Shield Enforcement Training Two will operate under the same principles as the previous Shield Enforcement Training. The top reward for this time through is an SSR Spider Man which is a bit disappointing because the previous Shield Training had a Speed SSR as the top reward as well.
Bruiser players are totally left out in this event which can be either frustrating or wonderful for them. Since new cards tend to sell for a premium, players who are bruiser will get some nice cards to trade for the ones they want.
Since this event is so quickly following an event where players either depleted or gathered large amounts of PP, we can expect there to be some shake ups in the ranking depending on what players were able to accumulate.
Shield Enforcement Training v2
Individual ranking is based purely on the valor you attain during Shield
Enforcement Training. It is common that more powerful opponents will
give more points. Valor can also be increased if the player has the
attack leader, defense leader, vice leader, and alliance leader rank
within their orders. If a player is normally worth 100 valor, an
alliance leader will be worth 150. You must win a battle in order to
gain points, losses will yield nothing. If you are not powerful enough
to attack alliance members for points, you can also attack the shield
barrier for points. Look for members with 10 defense, these players are worth the full amount of points no matter how many times you attack them.
Alliance Ranking is also based on the valor attained during Shield
Enforcement Training. The major difference is that it is the team
accumulation of points and there is an overall victory/defeat at stake.
In order to rank highly as an alliance it is important to coordinate
attacks so players can make the most of their attack power. You cannot
carry alliance ranking solo to a high rank, it requires contribution
from all members. Victories give additional points to alliance ranking, so it's important to win the wars you start.
Barriers are built before the Shield Enforcement Training and cost
silver, so donate to your order so they can build barriers. Barriers cut
the points enemies receive in half. Once the barrier is down the
opposing team will gain full point values. Because of the heavy
difference, if your order does not have a barrier, it will lose almost
every match. It is extremely important for barriers to be up. Barriers can be taken down rapidly through the use of assault cards.
Before alliance members can be attacked, the defense leader must be
defeated. Because of this it is important to test to make sure you can
defeat an alliances defense leader. If you are unable to beat a defense
leader, you should save your attack and power packs until the next
Enforcement Training. If you want to defeat a defense leader easily, have everybody attack him. Normally his defense will drop rapidly and his defense points won't sustain his cards.
You will gain ISO-8 Shards for participating in battle, so be sure to
participate every time to maximize cards packs. Even if you are only
able to attack with a weaker deck once during a battle make sure to do
it in order to gain shards for card packs. Shards are given out based on the damage you do, but you will gain a minimum of one no matter how much damage you do. Afterward be sure to share shards with people in order go gain extras.
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.