4 chests (and thus, raid).
it is easiest one exactly because of 8 or 9 spare mves
and with proper path managing you can avoid worst node - can skip 1 and still get 4 chests
Well, my point is - if you don't have a player that is quite a beast for the middle, it's not an easy adventure to have.
middle doesn't have to be the hardest route
True, the 18-19-20 is not as scary as 25 and 29, and someone may take these without taking the middle ... but then it probably needs to be 2 different players dealing with these superbuffed defender squads.
For example Scar is an interesting strategy that allows a fairly weak center.
Question would be; would you rather have extra moves and face a tougher node, or less (extra) moves but easier nodes ๐คทโโ๏ธ
I think most people would take the extra moves (which is why 13-12 is generally considered the easiest)
Yeah, right. Another question is, how safe it is to at least kill the boss if some things don't go as planned. I think all maps other than level 9 have fairly good safety of boss chest when players give up the 4th chest.
Either way, for 13-12 to be very forgiving on one of the paths, the other paths still need to do a good job.
13-12 boss is easiest of all bosses in 13 map..
Either way, it is a bit simplistic to just say one map is easiest without saying anything extra. For me, 13-12 is also the one I prefer, as being able to get 4 chests after several defeats is a great thing, and strong players can just blitz it without putting too much thought into it unless they already got two surprising defeats.
it is possible to kill 13-12 boss with 700-800k team while under 300% dmg buff
and you can't do it with any other boss in adv 13
you could probably do it to ginger or orion with the right team
maybe galahad if you relied on a really strong jhu-solo
My summary for level 13 maps would be:
- level 12 map has the nastiest buffs, but good error margins allow for some 2-hits or even detours
- level 11 map tends to run well most of the time, but Orion is tough if you don't have a good team with Isaac
- level 10 map has low error margin to get 4 chests, but after picking up defeats, 3 chests are fairly safe
- level 9 map with its long separate paths has by far the highest chance of a 2-chest finish
not enough moves for galahad - 300% dmg = boosted heals and jhu won't have nough time to outdps it
he won't heal if jhu doesn't heal much
don't do jhu-dorian, just jhu-thea
but if jhu won't heal he will die... remember galahad stuns
Or maybe in 13-9 you can forgive yourself the sins of your past and you can unbench the Yasmine ๐
I just use jhu-thea, anyways (and my jhu is small so he gets stunned regardless)
would probably need manual tho
with a 300% damage buff the pure damage off those swords would be crazy
so need to paralyze and keep him reversed
I once faced a Galahad that was still buffed up by one of the eyes. I only had one attack, coming from the middle path. Facing 95 % damage resistance, I still took him down to 15 % health using a Yasmine team. Maybe Galahad doesn't heal much when Jhu doesn't have much health to speak of, but he doesn't heal at all when he has full stacks of Yasmine's toxin.
If player on bottom path had Yasmine, it could potentially be a 4-chest finish back then.
yas is a menace against bosses
but it requires quite good manual abilities...
13-9 has hardest boss, 13-10 is worst because of no error margin
Well, Yasmine needs manual approach for good PvP, but against bosses, unless you somehow have it calculated when Galahad uses his skills, it may be better to just run auto.
you can react in time to cancel the ult
Perhaps that takes fairly good reaction times? I don't know, I usually just saw her land on the right and Galahad throwing swords in the wrong direction ๐
yeah, I also usually have a pretty good connection, not much lag
The fight runs locally anyway, any in-game lag is mostly to be blamed on browser overload, full RAM or weak computer.
yeah, all the people that try to play HW on their phones ๐ฌ
I think the boss is not the biggest problem of 13-9 anyway. The upper path is also quite tough. A few times I saw the player on upper path get destroyed and fail to fully clear their path. And then, nobody can help. The total error margin looks good, with a total of 6 boss attacks if everyone succeeds. But if one path goes wrong, you end up with 2 chests.
Whereas in level 13-10, you can try my path (or Ayourk's) to add some error margin, and when your adventuring party gets defeated for the second time, you just aim straight to debuff and kill the boss, earning 3 chests with relative ease.
I definitely find the boss the hardest part of 13-9. I know you're pretty knowledgeable about adv routes, but you can always try something like the picture below to give the top path more room for error
Yeah, DeiSolios did a pretty good job there, I think it's safer than Solfors for 13-9.
Anyway, I think level 12 map is by far the most interesting map for creating strategies.
Which makes it kinda sad that so many people settled for the regular Solfors.
which one is the solfors route for 12?
It also explains why some people prefer sticking to level 11 when they could've been doing level 12 or even 13 for years - "but in level 12, there is so much waiting". Yeah, there is ... but only because Solfors being just terrible there.
This is Solfors ... well, the 12-Regular, they added two strategies that look a lot like mine, a few months ago.
12 can be done perfectly with no any waiting...
You can see that in Solfors 12 (explained on the variant with blue detour)
- orange needs to wait for both sides to do their first step (or come 3rd)
- green and blue need to wait for orange to do most of their path
- orange then needs to wait for blue to do the upper buff
And that is the mainstream strategy ๐คข
You enter a new guild and you must fight the habit of everyone to run Solfors.
upper buff doesn't matter much - boss is so easy it can be killed even with it active without much problem
if it makes you feel any better I have never run that particular route combination
Do you also know the path where second player can go straight to kill the boss?
This is Duo Spiral, variant for left side to start it.
Solfors recently added two new maps, Blue first is basically the mirror form of this.
we do something like that quie often, but usually have middle kill that left supporting tower that green is meant to kill on that route
And I have no idea if any of these strategies existed before I added them to Fandom ๐
That has one major disadvantage: Middle player only has room for 1 defeat. Sure, blue can come to help if needed, especially when green doesn't skip that one camp on upper left.
yeah, always a bit of a risk ig
this is most common way i'm doing 13-12... or mirrored version if first player takes right route
then left and right can continue their paths...
But I call that one as Spiral Tenris-style, because player of this name went for it once, to avoid waiting. He was quite fearless, and most of the time it worked for him, but he didn't always have good hero setups, sometimes he got a stray defeat and when orange fails to kill the boss, it complicates things a lot. I thought, "yeah, that's great, to make it a duo strategy ... now, how to make it safer". And after that, I plotted the Duo Spiral strategy.
So, basically an evolution of Solfors where second player is not patient enough to play that stupid waiting game.
what does Duo Spiral look like?
This one I posted a while ago is the left-first variant. #adventures message
ah, I thought there would be 2 spirals involved ๐ฆ
And then there is the right-first option. This one seems a bit less popular to me though, and perhaps less feasible due to the tougher buffs on the right side that can result in a defeat or two.
another common "|no waiting" pattern (or mirrored version) - this one leaves 8 targets only for weakest team:
That could look beautiful for sure, but there isn't enough room for that on the map ๐ Anyway ... the "duo" means that it's Spiral strategy variant that only requires two players to kill the boss.
Yeah, I did something slightly similar on left side when playing with people used to Solfors. I usually didn't take the upper buff though, I just cleared that extra bit, allowing the 2nd player to save 4 moves and perhaps use them elsewhere.
and this one - with strong enough middle player, leaves only 6 targets to weakest one:
Nice, but also it has no margin for error for either of the two players.
This is my favorite map to teach to guild mates when I lead them to level up from 11.
But as for the fewest actions needed for blue, I have this strategy I made mostly as a joke, almost two years ago:
The theme of the strategy is, two players joined some guy who started Solfors, went offline and you don't expect them to show up before the weekend is over.
for this variant i use such one when 2 first players select their paths:
Yeah, that is the more difficult one. I called it "A Rose Garden", because it looks more like a flower, not just like a spiral.
Well, more difficult for orange, easier for the sides, obviously.
Anyway, I made that one in MSPaint before I took it a bit more seriously in GIMP ๐
this is why 12 is easiest one - so much space for corrections and adaptations
I would still not say it's easiest - it just handles defeats with a lot more grace.
You still need to beat some very nasty buffs on the blue side, so perhaps this one is the safest for a greenhorn on blue ๐
As the nasty teams are in the part that orange clears in your strategy. Though, I would perhaps recommend making it slightly easier for orange, and ask blue to take their first step to save 2 AP. After all, orange needs to kill the boss.
(Or, if green fails anything, orange can still take the upper buff camp with their little margin.)
it is just adjusting paths to teams available
sticking to "one and only" paths is just stupid on this map
Absolutely. Though, strategies are very useful for some convenience. When some paths are the default for most players, it is easier for them to just do a good job even on a busy day.
In adventure 12 right path ("blue") can go first most of the time even when using the solfors.com mainstream variant. The buff on #29 is 'just' increased energy gain, and often you can barge right through. The other two players would still have to wait for each other.
If center is strong enough and confident they can take out the boss with fewer attacks, orange can use the "detour via left" that Kokoth outlined: 08-11-17-24-14-20-18-12-15-28-20-19-18-Boss(x2).
All right, you can choose to try beat that energy gain increase. I think it's one of the worse buffs to fight, though 95 % damage resistance is clearly worse, still. But I'd rather face +500% healing or +300% damage.
You can of course smash through when you're very powerful and you're doing just a level 12. But try do it in level 13 where the camps also have +250% health and +100% damage and I doubt it will be enjoyable even with a 1.2M team.
Valid point. I was talking about 12 there, not 13-12.
Yeah. In the end, you can get Solfors to work a little better, with no waiting.
But why start from a strategy that is actually quite suboptimal from several points of view, when you can actually switch to something far better, where the side paths aren't too much different and hard to learn ...
Though, to be honest, my own Spiral strategy originated from Solfors. It is just modified a little more heavily.
Modified as in: side paths skip their buff and #25 / #29, they take a step back, one of them takes detour to #14 / #15, and the middle path is redrawn from scratch. Yeah ... a bit heavier changes than usual.
@void nova do you happen to have a screenshot of the flipped version of your duo-spiral? (right-side goes first and then left side has the easy route)
Well, I don't have a screenshot, but it's second strategy on https://hero-wars.fandom.com/wiki/Adventures/12
There are both variants for the following strategies: (regular) Spiral, Duo Spiral, OnePunchMan and Kokoth.
I mean ... it would technically not be a screenshot if I copied it from there ๐
But the game map itself is a screenshot, originally glued from way too many pictures, but I managed to get a clean one, glued just from two screenshots and cross-faded.
Solfors used to have a cleaner image than Fandom, well ... no more ๐
<@&729965095974731787>
Anyway, I guess I appreciate the gift links aggregation that Solfors offers us. The adventure maps though ... I think the idea of having one recommended strategy per map could be legitimate for easier compatibility of multiple adventurers. It's just that the strategy by Wanknspank has been the main strategy for level 12 for years there, even though it's been bested.
And the level 11 map is also suboptimal if the goal is a 4-chest finish.
Teams like this one are among the reasons why level 13-9 is difficult. Sure, someone heavy on pure damage can deal with this, but there is 100% resistance to physical and magic damage runs into Isaac, making it difficult for medium-power magic teams. I made it past, but I'm pretty sure Squad 38 stopped plenty of less experienced or less powerful adventurers today.
Moreover, the last two steps are better dealt with using physical heroes, so the upper path requires a lot more versatility than the other two paths.
Maybe Orion with Mara and Peppy will help your Aurora to be fast
I skipped Aurora not to call in for physical heroes to punish me, and went for a more stealthy Arachne-Gus, as there was a big energy buff for control heroes and Arachne can also provide magic penetration without taunting Isaac too much.
I don't recall if Gus was already dealing pure damage before Arachne used her skill, but even my little fledgling was able to purify them with a big storm.
Albus is your friend ๐ And he is a must-have for Asgard anyway
Now I have many heroes to choose from. But 2 or 3 years back, I used to just do all my Adventures with this team. Sure, it doesn't have the best synergy. But it has enough damage of each type that you can confortably cross any static buff
isaac (as long as there is no hp buff) can be surprisingly easy to take down by mage teams, aurora-peppy (big aurora small peppy) could probably kill that faster than isaac can get enough ults off to make a difference
Yeah, the mixed damage teams work like 95% of the time, though sometimes one of the damage types can cause a problem (e.g. respawning Rufus, retaliating Isaac and more). I've seen a guy clear bottom path in 13-10 using a mixed team. I wouldn't personally risk it, but people are different ๐
Agreed. But these teams are those that can surprise guys who are able to win an adventure on a good day, but then lose on a bad one. By the way, there was some buff of support and control heroes. But no +250% health static buff, or something crazy.
control can be broken in adventures, because they often lack counters
Yeah, I used Arachne. Enemy team never has any pets, so if there is no Seb, control can run unimpeded ๐
They still killed the 180k Qing Mao in the front, but she was probably a wrong pick for that level. Perhaps I should improve my Asta for situations like this, not like I was close to getting defeated, but sometimes he could come handy.
ok Adv 13 with 10 map I don't like even today still
I just do the other 3 maps, and only raid on days when it's the 10 map
I don't avoid it myself. But I have some difficulties finding sane teammates for that. Because I mostly get joined by people who have no idea it's actually difficult almost to the point of impossibility and ... somehow it worked last time, anyway ๐
Only 13/12 has the +250% health if I'm not mistaken. Corvus with it is really painful, my solution here is a damage dealer that's inside Dorian's aura.
Today's adventure 13 : Map 11 with Markmans AP +100% and Mage attack +100%
I think you're right. At least the left path can avoid it (in both my strategies). The right path cannot, and I think it's the main reason I struggled a lot before I had 800k power, and still struggled with some teams a bit afterwards. Then I took the let side onde and realized it is so much easier ...
node 32 in 13-11 has an hp boost (but no other fixed buffs with it)
Wow. Forgot about that one. I probably never ran into a tough team there, but I see that Corvus can actually be there.
Indeed I only did 13-11 a few time and not that path so I didn't realise, but you're showing today's configuration. It's still easier than with the +100% damage bonus.
What's really painful today is that there's a very significant risk Cleaver will remove the damage dealer from dorian's orb ! I hope my dorian will be killed before it happens ๐
Yes without the +100% damage bonus that 13-12 has, Corvus with +250% health is much more manageable. I'm fortunate that Cleaver pulled dorian to the front, meaning the orb was on Aurora after that, and it was almost as good as on Orion.
gus is such a menace that the damage boost isn't even an issue, what can be more painful is if I have to fight a hp-boosted isaac, because he is immune to magic damage
corvus + aidan have armor-artifacts, which makes physical damage tricky, hp-boosted isaac absorbs magic damage, and it's hard to get pure damage in large enough ticks
ofc, that would be a "worse case" sort of team, and even then you can often take advantage of daily buffs (like control boosts) to deal with teams that might otherwise be an issue
Doesn't gus convert magic damage to pure damage when there's enough magic penetration ? It doesn't happen frequently enough ?
he has to hit the other team for it to work
if they are fully immune to his magic attack it doesn't work
so you can use him against anti-magic nodes in adv 12, but not in adv 13
I've read an idea of attacking isaac with aurora + sebastian, because sebastian will cancel the silence, and the dodge from aurora will avoid most physical damage and load energy, which helps to dodge the next attack and to ult seb again quickly to continue to cancel the silence.
I see but isaac is a nuissance mostly on anti-physical node, if he's on an anti-magic node most of the time I'll just use dante tank and no magic heros and handle him easily.
he's an issue on health nodes, not anti-magic (that would be redundant, lol)
In some other games perhaps resistance going over 100 % would make him heal ๐ I wonder, when he's 100% resistant by his MP-300 Capacitor, does he even get stacks of superconductivity? I suppose he just blocks it entirely like some other cases of 100% resistances do.
While Seb may be useful there, Khorus as team pet is even more so, considering that Sebastian's grey skill has a limited stack of lingering anti-debuff for the team, and hitting Isaac with magic can deplete that rather fast.
he still charges up
Today's adventure 13 : Map 10 with Control Energy +100% and Support attack +100%
I don't believe many people will try it except for those find adventure 13 usually too easy and not enough of a challenge !
If you do it smart, you can just raid on days when it's the Adv 10 map ๐
Unless you're unlucky and it's level 10 for 3 days straight ... but that shouln't happen often ๐
For me, 13-10 is not a big deal, though some freak cases like a buffed chimp can still ruin it.
The main problem tends to be to find some teammates who are sane enough to play it safe, but crazy enough to join.
Control Energy +100% tends to make failure much easier, and a majority of control hero are also support, so get the +100% bonus on attack too.
I like the control energy boost days, you can take down teams you might otherwise have had issues with
Wow. I had no idea that Judge runs triple class. Anyway, I don't think it's majority, just perhaps the largest minority.
yeah, judge is almost always buffed in adventures because of that (if not double-buffed)
@rocky blade There are:
- tank + control: Cleaver, Chabba, Luther
- warrior + control: Arachne, K'arkh
- mage + control: Lian, Phobos, Lars, Lilith, Polaris, Judge (also support)
- marksman + control: Darkstar (surprisingly not Lara!)
- support + control: Isaac, Andvari, Fafnir, Jorgen, Judge (also mage)
- healer + control: Thea
Looks like mages one-up supports, still. And even if tie-breaker was needed, Judge is primarily a mage.
Yeah I was wrong. I realise now my primary team is mage based, so when a mage bonus also enhances mage+control, I don't care, whilst support+control is more annoying for me.
I can even extract something good out of control buffs. My Arachne is big and my Mara, too. My Khorus is also maxed (at least on the left side), so he can block most status effects, though not all debuffs. The enemy teams don't have pets, so unless they have Seb, they don't cancel Arachne's stuns, which last very long. So if she has lower cooldowns, higher energy gain (or both), I can just pick her up and see how enemies don't do much at all.
Though lately I've been mostly going for teams that just delete the enemies within 20 seconds ...
Does anyone have an idea how the buffs apply together?
E.g. today I see these buffs appply in 13-10:
- Mage swiftness: -50 % skill cooldown
- Control swiftness: -50 % skill cooldown
So, let's say we have a mage-control (there are six of these). Does it apply:
- with no stacking (50 % reduction to both)?
- stacking additively as something more like "spell speed", resulting in +200 % (reduction to 33 %)?
- stacking multiplicatively (works the same regardless), resulting in cooldowns reduced to 25 %?
- stacking additively as actual reduction, resulting in reduction to 0 %? (I suppose this is unlikely)
So far I noticed some additive stacking of some of the damage / power things.
The items are quite useless, aren't they? They are not very expensive to buy, but their sell price is laughably small, making it the most disappointing boss chest reward by a huge margin. I'd rather take double potion reward than more of this ๐ฉ that I just need to pawn off every few months to get a few thousands of Chaos Particles where chaos particles rewards would give me tens of thousands.
If they could at least be used to level up the item one level, they would at least be good for something.
A difficult adventure, they say ๐
Certainly a bit more interactive than I generally like though. I sure prefer 13-12 or 13-11.
not 13-9? ๐ฅบ
13-9 is not bad, but if blue fails hard, all is lost. 13-10 is more forgiving when it comes to boss chest.
I got my adv 13 frame solely from 13-9's, so it's still special for me ig
And i haven't got my frame ๐ญ maybe in one week ๐
Wait, there was a frame? I think I didn't notice it much.
LOL, the red frame
I still like the Mysterious Island compass frame the most, anyway ...
I must have it for years then, I suppose.
โ
Anyway, I'm mostly a 13-12 guy, that's where I made the most strategies ๐
But I'm quite proud on my 13-10 strategy as well ๐
My guildie warn me and said to avoid 13-10 today ๐
OK, the multiple "years" still doesn't fully apply ๐
today is 13-9
Looks cute with the avatar
yesterday was 13-10
yes, i did today. and after that we had a conversation when he said that
Not on FB though ๐ I am not sure if it was synced earlier, but at least now it is not.
๐ค
what's it 4 u on facebook atm?
I've just done 13-10 today. Still 1 move remaining after we're done with it ๐
To do it well, I went to Fandom to look up my own strategy ๐
I'm presuming the point of that is that any player can drop one node and still be fine?
Yup. There is some increased risk of that happening when facing these buffs, but with strong adventurers the chance of a +300% damage enemy buff meaning a lot goes down significantly.
makes sense, normally on this channel we're telling newbs not to try going thru buffed nodes
Yeah, this is a bit more advanced strategy. I was thinking about the options for a long time and then I basically reinvented Ayourk's strategy, though I still believe my strategy is a bit more adaptive than both of his, if nothing else.
In Ayourk#2, if bottom path loses a fight, then the middle needs to be the one to pick up their last step and upper path needs to finish the boss. In Ayourk#1, middle player has two boss attacks, which however means that if white loses a fight, the situation is still salvageable, but only if it's still possible to transpose to my strategy ๐
Anyway, as with most adventures, some troubleshooting when things wrong is the key to succeeding even in situations where all doesn't go well ... but I still think a good strategy is a useful tool to have a more advantageous position even in fhese worse scenarios.
hi, what's the map and buffs today for adventure 13 ?
map 11
and buffs
and buffs - tank cooldown 50%, control energy gain 100% and pet cooldown 100%
Thanks to Debren for telling me what adv 13 was yesterday, when I was in the middle of an adventure and I preferred to raid on today's guild day if the day's adv 13 wasn't favorable.
Today's adventure 13 : Map 11 with Support Energy +100% and Marksman AP +100%
Mhm, my weak pets. I suppose they're not too bad after all.
95% damage resistance taken with Lara
First abs star pet that's no from grand prize
Interesting, all heros are maxed out ?
no some are max others are close to it
Hi, can anyone help me in the adventures? I don't really know which path to take in some of the maps.
solfors.com shows us all the maps
ok, thank you very much
is it better to follow solfors routes or the ones on hw fandom wiki for adv 9-13?
There are essentially 2 good routes for the 9 map. In my guild we use this mostly
The other good one is this
I suggest this 1st one because you dont have to wait for anyone just do mid path in evening or night and go to sleep and next day boom you can raid and do this everyday until you get to adv 10
well you still need to wait for the blue guy to unbuff #5
yeah maybe but I didnt wait I won that everytime without unbuff
If you have a team that can cross a 95% damage resist, sure
have to use team with every damage type like dante with iris
jhu heidi aurora
what is your main team? can I know?
also where did you got this 1st picture?
Main team, hard to say.... I use various combinations of my Top 15
ohh then that was easy for you
I want to see that message below but that was blur there too
Aurora issac jhu heidi martha can win every battle in adv
just swap issac with maya if you face corvus
I guess this will work well in every battle and every damage resist
you have many heroes leveled up you dont need to worry you can use many teams as per situation
Maybe. But luckily I have good guildmates that do their hits quickly, so we don't need to go against the beams
which adv are you doing daily?
only 13s now
that is good I cant do adv 13 currently I am doing adv 12
I need to work on atleast 1 hero to be able to clear adv 13
show your current heroes
I want to make heidi at least 100k for adv will make Iris 150k soon
Hmm ok, this still needs a bit of work for Adv 13. (Unless you have stronger teammates, then maybe you could do Adv 13 with the 12 map)
yeah
better to buff your owl + orion
ok I will do
till how much power?
around 100k is good to use
will it work? then I will do as fast as I can
yeah, I'm partial to this route now because you can go straight through (red-blue-white) if red can break a 300% damage and a 300% energy increase ๐
both are pretty decent routes, first map gives green (bottom route) more room for error while the second map gives blue (top route) more room for error, so that depending on what types of teams your guild runs one might generally be better
I might not be impartial, but I'd vote for Fandom. If only for the fact that there are more strategies to pick. E.g. if you play 13-9 and you can only play the bottom path, then with Solfors / Hericus, you have to wait for everyone. With DeiSolios, you can start.
fandom has more options
With strong Cain you might have some chance in 13-12, but it won't be easy, considering there are so big buffs ... unsupported Dante will probably suffer there.
but navigating through fandom in general can be a pain
yeah damage resist is so high if dante fails then battle will be lost
ofc they will
u should wait for good daily buff like maskman + support and 13-12 is there. It's time to smash the right path
ok Thank you so much!
Nah. That is not the main reason. If you let the Dante team take a path with no physical resist, what you said won't be relevant at all. The problem arises when the team reaches the camps with +250% health and similar camps.
I think Iris can carry your team, too. She is the reason why Dante might work even against armored targets, killing some of the easier targets instantly and then killing tanks with help of Iris. I think it makes sense to power up the trio, seb and Martha, they are a fairly good team and most of the heroes have a good use elsewhere.
The team lacks armor penetration, but Iris dealing some pure damage helps for sure. Introducing Isaac can also solve some of the team's problems, especially when facing likes of Orion, but it severs the tie between Dante and Nebula, so Dante's damage penetrates armor better, but it isn't supercharged by Nebula's buff anymore.
Moreover, Seb, Nebula, Martha and Isaac are in the meta Osh team, so the benefits will manifest elsewhere as well.
I am doing Issac and jhu too
Used this today, took the right path... too easy ๐
At this stage I'd probably give Albus to Iris, and perhaps some protective pet for the little chimp. But a fine team indeed. Was it easy 12 for you, or did you smash 13 at a level of power that should generally not be recommended? ๐
i just got axel to v+2, should i bring up albus to the same level, continue with axel until v+3 left side maxed, or bring up vex/oliver for osh?
push 3 more to violet so all of your heroes have patronage skills
After that, push your main team pet (probably Axel) to V+3
It was good, except sometime i swap Heidi for Seb
Yeah, patronage skills are very useful. I think I had all my pets on Violet before pushing a second one to +2 or more.
Maybe Cain if your damage dealer needs him
In adventure 12, is it possible to move directly from #6 to #9, without passing #3?
If you can build a street between those two, means no you can't. Otherwise go #9 - #3 - #6.
there is no path between those 2... it is why start of this side is with 9, not 3
Thanks!
This still can't win against corvus at 250% health + 100% damage. You need dorian's orb on you main damage dealer to survive that one.
If you're not doing adv 13, there's probably other cases that don't work and you don't see currently.
But the limitation is that you have no solution for positions with pure damage immunity.
Yeah, for that purpose, the meta team has all damage types covered. However, it is not as bulletproof for that case as it might seem - Gus won't deal pure damage if he can't apply the superconductivity debuffs, and I think that 100% magic resistance results in blocking the attack that applies the debuff, and blocks the debuff as well by that.
Yes I've heard that. In fact I'm reviewing now a fight in my guild to try to explain how to properly select heros against physical damage immunity, and I'm seeing Yasmine also seems to do 0 damage even with her ult in physical immunity positions. I think if her hits don't land because of that, the poisoning for pure damage doesn't happen either.
yeah, gus gets blocked by magic and pure damage resistant nodes, so it's a little annoying
neb also has the most power lol, even tho only o2
Adventure 12, What kind of strength should you have in general to take part in adventure 12? I know that there are different teams to defeat. But just to have an idea.
dante-neb-iris-heidi-dorian <= can take any path of map
open map in private and explore yourself
Thank you gangsphan. I have already had a trial run on the path on the right it went pretty well. I do have to work on my Dorian and Heidi a bit more.
you can also ask the guy in the middle path to take out these two nodes
as long as he can take out the boss in a fight
The right-hand side in adv 12 lends itself to a physical team. So you could also go with the more 'traditional' Dante-Neb-Seb-Iris plus a 5th of your choice.
Left side has physical resist nodes, that's where you'd need e.g. Heidi or Orion. And the center requires even more flexibility / team power.
Sorry, answered the wrong person - was intended @drowsy storm.
nice
yeah this is so true I am working on heidi for that
for adv 12 this team works well but cant do good on adv 13. can I get some suggestion for adv 13? @gleaming sage
same team should work on right path
For adv 13? I guess I cant do adv 13
adv13 is not much stronger than 12 in terms of teams power - it is more about ability to deal with 100% resist nodes and with proper team composition it is possible to clear it with teams below 500k...
especially if it is map 12, where with 2 other players strong enough you can get to clear only 6 or 7 nodes
can I get some suggestion for adv 10 and 11 variant of adv 13 Please!
general advice; don't do adv 13-10 (raid on days when it's the adv 13 map) unless you're strong enough to break buffs (in which case you can have fun with Kokoth's route)
ok then I can try adv 13- 11 and 12?
13-11 and 13-12 are both fine
OK Thank you so much!!
Also Adv 13 with 9 map is not that hard, easier than the 11 map, imo
ohh ok
On some days with tank buffs the boss can be a beast on 13-9... if you allow him to hit you.
or you can just 2-shot with jhu solo ๐คทโโ๏ธ
2-shot? You have a limit so that you cannot deal more than 1% damage per hit to the boss.
I guess you mean 2 fights ๐ .
that
the most difficult part of a13-9 is getting ur mates to not mess up the paths ๐ especially if u use a no-waiting path or smth
I tried adv 13 I didn't face problem but attacking physical resist is so hard need to upgrade heidi then I ca do I guess
my jhu doesn't do any damage when there is physical resist in adv 13 why?
Show us your heroes
suggest me please!
I want to win physical resist team too because almost all player have upgraded physical attacker team so
Hmm ok, that is indeed very Physical-sided.
yes fully
Do you at least have Albus maxed out?
not maxed I am working on albus
this is my albus
He is your BIG friend for Physical resist nodes, try to push him more. Back in the day when I didn't have many heroes maxed, even this was good enough for me. Phobos and Albus doing most of the work here
phobos is magic I guess do Iris work for me?
OK I will max my albus and then go for oliver I guess
Iris will definitely help, but I don't think she can do it all alone
this is my Iris but I am losing I need 2 attempt to clear physical resist team
heidi is good but he is so weak
current ToP I am working on heidi so I can use Iris heidi and dorian in physical resist adventure I hope they will help
Can I get any suggestion? about heidi or should I consider others
iris can be really good depending if you can get your dante to ult while albus is charging and deals significant dmg
dant wont do any damage because of 100% physical resist
Heidi is a good choice imo. You will make good use of him also in GW/Arena
super makes pure dmg
ok then I will definately do heidi
super I didn't get it?
also after someday lyria will make my team useless what should I do
she will affect aurora and heidi too
her ult makes dmg on soul pure dmg
dante? I guess that is Iris
no matter what type
yeah because i'm tryna max out last thing for red +2
too hard to say at this point. We need to see her more in action first
ok I will consider that too
yeah
yeah I am waiting but if dante got weak then all my time energy and resources will go waste
aroura also good with dodge and cain for super for magic like 50-100k dmg depending
as a f2p cant make other team that fast have to start working so I can compete
same
but lyria will reduce dodge of aurora too
we cant rely on aurora against her I guess
still dodge around 50%
only 50% reduction?
no aroura dodges like 50%of all phys atk
but in video dante rarely dodge
buy facing lyria makes no dodge
dante dodge can include skins
so she will ult less and gets damage so fast
yeah
so we dante tank team user are cooked
but our power is dodge without dodge dante is useless
he doesnt have good health too
without undead lyria will get tank to o dodge and we use dante as tank
mine team is physical
dante neb seb iris and martha is my team
who u versing in team
so I need dante to ult
mages
low health
pure too
use kayla or smth to kill ones at back
or use rufus tank because immune to death from pure and magic
used to win almost all physical battle but after lyria I cant win like before
lyria is warrior she wont stand back and I dont have kayla
yeah i'm moving slowly because of dodge tanks
yeah
we need some other team
we can go for aurora bcause of lyria
I guess corvus and mushy shroom is good tank
but need to work on compete team and as a f2p that will take almost 1 year
yeah
we are doomed
I lost 1 battle in adv 13 my bad now we cant get 4 chest๐ญ
Well this is the one map we all told you not to go for .....
yeah I thought I can do but qing mao dodge and I failed because of Rng and in 2nd attempt she didnt dodge
idk, they dont let his green skill work
yeah I was shocked when jhu didnt deal any damage
no worry I completed another adventure 13 now I can o ad 13 but I have to take path with no pysical resist
why would u go on the path that has physical resist
ginger >>> amira
I wont go I was just trying to see my heroes actual power
bruh
I finished adv 13 by ignoring physical resist path got 4 chests today
now just need to upgrade haidi so I can do physical resist team too
better to concentrate on main team but sure
yeah
main team is gone after lyria my team is going to be useless so I will upgrade heidi so I will have heidi dorian and Iris and will do 1 tank
heidi is also useless after lyria unless her aura doesnt reach him
ohh
then what should I do?
idk ๐คทโโ๏ธ
i think stick w ur main team
i mean how strong r u
new to a13... 450k? 500k?
mine current team
i think stick w it
maybe take out martha for dorian tho and cain for axel/khorus
ok I will hold dante and focus mainly on Iris and neb
no keep strong on dante
axel or khorus?
hes ur win condition basically
ok
khorus imo but axel works too especially if u have him stronger alr
this is my dante
I have both at violet
eh wtv u want then
at violet neither is very strong
I lost badly
max him
dont use dante against lyria
wait can u share the replay tho
trying all maxed except armor gylph and ascension
i wanna see lyria
ok
glyphs u should be able to max ez
armor doesnt matter that much but its good to have
having max armor leads to slow ult so but after lyria I guess I should max armor glyph
doesnt matter if u have violet cain patronage anyway
but yeah lyria is gonna disrupt meta for sure
my friend told HWC made video where undead team with lyria lost with meta team
holy crap that aura is enormous
bro thats nasty
if dante didnt have green skill he wouldnt have dodged anything
i think theyll be able to make a lyria team that stops dante
yeah I am sure about that they introduced lyria to stop dante, from start dante was doing good
wdym "from start"
I guess dante was good from starting time of the game maybe
I dont know well I am new
ah he wasnt lol
I am just guessing
hes been good for a few years now tho
I used to win him before but now I am losing because of lyria sad
dodge got reworked
before u didnt get any energy if u dodged the attack
ohh ok
ohh then all dodge hero got boosted after that
need to max this
yeah also cain gives energy so
this ascension is so hard to upgrade items are random
make sure u upg the important things first
so u should do that ap glyph next
then that agi glyph or the pa glyph, whichever gives more pa overall
all glyph are maxed except armor
already done
what
no i mean the glyphs in ascension
pretend i said "node" instead of "glyph"
ohh ok my bad sorry
do the ap node next since its the most important, then the agi or pa node depending which gives more pa
ok sorry
nah its mb
ok I will consider
Very clean adventure today ๐ (13-10 of course)
Probably the result of not taking a good strategy either. Whatever you went for doesn't look like Kokoth or Ayourk strategy.
That's a great team for right path. If you are required to work on left or middle path, you'll need other damage types, preferably a magic team or pure damage team (even Iris doesn't really work that well with her mix of pure + physical).
yeah I am working on heidi
880 again ๐ What a nice guild I'm in ๐
I think Jhu usually does some pure damage, but Yasmine does nothing as apparently the pure damage from her poisonning requires that the physical damage of the initial attack lands first, so you might have met a similar issue.
Yup, the pure damage requires the attack to land. But since the attack counts as physical, instead of landing with 0 damage, the 100 % resistance counts as blocking it completely, like when Ishmael blocks for several seconds.
yeah both hve same issue
heroes that also do pure damage on their physical attacks deal no damage against physical resistant teams
jhu and also keira
yeah they wont do damage in both physical and pure resist if resist is 100% they need to land pysical damage to do pure damage
in pure resist they can only do physical
but in physical resist then can do nothing
Yeah. Some of them are still decent in pure damage resistance levels (as long as they can penetrate the armor). But they all do nothing in physical resistance levels.
2/3 max items pets
if you have absolute pets, are they removed from the daily summoning? can't say that I've been paying attention to it.
yes, they are removed.. and when you have all pets at absolute they are replaced with 75k pet soul coins
Thank you again Debren ๐
adding to what Debren said they get removed from the daily grand prize but you still get them from normal openings
Yeah, as Bonefire says: They are only removed from the grand prize. At the point where you have a last pet that is not maxed (or all maxed already), the daily rotation of grand prize stops making a difference. I was trying to be mindful of it prior to that.
I kind of want titan only adventures.
It doesn't make much difference also before. I'm certain the first grand prize I received wasn't the one of the day, and I think it was the same for the second one.
I only received one Grand Prize, and it was the last pet that I had at 5 stars, so basically there was no alternative.
At what power minimum can I start using Augustus?
I got it to just over 100k in power right now.
that's more than enough
Isn't Augustus easy to ko though?
This game mode is so frustrating when you don't have reliable guild mates
Solution: Find a better guild
group hug
What's a reasonable strength/power number for Isaac when wanting him to be useful in 13-11?
mine worked well at around 100k
<@&729965095974731787>
good enough for a start
Is the chicken still salvageable for some very spicy Indian food, or should it just be put down and incinerated? ๐
I like my guild, I haven't had many ruined level 13 adventures here.
But I was in a big money guild last year and those guys had all the power needed, but they played like absolute donkeys.
I mean, you can have 1.2M power and obliterate all enemies, but if you veer off the path in 13-10, it's already over.
finally managed to bulldoze through the buffed top path in 13-9, no more waiting in any adv
that 95% damage reduction in #38 is hard though
I just do Private Adventures and only invite those people who I know won't take forever to do their hits ๐
no need for that in a good guild๐
Luckily my guild is very responsible so even if the adventure isn't private, you know that ppl who join are responsible
why not just go mid path first? There you only have to deal with a damage increase and an energy gain increase.
just do these routes and have the first player do red/middle
it's an adv 9 map, lmao it's the same as 13-9
the buffs I told you are for 13-9, you can look yourself
hey, you can take whatever routes you want, but the easiest way to go through 13-9 without waiting is when the middle-path buff-breaks
because you can break whatever buffs you want, lol
it's us weaker players with fewer hero options (and lower power) that actually need the better routes
<@&729965095974731787>
Lol
just run Yasmine and Celeste for Galahad buff or no buff
then dont attack a boss with buffs....
If his guildmates failed on their routes, then he had no choice ....
Definitely not on the Adv 9 map
he is a she
Well, Yasmine's part is, she blocks most of Galahad's healing. I once managed to get +15 against Galahad with 95% damage resistance, sadly my guild mate on bottom path was unable to finish him off. And then I see one guild mate who isn't particularly strong picking upper path. I wonder how long till he fails some adventure when running into a tough encounter.
But most guild mates are quite sane, and they do a pretty good job in adventures. I like my guild.
If only they tried a bit harder when it's fire at will (or targeted buildings, but no direct assignments) in CoW ...
just go for a jhu-solo then
can take the boss in 2 with that, maybe 1 if you have a stronger jhu than me
Well, energy gain can have a significant impacts, I can sure agree on that. Still, I managed to do +9 from bottom path against Galahad with two buffs on him, so perhaps there are ways. (As long as you have a decent Yasmine.)
Well, 13-12 is generally much easier than some of the others. Personally, from the point of boss chest safety, I'd rank 13-9 as the lowest, and even 13-10 as better (though the 4th chest is tricky there).
In 13-9, if either of the paths fails, the boss may be impossible (or close to impossible) to kill. Considering that the the upper path is the toughest path by far in that level, and many players fail to realize that, failures happen a lot.
Meanwhile, in 13-10, you can just take shortcuts and go for a very safe boss kill when second defeat happens.
800k mostly magic team should generally do great in 13-12 left side ๐ And if you have Morrigan at least around 40k-50k with enough health to live for a while, even Rufus won't cause you any trouble anymore.
The question is: Is there someone bigger to take the middle route and kill the boss?
I remember trying 13-12 middle path when I was below 900k and it was quite tricky and risky.
no raid in adv possible...
Great. Just what you need for "A Portal Anomaly"...
It works again
Anyway I maxed out Axel and Albus both sides, which pet should I do next?
oliver vex merlin fernis
ok thanks
mine did too
waited a day
Yes, thankfully they fixed it quickly. Still annoying when you were sitting on a completed adventure and all ready to go for the event questline...
fr i almost ran out of time for raiding
take middle path first, no waiting
Huge waste of moves .....
how so?
just dont lose
means u dont have to wait for anyone
Because you go back and forth 3 times. Also, you're missing the best buff there is
u only have to do two of those three to win actually
i play middle first so i usually do mine and then only one of the other two players has to do theirs
would usually prefer bottom path to do it since they have sm moves leftover
also theres actually a better rendition a guildmate made recently
idk if this map is comprehensible
green (top) can choose one of two paths
either lighter or darker green depending if they want to fight a buffed squad or not
darker green kills seven squads instead of six but requires fighting a buffed squad
theres also no wasted move in the darker green
would still recommend red to go first and blue to go second ig
Nice path, and clearly it has been out there for some time, Fandom lists it as Mandalorian99 strategy. It however doesn't take the detour on red path, as leaving 5 camps undefeated is enough for 4 chests.
Well, if green takes the darker route, it is further 1 camp captured, aiming at 840 points. I'd rather invest the moves towards more boss chest safety, resulting in a path like this, with very symmetric margin for error (every player has 2 boss attacks if undefeated on the path to there).
its about taking initiative
if u dont trust ur guild members to do it, do it urself lol
Of course, there may be a different variant where the player on top takes the darker green path, from what you show, and in that case neither red nor blue have to take any detour.
i did see it from mandalorian99 first i think
honestly idc i just didnt want to wait in a13-9 anymore lol
Yeah, that's a very valid idea, I suppose I'll teach Mandalorian (or my own edit of it) to my guild mates. One player likes to start and take upper path, and there are two problems:
- I'm not sure if he can actually handle the path
- He often takes up to 20 hours to show up again to finish it, so the endless wait really sucks.
Too bad that any kind of no-waiting strategy for 13-10 would probably involve beating multiple nasty buffs.
But most people aren't crazy enough to go for 13-10 anyway ๐
I guess it depends on your guildmates. The vast majority of mine will move quickly, so I prefer to wait a little bit and not waste any moves. But if they are slow, then maybe this works better for you
yeah since my guild is japanese theyre on a different time schedule than me
Jhu is such a good boss killer
For some bosses, Yasmine is even better, especially considering the anti-healing properties of her toxins. However, Jhu's advantage is that he also works well against Osh, which is where Yasmine falls quite flat.
chu got pepsi or sprite bro
depending on which heroes you have and how well you utilize counters and good team synergy you could probably get through most adventure fights with a 600k team since that is pretty close to the opposing teams
I think 800k-850k may be a bit overstated. But if Noah is not very bright, I'd say 900k - 1M with some mixed damage type team would probably do the trick.
If he's mostly fine, and he just needs to adjust, then 600k+ may have a chance, depending on which variant of level 13 it is, what buffs there are and which path the adventurer takes.
Yeah, that makes it a bit different matter. Repeatedly going for an adventure you can't beat, well ... if it wasn't a team game, I would call it stubborn go-getter attitude, but with other people involved there isn't much positive about someone doing it.
Dante+Neb will carry you pretty hard in adventures even with lower team level you can win high adventures, because Dante will 1 shot a lot of the nodes
even with lower team level?
Just imagining that someone level 129 tried level 13 adventure ... I had less than 400k power when I reached level 130. But it takes at least 600k power to have a reasonable chance at 13-12 (possibly a bit less for physical paths in other level 13 maps).
I think the team level limitation is not any sort of gate-keeping to prevent lower level players from having fun ๐
Depends how strong the other 2 guys are. If they can carry you, you only need to win a few fights with your 15 moves
also jhu has better survivability
Pets are Finally Maxed, ahhhhhh relaxation
I think I'll be using this strategy in 13-9 from now on. The healing buff should be manageable and overall, this strategy has no waiting involved and the error margin is also distributed quite fairly among the players.
I'll still prefer upper path for myself considering it's often the trickiest one to deal with.
I made the picture and the particular blue path, but the ideas have been known before, and the other path are from Mandalorian99. I just went for this particular balance, and chose for blue to save backtracking by taking on the buffed squad.
Also, if blue has high confidence in their skill, taking that extra camp can save green the initial detour, resulting in very high error margin for the bottom path (which is, with its magic resistance, quite suitable for newbies).
i prefer this 1.. get the teambuff no backtracking needed..
is this the one i talked about w u?
Yup, I just made some slight adjustments, as I didn't like the upper path of Mandalorian99.
yeah i think for me the trouble is orange should go first but id like to be blue lol
The other thing about this one is, it is very popular among others, and if you change the color scheme, it's Solfors ๐
who cares whos it is.... it works just fine.
Same here. So, if someone starts it as orange, I'm very happy to take blue. I prefer taking the hardest path myself, because I know I can take it and I can change my team for the troublesome fights rather than losing a few fights and then ending up 1 step short of clearing the path to the boss.
Well, as long as you don't mind the part where you're waiting, then someone clears the middle path and they're waiting for your action, any path can be fine. There might be even some more interactive ones, but perhaps not in level 9.
You might enjoy my self-titled strategy for level 12 that I played maybe once ๐
There, one path is quite independent, but the other two have to wait for each other all the time ๐
waiting ... i dont know.. if you start with 2 others that are active .. its just some players think they strong... so me personaly prefer to take that team buff ... just a thought.. no offence ment .
Well, the buff is nice, that's for sure. With it, I once managed to take Galahad to 25 % health when the player on upper path failed ... but the player on bottom path didn't have a big Yasmine, so he was unable to finish him off.
Well, I would quote Master Yi here: "Force is meaningless without skill."
Even if someone has 1.2M power heroes, they can lose 3 fights in a row by ignoring the static buffs and composition.
i ignored corvus w 250% health buff and it did not turn out in my favor ๐ i almost never lose in advs but everything went exactly wrong
on the corvus team was elmir and elmir spawned in his clones... then my aidan did his phoenix glyph which hit all elmirs clones so corvus obliterated aidan and amira died (she was connected to aidan) then heidi died to corvus for obvious reasons
if elmir hadnt done that and aidan hadnt done that then amira wouldve won the fight
yeah i know... but consider all that being done and so on and on and on and on.. i mean come on... i aint here trying to be right... just saying i prefere the team buff in case... not gonn write a book about it ... wich i am doing right now.. And i think you fully understand what i said and what was not..
Yeah, there are some interesting interactions that don't happen all the time ๐ Anyway, Corvus with +250% health is quite a menace, good thing he can't have the help of Albus as well as an adventure defender, now that would be really nasty.
Which tank should I level up as Lyria destroys dodge teams?
Well, it is pretty much random as far as I know. Also, 13-10 is not that bad ๐
I hate all this random LUCK sh.t in this game ... we should sue them for it
Well, if 13-10 is more than you can handle, feel free to just go for level 12 ๐
I have a fairly good 13-10 strategy that usually works.
But sure, if either of the three adventurers is rather stupid, then 13-10 is a bit too unforgiving for that.
I can handle it ... the main thing is to find 2 others who can do it without failure
Umm... Did they renumber the nodes on 13-9, or were they always different from the regular adv 9? Because suddenly paths from solfors.com and HW Wiki are all "off".
they were always numbered differently
and not only 13-9... all maps on 13 have different numbering
@acoustic hornet "jpg scam spam" ?
4th of them
didn't realize it was a scam (I didn't click the images and assumed they were game-related)
good you didnt. i clicked. one had to ๐ฌ
just don't get hacked like Gucky ๐
looking back at the time it was funny, but when it actually happened it was very disconcerting
How do these look like? Just wondering what to watch out for
just a bunch of fake jpg files
I added a 13-9 strategy to Fandom and yeah, the numbers most certainly differ.
Yes, I've double checked and 13-9 is definitely numbered differently.
Either way, my strategy has squad numbers for both 9 and 13-9 (though only 13-9 is tested properly).
Corvus at 250% health needs vampirism to safely kill. It's easy with Dorian.
Corvus is generally best killed with use of vampirism, but yeah, with the health buff it is more of a necessity.
There's been some renumbering, not necessarily that recently. I have screen captures of changed numbers from quite a few weeks ago, probably more than a month.
amira couldve done it easily
just aidan accidentally committed suicide bc elmir cloned himself
Killed adv 13 boss with 95% damage reduction in 1 shot
Dante tank also works, assuming no Lyria, his purple skill drastically reduce corvus hp xD
Osh team?
Ofc what other team would you use one this guy
Well, Isaac with Dorian is fairly popular as well, as the vampirism helps ๐
Anyway, I think 95% reduction could be too much in 13-11. I recall once taking 13-9 boss three quarters down with the +50% buff though.
interesting ending for 4 chest finish to adventure 13/12
friends ๐
A nice group hug ๐ I did that a few times, but a hug without haptic response feels a bit shallow ๐
wdym haptic response
What team?
Someone asked already. It's the Osh team
Yes
Well, an e-hug feels rather shallow since you can't actually touch the other person ๐
Ratw pets from 1 to 10. Been playing for close to 2 years, f2p
ah thatโs what you mean
8 very good
Khorus and Axel highest rate as main pets in battles, Albus most used main pet in Asgard, others all on 3rd shelf
Nice job for f2p. I'd argue that on +3, it is generally good to pick just one of the sides until you are on +3 with most pets, but over-all: You have the most important pets (Khorus, Axel), you nave some other important pets on a high level, and it seems that all your pets are violet ๐
Actually only the pets I've shown are violet. Debris and Merlin aren't useful atm
Agreed, not my favorite pet either ๐
Flexing on the poor
Well, I didn't spend much real money on pets, but one key difference is that I've been playing for almost four years ๐
nvr noticed this before but martha doesnt heal vs. adv12 boss
neb however can heal...odd
she did die but not until 1:12....understood teapot might be disrupted by cleaver aoe but never a self heal and never a direct heal to isaac...super strange
Does she ever "direct heal"? Is that some 4th skill that I forgot about? Well, nope. That might be Thea or some other healer, Martha doesn't do that. As for her self-heal, note that "The farther the projectile travels, the more health it will restore". Cleaver counters that by grabbing her from the back of the team towards the front where the distance is no longer.
I'm still surprised to see a zero though.
I was trying to get some help in Adventure 4 to clear the board ALL the way through. But for the last few days, it's been stuck incomplete.
Well ... I would recommend the following troubleshooting:
- Are you doing a low level adventure for the items? (Stop that! Not worth it.)
- Is your guild actually alive, or is it undead, a ghost town?
- Are you a low power player in a fairly strong guild?
Hi, I am writing a little guide and need to list the possible solutions to beat corrupted orion and galahad, so I need your help.
Please only mention the solutions you are certain they work, and do not require maxed heroes (this is mostly for beginners)
The only thing I personnaly validated is using dante to knockback galahad when he is ulting
For Orion this is really simple. Anti-osh (with Axel). Doesnโt even need to be strong and everyone should be building anti-osh anyway
For Galahad, a team built around Thea (only her last skill needs to be maxed, otherwise she can even die straight away) and Jhu (with Albus). Theaโs last skill will make sure Jhu stays alive. The choice for the other 3 is basically irrelevant (just choose Some of the most developed ones)
this is adv 11? I ran axel pet, isaac, dante, seb, dorian, martha. That team was doing 20/20 at 410k power
For Galahad: Jhu + Dorian (my Jhu is like 130k)
this may be my first time completing a13-10
u can do jhu + weak thea so he isnt likely to die but galahad doesnt get healing from vamp as jhu recovers health
jhu dorian should work anyway but yk
I am worried that Isaac actually needs to be very strong for this. I remember trying that when I was progressing in adv13, and it was not a very successful strategy. As for thea, I never realized how potent this could be Jhu, thank you. You mean the talent works even after she dies, doesn't you?
Sorry, I should have specified it was for adv13-9 and 13-11 when galahad and orion are much stronger.
Thank you very much, is it for adv 9 or 13-9 though?
Jhu-dorian-thea could work even better following this logic. This is a cheap and easy solution for most players
13-Galahad
Great, thank you
"You mean the talent works even after she dies, doesn't you?" - Yes, exactly.
"I am worried that Isaac actually needs to be very strong for this." - It's a very long time since my Isaac was not at (recommended) max ๐คฃ . But I do remember that I definitely didn't have anywhere near 1M power during my 1st boss kill in Adv 13-11. Maybe 700k? In any case, people should be building anti-osh anyway (loads of use cases in the game), so for a guide for beginners' guide best to recommend them a team that isn't too much extra effort to build ๐
yeah but galahad will still vamp off jhus vamp then
Ok, Isee what you mean, I did not understand in your previous message you were arguing against Dorian. Can he still survives without Dorian though? It seems quite random
jhu can survive without dorian
I'm not experienced with Thea, but for Dorian is sure that Jhu can't die
im pretty sure it works w high consistency but i think jhu dorian is also relatively safe, just if ur jhu is not strong then galahad might not die
it was for adv 12-25 when rufus are much stronger and immortal, just rufus alone i defeated three times
was it his violet skill?
favourite route to clear adv 13-9 without waiting
๐คฆโโ๏ธ
what?
39sec boss kill adv13-11. anyone beat that? https://www.hero-wars.com?replay_id=1753238137306913139
That is a mystery to me what path you took. I went for my own strategy, but it didn't go all according to the plan ... and yet, with one misstep, it was still 4-chest finish ๐
I even made some alteration of my middle path to improve boss chest safety as nobody could cover for me anymore.
I suppose that with what I said, someone who knows Kokoth strategy for 13-10 can figure out what happened there ๐
what path i took seems obvious to me
im bottom path
Yeah, the bottom path is quite similar for many strategies, but the other two are quite mysterious to me.
its somewhere on hw wiki probably
As for my map, the adaptation was that #44 ended up free for grabs, so rather than risking losing the boss chest, I skipped #29 and took #44 as last.
Ah, I see, Xahariel / Hericus. Interesting strategy, but a bit too many of waiting cycles for my taste.
I'm more willing to take on buffed camps with +300% damage than to wait ๐
seems like this
im on phone sorry
How do you beat a Lyria, elmir, guus, nebula, polaris team. It has been holding us back in an adventure 11. Thank you for your thoughts
4th abs star, 2nd fully maxed
more maxed pets than me lol
I mean I've been playing for 2 years by now
yes but my pets r better thats why i think its funny
How do I get more JUMPs?
Hmm, why do all the scammers love the 'adventures' channel so much?
You don't. Either your guildmates can finish the rest without you, or you have to try again next time
Thank you, that helps.
I warn my guild in chat when testing an adventure for the first time, to test my teams strength. Just to see if it is possible to complete with 3 people. and not waste their time and PCs.
Fun finish on adv 12. Everything cleared, 2 moves left and we end right back at the start. Would have 4 moves leftover if didnt go to the start
One thing I can still enjoy. Bringing people to try adventures they haven't played before much, or not at all. Bottom player was still doing level 11 adventure not too long ago out of convenience, and top player tested some setup against Ginger that didn't work.
I smashed her quite reliably with this setup, even though there was some marksman buff. I wouldn't be too afraid to go against 300% buff, either.
๐ฆซ
Thanks Gucky!
What could I change to win this? Only fail in adventure 12. I only have Sebastian, Dante and Nebula to swap Celesete/Astaroth
delete your acc since you got a 150k yasmine
Whatโs the limit for her?
Yasmin is simply a bad hero
Yasmin up
use seb (you need him to counter the control) instead of astaroth
Thank you!
no guarantee it works (you have an unusual team) but it should help
Here's a tip,.get equal pets for patronages
This is a bad team overall. I suggest you start ditching Celeste as she brings little to this team, and replace her with Lara next week. Once Lara get strong enough, replace Yasmine by Neb. Later replace Neb by Seb (he needs to be near maxed), Martha/Asta by something like Galahad-Tristan, Lyria-Aidan, ...
Also you will need a good magic dps for physical-resistant spots, so get Orion+Neb ready to be swapped on the spot
Thatโs something Iโll save to notes. Thanks a lot. Appreciate that.
You're welcome. Also use Khorus as team pet when you do not have a strong Seb, since crowd control can easily decimate your team
Iโve got him at blue rank or something like that, and at lvl 109. So I just use Axel as itโs at least at lvl 130 and almost maxes gems.
I think this channel should be renamed to 'MEE6-flexing' ๐คฃ
Yes @forest sinew
which pet to abs star next?
wich ever you want
They really seem to like this channel ๐ค
no need to ping them twice for 2 continuous spams lol
Axel. Also highly recommend to push his left and right side stones to max
Difficult without Isaac, but perhaps you're losing to stuns, in which case you should never forget the raven as a pet (and potentially also Sebastian). Meanwhile, the weak Asta might be fairly unimportant (and slows down Yasmine), and weak Celeste barely does anything at all.
Nonsense, having an unnecessary hero still doesn't make it easier to start from scratch.
Surprisingly she had a bit of a revival since Lyria showed up, as Lyria empowered Galahad and Yasmine is one of the hardest counters to Galahad (often removing his healing entirely). She's also useful in 13-9 to bruteforce the boss when a teammate failed their path.
Someone said level 13 raids suck. I politely disagree. I think they're quite good and even if you get unlucky, the amount of potions is generally much higher than in lower levels.
Raiding adv 13 is great
What did they prefer to do, raid lower adv or do two adventures per day?
Not sure where the message was, probably somewhere in #๐ฌgeneral ... and I think the idea was that the raid doesn't give good rewards. My initial assumption is that it was a player who just started with level 13 recently, with good luck on rewards after completing it and worse rewards during raids so far, making generalizations prematurely.
Adventure 13-10: no celeste, no yasmine, no problem ๐
just spam dodge and armor (at one point martha had 7ults up equivalent to 351,330 armor --- Ginger Boss
or 98.9% damage mitigation
may try axel next time as team pet and see if Jhu can survive better
๐ฏ ginger is one of the easiest bosses to fight
oh i always avoid 13-10..first time fighting her! haha
13-10 is harder because of the lack of margin for error, the boss is one of the easiest ๐
nebs carrying with the dodge
obviously khorus
i put axel active + cain patronage on heidi + thea (so ults trigger active healing rather than just armor) + iris or jhu or whomever else i want
buffed squads ez
play crasy
What is the website where all adventures map nd how to go is marked there
You can use these: https://www.solfors.com/ or https://oaslo.com/en/ for adventure maps
x2
๐
lol
๐
never seen that happen before.... freezes time and kills entire team with that skill....
its a 95% damage reduction node and Ziri reflection and Lara healing+Dorian aura+dodge made a perfect ult loop
stumbled upon it or are you that skilled that you knew that what was going to happen?
i didnt know it would spam like this but i knew i can beat the team even with 95% damage reduction
how tf did that ult so many times in a second, go put that in world record or smth lol
tf
tf
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<@&729965095974731787> please get rid of this crap
๐ฆซ
Btw, I don't have access to the https://discord.com/channels/499876409125371907/993813003160002622channel, but maybe it would be worth while deleting and recreating this channel. The **** behind this clearly scraped the URL of this channel, so if that changes, his stupid script will fail (and I doubt he will even notice)
LoL! I tried something different this time. And damn, with control swiftness, my first attempt at boss ended up with disaster as Yasmine died and the damage + extra healing healed him back to full. 2nd attempt Axel saved it.
<@&729965095974731787> please get rid of this crap!
๐ฆซ
Thanks Gucky!
<@&729965095974731787> @bold spoke thinks he's smart again
why did i find a seb tank team in adventures...
bc adv teams r random and usually pretty bad
frfr
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just need 100 chests for first abs pet ๐
@void nova ty for the route (probably not how you intended it to be used tho), messed up my first hit against 31 but other than that it went surprisingly well ๐
Yeah, well ... #31 is a serious buff if I recall. I tend to ignore the +300% damage on #8 as well though.
I usually stop at the buff and wait for the others, one defeat can be quite hurtful in a map that doesn't tolerate mistakes much.
#31 has a 300% energy increase and a 300% damage increase, I got lucky that it has a relatively weak team today
Yeah, energy increase is one of the buffs I dislike going against. +500% healing is usually fine, +300% damage as well, but the other two are usually a no-go for me unless I'm too damn impatient and I can afford a mistake.
For example I managed to kill 13-12 boss with 95% resistance buff, but it was a tricky fight.
I usually don't mind energy gain by itself (usually need a quick-kill or control team) but this is my first time doing a combo buff and it makes it quite a bit trickier
<@&729965095974731787> spam (with a link that leads who-knows where)
Overachievers in 13-9 ๐
<@&729965095974731787> @obtuse cairn and @pseudo onyx want to be kicked
Thanks Gucky!
does augustus superconductivity is blocked by the 100% anti magic buff ?
yes
Can a player close the adventure by leaving it (he is alone in adventure)
Yeap
Thank you ๐
Hi, how to know when my guildmates and i are ready for adventure 13, which one would be the easiest adv 13? to try as first time? would it be 13-9 ?
13-12 is the easiest. 2nd would be 13-9, then 13-11. And 13-10 is the hardest of all
Do they have adjusted power or do they have the same power of the map (9-12), with the corresponding buff of the lvl 13?
They all have roughly the same power
All the adventure teams are about 650k
(for all adventure 13s)
All the damage reduction buffs are 100% for their type of damage, and adv 13 also has substantial health and damage buffs
13-12 is usually considered the easiest, then maps 11 and 9, and lastly the adventure 10 map
Testing my patience? Looks like I failed that part ๐ It took 3 attacks to wear him down tho.
No idea what is the best setup for 13-9, but I'd be very surprised if it didn't involve Yasmine.
this is 13 ? what was your team ?
This was the matchup. Most of damage dealt came from Lara, but Yasmine's anti-healing was quite instrumental I suppose.
And yeah, level 13. I'm trying to get ppl to start using a strategy that doesn't require any waiting, so I'm very much willing to troll by spending 3 AP on killing a buffed boss ๐
I though i was a pro for not waiting for 13-12
it seem there is a lot i donโt know ๐
Well, nobody knows everything ๐ I wouldn't be surprised if there was a setup that is even better ๐
Ty, was confused by the oaslo pwr figures of maps 13s
jhu solo
oh buffed boss hm which buffs?
95% resistance and +500% healing. Jhu solo wouldn't leave a scratch ๐
jhu solo would def leave a scratch, 500% healing wouldnt matter. 95% dmg res tho
prob need more than three action points for that ๐
how much health does he have again
Well, Galahad would regen a lot less against just one hero, sure. But I'd expect him to heal most of the damage taken.
not against jhu, stays at 1 hp most of the time
thats why jhu solo is typically recommended over jhu dorian
jhu green skill would do ~3.5k pure per attack so divide gala health by that to see approx how many attacks it would take. then add on like 50 more attacks cuz gala vamp
6.5M health. Anyway, I doubt Jhu would do well against that with no buffs from other heroes.
6.5m? no way
a13 bosses have health in the millions?
i never noticed ๐
Well, they would be too easy if the didn't, right? ๐
wait can u send a replay of the boss battle
Not sure if I've ever killed one before 30 seconds.
i lowk didnt expect the health to be so high wtf
theyre always so easy i just skip unless its ginger then i watch the dodge artis stack up ๐
Sure I can. But can you watch it? ๐
https://apps.facebook.com/mobaheroes?replay_id=1761051717436786141
im not logged into fb on this laptop
can u take a screenshot
of the bosses health lol
Well, there isn't much to see there, or is it?
idk i just wanna see if my eyes believe it
yeah damn thats crazy
that would take jhu solo approx 2k attacks
so uh hed be there for a while
im thinking maybe some yas orion augustus?
healing block valuable fs, orion augustus just generally cracked
If I recall, there is a maximum damage you can deal to the boss with one attack. It makes Yas a good boss killer, and probably makes Gus quite bad.
yes but w 95% that should be negligible
plus orion does hella boss dmg
True, it could work if Yasmine was the only physical/pure dealer and the rest of team was magic. Perhaps even Celeste to fight even better against healing, the bugger still healed 2.4M health back even with Yasmine in.
anyway, g2g ๐
bye
i'm stuck at adventure 7, each team that i bring for boss fight will die under 30sec and cant do more than 15~20% damage to boss
can someone help me figure out how i can solo adventure 7 ?
what team build it needs and how much power it requires ?
Adventure is not a solo game mode
you need two more player
ik, but i dont have guild
๐
you look familiar, anyway get into a guild
i'm trying to find one,
but can you help me with adventure 7 pls?
i can do up to 6 but no luck on 7
as i said before, you can't
The boss is Orion, isn't it? Isaac can do wonder if strong enough. Or a character with silence, such as Thea. Or maybe Aurora for her magic reflexion and high health (not sure). You could bring a team with high magic defense, especially a magdef artifact. Anyway I do not advise to grow a team just for him: just get your main team stronger and you will flatten him
So, for the free emeralds" thing do I need to keep myself online all the time while playing it, or click the tab and then I can go offline? Also, does this need to be done EVERY time before I open the tab again?
Whoops. Wrong chat again. Sorry everyone.
Dude, just join any not completely inactive guild that matches your power ....
Anything is better than an inactive guild at this point. You're missing out on all the guild stuff (activity/titanite/prestige/GW/CoW/Asgard/Adventure rewards)
Why Lara croft no in adventure
you need a guild bro , otherwise youll miss a lot
you def need a guild, i would even take a bronze guild over a crappy gold guild that sweeps thru inactive players ngl
also, some adventures are impossible to defeat without guildmates
you cant face the boss when it has 160% damage reduction so yeah
Adventure Improvements:
1 - Allow players to help each other at no cost. Portals will only be consumed when players decide to collect the chests. This way, we can help a larger number of companions and everyone is satisfied.
2 - Allow Guild Masters and Generals to pre-establish routes for adventures, which reduces route errors and dissatisfaction. (This would only be done once - it is not necessary to do this at the start of each adventure). The player who started the adventure can allow route changes, if necessary, through a checkbox.
3 - Once the routes are plotted, players who are far above the level required to complete the adventure can simulate all the battles on their route at once. There is no need to fight each battle. Players who have completed adventure 13 can simulate all of them. And others can simulate their maximum adventure -2. Example: If a player's highest successful adventure is 11, he could simulate route battles up to adventure 9.
4 - Allow the removal of players who have been inactive for a long time, giving others the opportunity to join the adventure. This is especially important because some are known for not completing their tasks.
i kinda disagree...
i feel like pre-establishing routes should not be manditory
like they should be more like suggestions (like the suggestions on guild war, you dont have to follow them if theyre idiotic)
in fact, i NEVER follow them if theyre idiotic, as my gm and generals do not have enough time to simulate battles for me
and if i cant win i just choose a different target and let them know
however ur proposal makes it too rigid i think, they should be more suggestion-based
(also theres the problem that this issue only happens with lower level guilds i think?)
i dont think active guilds have a problem with guildmates abandoning adventures because that is grounds for dismissal (in my guild anyways)
Regarding the routes, I'm referring to the models that facilitate the counting of movements so that it's possible to get all the chests. Some companions need this help because they are embarking on new adventures.
I think it's clear that the routes could be altered if necessary by the player who started the adventure.
Furthermore, the purpose of the routes is to allow each player, not the guild master or general, as you misunderstood, to simulate battles without needing to fight them.
If my team already has no difficulty winning adventure 13, why do I need to fight every battle in adventure 11 when I'm going to help my companions? It's not possible to use the raid button when it comes to helping a companion. Do you understand the point?
i mean, for the routes, i think all players should be able to alter it? because if players in an adventure are in different time zones it could waste a day or more before the route got changed
Sorry for the delay. I'm not very active here. I think ideally only the player who started the adventure should be able to allow route changes via a checkbox.
The time zone difference isn't the main issue for me, as I consider the ability to raid after a successful adventure more important. But everything is open to discussion. I made a suggestion based on the problems I've noticed.
Not being able to guarantee that all companions receive help due to a lack of personnel and portals is the biggest issue for me. Allowing route battle simulation is a quality-of-life improvement that makes the gaming experience faster โ which is extremely necessary over time.
ah yeah that makes sense i suppose
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<@&729965095974731787>
i suppose instances like this are rather... annoying...
as it turns out i have not completeted adventure 10 5 times and i was going to raid it a bunch of times to get the portal charge bonus but...
Did you figure out why you lose?
