An interesting question came up in response to my last posting: can you redistribute stats in Marvel War of Heroes? The answer is... well, kinda.
If you remove someone from your friends list once per day or are defriended by someone you lose five points from your highest stat and gain one slot on your friends list. Beware that removing two people from your friends list in a single day ups the cost to six points, resulting in a net loss of stat points.
So to respec stats you have two options:
- remove someone from your friends list once per day, add a replacement and spend the points
- have someone with a junk account friend and defriend you repeatedly until you've refunded and distributed all the points you wish to respec (this will turn the junk account worthless in the process, costing it a large number of stat points)
Hopefully this is helpful. If you have any further questions just post in the comments section.
Showing posts with label New Player. Show all posts
Showing posts with label New Player. Show all posts
Monday, 4 February 2013
Saturday, 2 February 2013
Beginners Guide: All Natural Card Enhancement (Mastery and Fusing too)
Now that we've covered the basics of stats and how to play it's on to the fun part: cards!
Cards come in seven rarities: Common, Uncommon, Rare, Super Rare, SS Rare, Ultra Rare and Legendary. You can raise a card's rarity one stage by fusing it with another copy of that card.
Enhancing a card is the process of sacrificing low rarity cards to raise the level of a higher rarity card. To enhance a card simply hit the enhance button at the bottom, select the card you wish to enhance, pick out a number of "feeder" cards and pay the required amount of silver.
To enhance in the most efficient way possible you always want to enhance using batches of ten feeders at a time. The reason for this is the higher level the card you're enhancing gets, the more silver is required for each card you're consuming. Also for level 1-30 feeding commons is often sufficient, but for level 30+ you'll want to fuse those commons into uncommons to keep costs down.
Common sources for feeder cards are mission 2-3 (Vulture/Invisible Woman/Wolverine), mission 2-4 (Spider-Woman/Sandman/Iron Man) and mission 3-5 (Mockingbird/Enchantress/Wolverine). The first two are popular for their 1 energy cost, mission 3-5 is used when low on silver because the Enchantress common sells for 960 silver.
Enhancing using cards with a skill (most Uncommons, Rares and above) also give a chance for an Ability Level Up. Raising ability levels can be very important at higher levels of play. For example a SSR Hellfire Ghost Rider has an ability that gives a Significant Boost to Atk on Speed cards. I'll go into more depth about abilities in a later post, but a Significant Boost to Atk on Speed cards is a 16% boost at level one. Each Ability Level Up raises that by 1% per level up to a maximum of ability level 10.
Mastery is a secondary stat to levelling that requires a different approach to raise. Unlike enhancing for levels you only receive a bonus when mastery reaches it's maximum level. There are two ways for a card to gain mastery, the most common one is defeating opponents in PVP combat, the secondary one is as a random reward when questing. (As a tip, always put the cards you're seeking to Master in a deck at the top of your Offensive Decks list, random questing mastery will go to those cards first)
The easiest way to raise mastery on a card is to keep a list of high level/low defence players and attack them repeatedly with the cards you want to gain mastery on. Here are a few names that fit the bill at the time I wrote this:
Lemi28
Cintax33
hirkyflobble
Athena2317
Megales
Jumpymcspasm
Jabronii
Deathsxwill
Bigpapi11239899
These lists can and often do change over time so I'd advise you keep a list of your own in Notes. Message boards like GameFAQs often have people posting their current lists if you need a quick update.
Fusion is the process of combining two cards to transform them into a single card one rarity level higher. Aside from the promo cards Jean Grey and Black Widow you can only fuse cards once. (so for example two Rare Thing cards become a Super Rare+ Thing) When fusing two cards you will pass on between 5-10% of the stats to the finished fused card. To pass on the max amount you have to enhance the base cards to their maximum level and max out their mastery points.
The bottom line is this, NEVER EVER fuse a card you intend to use without first Mastering and maxing out the Enhancement levels on the card first. An improperly fused card loses out on a very large amount of stats, often as much as 2000atk or def at higher rarities.
Cards come in seven rarities: Common, Uncommon, Rare, Super Rare, SS Rare, Ultra Rare and Legendary. You can raise a card's rarity one stage by fusing it with another copy of that card.
Enhancing a card is the process of sacrificing low rarity cards to raise the level of a higher rarity card. To enhance a card simply hit the enhance button at the bottom, select the card you wish to enhance, pick out a number of "feeder" cards and pay the required amount of silver.
To enhance in the most efficient way possible you always want to enhance using batches of ten feeders at a time. The reason for this is the higher level the card you're enhancing gets, the more silver is required for each card you're consuming. Also for level 1-30 feeding commons is often sufficient, but for level 30+ you'll want to fuse those commons into uncommons to keep costs down.
Common sources for feeder cards are mission 2-3 (Vulture/Invisible Woman/Wolverine), mission 2-4 (Spider-Woman/Sandman/Iron Man) and mission 3-5 (Mockingbird/Enchantress/Wolverine). The first two are popular for their 1 energy cost, mission 3-5 is used when low on silver because the Enchantress common sells for 960 silver.
Enhancing using cards with a skill (most Uncommons, Rares and above) also give a chance for an Ability Level Up. Raising ability levels can be very important at higher levels of play. For example a SSR Hellfire Ghost Rider has an ability that gives a Significant Boost to Atk on Speed cards. I'll go into more depth about abilities in a later post, but a Significant Boost to Atk on Speed cards is a 16% boost at level one. Each Ability Level Up raises that by 1% per level up to a maximum of ability level 10.
Mastery is a secondary stat to levelling that requires a different approach to raise. Unlike enhancing for levels you only receive a bonus when mastery reaches it's maximum level. There are two ways for a card to gain mastery, the most common one is defeating opponents in PVP combat, the secondary one is as a random reward when questing. (As a tip, always put the cards you're seeking to Master in a deck at the top of your Offensive Decks list, random questing mastery will go to those cards first)
The easiest way to raise mastery on a card is to keep a list of high level/low defence players and attack them repeatedly with the cards you want to gain mastery on. Here are a few names that fit the bill at the time I wrote this:
Lemi28
Cintax33
hirkyflobble
Athena2317
Megales
Jumpymcspasm
Jabronii
Deathsxwill
Bigpapi11239899
These lists can and often do change over time so I'd advise you keep a list of your own in Notes. Message boards like GameFAQs often have people posting their current lists if you need a quick update.
Fusion is the process of combining two cards to transform them into a single card one rarity level higher. Aside from the promo cards Jean Grey and Black Widow you can only fuse cards once. (so for example two Rare Thing cards become a Super Rare+ Thing) When fusing two cards you will pass on between 5-10% of the stats to the finished fused card. To pass on the max amount you have to enhance the base cards to their maximum level and max out their mastery points.
The bottom line is this, NEVER EVER fuse a card you intend to use without first Mastering and maxing out the Enhancement levels on the card first. An improperly fused card loses out on a very large amount of stats, often as much as 2000atk or def at higher rarities.
Beginners Guide: Stats, Or How I Learned to Stop Worrying and Love Attack
So you've levelled up and find yourself faced with a decision, three stat points to spend but what to spend them on? In this post I hope to make that decision a little easier.
Energy: At first glance your impulse will probably be to pump energy like there's no tomorrow. More feeder cards, more mission progress, even a little bit of bonus silver, what's not to like? Unfortunately Energy diminishes in usefulness greatly over time compared to the other two stats.
Typically you'll want to aim for Energy between 60-120 points depending on how frequently you plan to check in and burn off whatever Energy you have. Any more than 120 is best reserved for alt accounts designed to be logged in a couple times a day to farm feeders with.
A good place to start would be prioritize Energy to 60 ASAP, bump your Attack and Defence a little then once you've got a feel for how frequently you're playing decide if you want to go to 90 or 120. I wouldn't recommend going lower than 60 as you'll still want enough Energy to summon bosses during raid events.
Attack: You're going to want a lot of this. Bare minimum you'll be wanting 150+ and most players will be aiming for 300+ with more always being welcome. Attack will be where you distribute all of your remaining points after hitting your goals for Energy and Defence.
Your initial goal should be to raise Attack enough to be able to attack once with your best possible deck. At high rarity levels this will require roughly 150-160 per attack. Endgame ideally you'll get as high as three attacks per full bar.
Defence: Unlike Rage of Bahamut where Defence is often left at 10, you actually want to invest in a little Defence in Marvel. For a non-defence leader somewhere in the neighbourhood of 125-150 is likely to be sufficient. You want enough to field a full defensive deck and take a couple hits, but not so much you fail to reach the levels of Attack required to get 2-3 Attacks per bar. A small investment of 10-15 points early on can be helpful to discourage attackers when you're first starting out but isn't strictly necessary.
For Rage of Bahamut players wondering why Defence matters, unlike in RoB where spamming low cost attacks can wear down the defence bar of even the strongest defender, in Marvel events attacks are defended at no cost if the attacker uses less than 50atk worth of cards. This makes whittling down someone's defence pool a very costly endeavour. Having enough Defence to field a proper team and take a few hits costs the rival alliance a significant amount of Attack power.
One big exception can be if you are going to be your Alliance Defence Leader. I'll go into more detail about that in a later post about Training Mission events, but my advice would be to stick to the above outline and if you find yourself with the kind of cards to be a Defence Leader in the future make an alt account designed from the ground up for that purpose.
So to summarize, Energy to 60-120, Attack to 150-300+, Defence 125-150 with remaining points into Attack is a pretty standard formula. As always feel free to post any questions/feedback in the comments section below.
Energy: At first glance your impulse will probably be to pump energy like there's no tomorrow. More feeder cards, more mission progress, even a little bit of bonus silver, what's not to like? Unfortunately Energy diminishes in usefulness greatly over time compared to the other two stats.
Typically you'll want to aim for Energy between 60-120 points depending on how frequently you plan to check in and burn off whatever Energy you have. Any more than 120 is best reserved for alt accounts designed to be logged in a couple times a day to farm feeders with.
A good place to start would be prioritize Energy to 60 ASAP, bump your Attack and Defence a little then once you've got a feel for how frequently you're playing decide if you want to go to 90 or 120. I wouldn't recommend going lower than 60 as you'll still want enough Energy to summon bosses during raid events.
Attack: You're going to want a lot of this. Bare minimum you'll be wanting 150+ and most players will be aiming for 300+ with more always being welcome. Attack will be where you distribute all of your remaining points after hitting your goals for Energy and Defence.
Your initial goal should be to raise Attack enough to be able to attack once with your best possible deck. At high rarity levels this will require roughly 150-160 per attack. Endgame ideally you'll get as high as three attacks per full bar.
Defence: Unlike Rage of Bahamut where Defence is often left at 10, you actually want to invest in a little Defence in Marvel. For a non-defence leader somewhere in the neighbourhood of 125-150 is likely to be sufficient. You want enough to field a full defensive deck and take a couple hits, but not so much you fail to reach the levels of Attack required to get 2-3 Attacks per bar. A small investment of 10-15 points early on can be helpful to discourage attackers when you're first starting out but isn't strictly necessary.
For Rage of Bahamut players wondering why Defence matters, unlike in RoB where spamming low cost attacks can wear down the defence bar of even the strongest defender, in Marvel events attacks are defended at no cost if the attacker uses less than 50atk worth of cards. This makes whittling down someone's defence pool a very costly endeavour. Having enough Defence to field a proper team and take a few hits costs the rival alliance a significant amount of Attack power.
One big exception can be if you are going to be your Alliance Defence Leader. I'll go into more detail about that in a later post about Training Mission events, but my advice would be to stick to the above outline and if you find yourself with the kind of cards to be a Defence Leader in the future make an alt account designed from the ground up for that purpose.
So to summarize, Energy to 60-120, Attack to 150-300+, Defence 125-150 with remaining points into Attack is a pretty standard formula. As always feel free to post any questions/feedback in the comments section below.
Wednesday, 23 January 2013
Beginners Guide: So You Want To Be A Superhero
Allow me to be the first to say welcome to Marvel: War of Heroes! If you've played another Mobage game such as Rage of Bahamut this should all be very familiar, feel free to skip ahead. I'm going to try to write this from the perspective of someone totally new to the game.
First thing's first, if you know any friends/family/coworkers/particularly friendly strangers on the bus who also play Marvel WoH be sure to contact them before you get started. The reason for this is you will absolutely want to use a friend code when you finish the tutorial. Yes, Marvel is one of *those* games.
If you have no other option you can use mine: ckt493784
Fortunately unlike other games (*cough* *cough* Guardian Cross *cough*) that require you to pester every distant relative that's ever owned an iDevice to get rewards even halfway decent, Marvel takes a different approach. The person using a friend code gets a Rare (three star) card, currently Jean Grey, and the referrer gets the same. They also receive a small amount of silver, a Shield Barrier and a Personal Energy Pack which I'd advise you save for use once you're more familiar with the game.
Remember how I said the referrals in this game weren't as bad as say Guardian Cross? In Marvel cards can be merged (called fusion) with other cards of the same name to create a higher rarity version. The referral bonus cards Jean Grey and Black Widow are the only two cards in the game that can be fused more than once. A lowly rare Jean Grey can be fused with other Jean Grey cards to eventually create an Ultra Rare Jean Grey card!
Ok so you've survived the mindnumbingly tedious tutorial and defeated the referral code entry boss, now what? For a first time player the main screen can be a bit of an assault on the senses, don't worry, most of the stuff on the page can be ignored.
At the very top you'll find the Back, Home and My Page buttons. If you ever get lost just hit My Page. Slightly below is probably something about "New Rare Cards!" which is just Mobage advertising the latest carrot designed to make you empty your wallet. Much more important is the "You have X new updates!" button. You'll be hitting this a lot to jump to your Present List, see rejected/accepted/offered trades, and more. Most important right now is to hit it and verify your device. Mobage requires each account to be tied to an iOS or Android device before they can receive loot like referral bonuses, trade cards, or do other important game functions, so register that sucka!
Once your device is registered and you hit My Page you'll probably be wanting to hit something and make those pretty coloured bars move, so press the Mission button and whack some bad guys. You'll likely level up fairly quickly and be faced with a lot of stat points to distribute so I'll cover that and other beginner tips in my next post.
First thing's first, if you know any friends/family/coworkers/particularly friendly strangers on the bus who also play Marvel WoH be sure to contact them before you get started. The reason for this is you will absolutely want to use a friend code when you finish the tutorial. Yes, Marvel is one of *those* games.
If you have no other option you can use mine: ckt493784
Fortunately unlike other games (*cough* *cough* Guardian Cross *cough*) that require you to pester every distant relative that's ever owned an iDevice to get rewards even halfway decent, Marvel takes a different approach. The person using a friend code gets a Rare (three star) card, currently Jean Grey, and the referrer gets the same. They also receive a small amount of silver, a Shield Barrier and a Personal Energy Pack which I'd advise you save for use once you're more familiar with the game.
Remember how I said the referrals in this game weren't as bad as say Guardian Cross? In Marvel cards can be merged (called fusion) with other cards of the same name to create a higher rarity version. The referral bonus cards Jean Grey and Black Widow are the only two cards in the game that can be fused more than once. A lowly rare Jean Grey can be fused with other Jean Grey cards to eventually create an Ultra Rare Jean Grey card!
Ok so you've survived the mindnumbingly tedious tutorial and defeated the referral code entry boss, now what? For a first time player the main screen can be a bit of an assault on the senses, don't worry, most of the stuff on the page can be ignored.
At the very top you'll find the Back, Home and My Page buttons. If you ever get lost just hit My Page. Slightly below is probably something about "New Rare Cards!" which is just Mobage advertising the latest carrot designed to make you empty your wallet. Much more important is the "You have X new updates!" button. You'll be hitting this a lot to jump to your Present List, see rejected/accepted/offered trades, and more. Most important right now is to hit it and verify your device. Mobage requires each account to be tied to an iOS or Android device before they can receive loot like referral bonuses, trade cards, or do other important game functions, so register that sucka!
Once your device is registered and you hit My Page you'll probably be wanting to hit something and make those pretty coloured bars move, so press the Mission button and whack some bad guys. You'll likely level up fairly quickly and be faced with a lot of stat points to distribute so I'll cover that and other beginner tips in my next post.
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