Monday, November 26, 2012

Shield Enforcement Training Tips

Marvel War of Heroes upcoming Shield Enforcement Training will pit groups of players against each other to see who is the strongest, and most importantly which alliance is the strongest. I have been thinking of alternate ways for this to progress given the way the event is described and the leader positions in an alliance, and the only thing that really makes sense is that it will progress like a Holy War in Rage of Bahamut. They might add a twist or two, but reasonably the main strategies should hold true here.

For the first Shield Enforcement Training it's important to get a high rank because that will allow alliances to maintain high level players and recruit high level players. If an alliance that was previously active only achieves a rank of 2000, you can expect anybody over 30k base stats to jump ship.

Here are some quick tips for this event that should hold true. They are taken from my experience in Rage and even if twists are added to the event should hold true here.

Tip 1: Defense for the win
If your defense leader is rocking a mammoth defense, most Alliances won't even fight back. The defense leader is the first experience they have battling your alliance and if they can't break through him, they just save their power packs for the next battle.

Tip 2: Kick inactives
It is better to have nobody in the spot in the alliance than an inactive player. Inactive players are just targets for the other alliance. They use them to accumulate points easily.

Tip 3: Take down the walls
The walls reduce point gains, taking them down doubles point gain. If there are no wall breaker cards this can be a daunting task, but is still easily accomplished through coordination. Lets say it takes every member of an alliance two Power Packs worth of attacks before the wall comes down. Once the wall comes down, they will receive double points. So each PP they use will be worth double the points. It only takes two until they break even, and then they gain double points per pack after.

A lot of people are hesitant to attack the wall, but if you have the juice, burn it to the ground. If the other team doesn't and you do, it's virtually impossible for them to keep up.

Tip 4: Coordinate
This is the toughest one for alliances to accomplish and are normally done through Line or Palingro. If the entire order attacks the wall, it goes down very fast and then you achieve double points from the opponents you're attacking. It also ensures that your team will be victorious since an alliance with 5 members on will have a tough time against an alliance with 20 members on.

Tip 5: Target the titles
Attack leaders, defense leaders, alliance leaders all have bonus stats as a result of their rank, but also give bonus points. If you are able to easily beat the leaders, farm them for points. Keep an eye out though because after being repetitively farmed they will be reduced in value and switching targets might be viable.

That's all I got on Shield Enforcement Training until it releases. These tips should work no matter how they decide to configure the event but I'd bet that this will mirror Holy Wars almost exactly.

14 comments:

  1. Thanks so much for making all of this information public. You've saved me weeks of trial and error, and it's much appreciated.

    If you're taking requests on posts, I feel totally lost as to "Boosting" cards? I know the basics, but no tactics/strategies to doing it most effectively.

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  2. Will it be 1 on 1 random attacks like the battles for the tigra assignments or will my alliance be given another specific alliance? I'm struggling to visualise how its going to look!
    P.s what is your alliance so I know to stay well away haha :P

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    1. It will probably be alliance vs alliance in 1 hour increments. A member of the alliance can start a challenge, from there a random similarly ranked alliance who is also searching for a challenge will be chosen. This can take up to 10 minutes or so.

      At first you will only have the option of attacking the wall or the defense leader. (the defense leader is considered to be defending all other members until he is defeated). Once the defense leader is beaten once, all other members are fair game. Defeating an opposing player will yield honor for yourself and your alliance. Whoever has the most honor at the end of the hour long match, wins. Winning should yield a bonus to valor and the losing team still receives their valor.

      Your ranking will be determined by team and individual valor. If you're worried about being able to beat other players, pick weaker targets. For events like this the attacking low level penalty is removed.

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  3. Awesome! You were spot on Lol! What's the best thing to do with the iso8 shards?! Save them up or share? Cheers again mate!

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    1. Oh, share share share. You actually don't give any away, you get them for 'sharing'. It's weird but it's the same in rage of bahamut. You give them a shard (that never leaves), you get a shard, if you leave a message as well you get another shard. So each shard is worth 3 if you give them away.

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  4. Nice!!! Any tips for getting that ultron or is that just random?

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    1. Just random. But shards are earned for high placement in a battle as well as points. So if not a lot of your team is participating it might be worth it to use some power packs to get ranked 1st for the war.

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    2. More shards, more chances at Ultron.

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  5. I have a question about Defense Leaders - if you assign more than one alliance member to Defense leader, how does the "gatekeeper" effect work? Normally, I have to take down an alliance's Def leader to access the rest of their members, but if they or we have more than one, do I have to take out all of them? Can I target the lower of the two def leaders and still get access to the rest of the alliance if I beat them? Just curious.

    On the same theme, what's the best way of picking a Def leader? I normally just pick the highest level guy, but now that I'm more informed I've been using scout decks (a 2 power Electra) and sparring with different members to see what their Def decks look like. I have two candidates, but I can beat them both with my main Atk deck. Neither of them have a cohesive defense deck - it seems to be using their Suggested Deck rather than having something custom built. Both have Def over 130, but one has a Def of 160. I'm inclined to pick the guy with the better Def points. Any suggestions?

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    1. First Answer: Only one needs to go down for the defense to be considered broken.

      Second Answer: If they are equal in deck power, pick the one that has higher points because he will be able to take more hits. Realistically though you should look for somebody who is a defense person (200+ Defense Points). Or you could ask an order member if they are interested in being a Def Leader.

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    2. Is there anyway to make myself (alliance leader) the "gate keeper" defense leader? Would I just not assign a defense leader?

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    3. Leader can't be defense leader unfortunately. You'd have to hand over leadership or find a legit defense leader.

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  6. Lucarda,

    I'm going to be my alliance's def leader this event and I have a question. I've done some work and have solid mid-range def deck (1 AP Capt surrounded by 3 perfect fused VS Capts and 1 DL Emma Stone). I've boosted my def power up to 195 and customized a number of def decks so that when my def power drops I still have a custom deck pop instead of some crappy auto-generated one. My question is - is there any way to defend myself against the "exploit" folks are using with single low power cards? I asked Mobage about it specifically and they just threw up their hands and said "the actions you are referring to do not break any rules so the issue is out of our hands." I assume you understand what I'm talking about, but I don't want to spell it out.

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    1. Technically it's a trick not so much an exploit. It's pretty crappy and underhanded.

      Honestly, there's no real way to prevent. You shouldn't be counting on your defense to win anyway, just to give you a lead. All defenses break, you just want your offense to pump out 4k in points before it does.

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