Monday, November 19, 2012

Marvel: War of Heroes Beginners Guide

Marvel War of Heroes is a relatively newcomer to the Trading Card Game (TCG) genre for mobile gaming. Like any TCG it revolves around the collecting of cards and the strengthening of a players deck. To anybody who has played games like Rage of Bahamut much of this guide will be a repeat of information. For those who haven't played a TCG before hopefully this guide serves to help you.

The game will begin by helping you with the most basic of the basics. After completion of running through a quest, evolving a card, and battling an opponent, the game will then progress to the referral code screen before you continue to give you a chance to attain a bonus.

Referral Code:
You should always use a referral code to begin the game since it gives you a rare card as well as starter cash. There are hundreds posted all over but I'd appreciate if you use mine:

q w y 7 0 1 6 7 9

Quick Tips for this point:
Do not pull your silver out of presents, you only have 10 defense and as you power quest for levels you will attain treasures. People will attack you for these treasures and take portions of your silver so keep the silver safe in your mail for the time being.

Stat Distribution:
As you get started you will notice that you have the option to allocate status points as you level. The points can be distributed between three stats: Energy, Attack, Defense.

Energy is used in order to progress through quests and is the resource that is used during the leveling process. At the start of the game you want to put anywhere from 100-180 points in Energy to power through the leveling process. *Sidenote* If an event is going on that requires attack, participating in that event is important so level your Energy to 100 or so and the start putting points in attack, this will allow you to participate in the event. After the event continue into Stamina until you're comfortable.

Attack points determine the total power of the cards allowed in your deck while attacking as well as the number of times you can attack somebody. For example if all your cards power equates to 50pwr, and you have 100 attack, you can attack twice with that deck. On a different note, if your five cards power equates to 100pwr and you only have 50 attack, you can't attack at all.

Defense points determine the total power of the cards allowed in your deck while defending as well as the number of times you can defend against an attack (this is calculated differently than attack). The same example from attacking holds true with a variation. Normally you will only lose about 10% of your defense each time you are attacked.

So how do you distribute them. I generally follow the guidelines of 100-180 Energy to start. Afterwards I level defense up to 100 and then attack up to 100. After that I generally get them both to 150 each before finally pumping all of my points into attack.

Missions are your main source of cards+xp. After every 5 quests you'll fight a boss. This boss once defeated will give you silver, power packs, shield barriers, and rare enhancement cards. Do not use
any of these until you are higher level.

Missions also drop resources, resources can be used to create a rare card.

Resources are six pieces of treasure that can be combined into rare cards. There are three ways to attain resources: Mission, Battle, Donation. You will randomly attain treasure in missions, you can battle people to steal their treasure, and your friends/order can donate a treasure to you. Each resource can be completed 3 times. The first time will yield a card, the second time ISO, the third time a card.

Team Members:
Every time you have a spot open in your team members you should be inviting people to be your team member. Each member gives you 5 additional stat points to allocate. Once you have a team member for two weeks you can trade cards/items with that team member. Also, daily you can send a rally (short message) to that team member to earn points you can spend on card packs.

Alliances are groups of players that are your actual team. Many of the events have personal reward and alliance rewards, joining an active alliance can help you progress rapidly through the game. Once you are in the alliance for two weeks you can trade with any member who has also been in the alliance for two weeks. For the reason of trading I advise you don't overlap your team members and your alliance.

Battles are the main part of the game where decks are pitted against each other. The attackers deck is faced against the defenders deck. After the battle is complete the winner will earn silver based on the opponents current silver. Also, if the attacker targets a treasure and wins, he will gain the treasure.

Some notes: Battles are the best way to gain mastery for your cards. Battling somebody significantly lower level than you will normally result in a loss as a punishment. Write down the names of high level players who only have 10 defense. These are stamina accounts and can be farmed 3x a day for mastery and money.

Energy and Power Packs:
As you level you will gain energy and power packs. Currently I am only seeing Energy/Power packs for personal use. These cannot be traded. Eventually there should be energy and power packs that are tradeable. Save these until you are higher level. A pack has a value based on recharge times.

For example, every minute you gain a point in energy/atk/defense. So, if you have 500 Energy, an energy pack (EP) is worth 500 minutes to you. Because of this, using an EP when you have 30 energy can only be described as foolish. I also don't recommend using these items unless there is an event running and it will aid you in that event.

Always participate in events. They are the best way improve your deck and gain resources. Nuff said.

Currently the only option for trading is with people above level 10 that you have either had on your team or in your Alliance for two weeks. Eventually there will be an auction house system, but for the moment it is important to keep cards in motion to make your deck more powerful.

Cards come in various rarities. There are Common, Uncommon, Rare, Super Rare (SR), Super Super Rare (SSR), Ultra Rare (UR), Legendary (Can only be accomplished by combining two UR). Be aware that when a card is combined it will achieve a higher rarity and gain a + sign at the end of its name. It will also have full stars on the right side of the card instead of one missing. The difference in value between Rare and SR is very large. The biggest struggle players have is gaining SR cards. Build a strong deck of evolved Rares before going after Super Rares.

Fusion is the combining of two of the same card into its final form. Boosting a card is feeding cards to a different card in an effort to gain levels and stats for the card. If cards are fused below max level they will transfer 5% of their current stats to the final form as a bonus, if cards are fused at max level they will transfer 10% of their current stats to the final form as a bonus. If a card is maxed mastery, they will transfer 5/10% of their bonus stats from mastery to the final form as well as however many mastery points it has. This will be covered more in depth at a later time. For arguments sake, you want to max a cards level and mastery through boosting and battling before combining it with one of the same type for maximum results. Cards below Rare should just be combined with impunity since they have much lower value and leveling them would be a waste of silver.

Don't get discouraged. I know a lot of people who get frustrated because they don't feel that they can progress in these games. Trading card games are meant to take quite a bit of time. Some people spend money and get ahead fast, but if you don't want to spend money it takes more time. Personally I prefer not spending money because its a lot more of a challenge and allows more gameplay for me. Good luck, have fun.

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