Saturday, December 8, 2012

Marvel War of Heroes Tips and Tricks

Ok, so there are lots of new players out there and even with the two week waits on trading there are a lot of mistakes people make. These Marvel War of Heroes Tips and Tricks are the quick ten things of what to do and not to do. These are in no particular order.

1) Do not use your ISO-8! It can be used to trade with high level players since leveling cards is absurdly expensive at high levels. With enough you can actually purchase SR cards that can be traded for PP. (A friend of mine for a while was trading 6 ISO-8 for an SR, realistically though expect to get an SR for 9-15 ISO-8)

2) Write down every high level account you find with low defense points. Later on you will want to attack them to gain Mastery. Only accounts with cards equaling 1000 defense will award mastery.

3) Silver can be protected by offering it in a trade to somebody and having them cancel the trade. If you don't claim the silver players attacking you won't be able to get any of it.

4) The rough values of cards are Rares are worth less than a PP, SR are worth 4-8ish PP, SSR are worth 25-50ish PP, UR are worth 75-150ish PP. Be aware of these prices when trading.

5) Do not waste Personal Power/Energy Packs if there is not an event going. You may think it's not a big deal but there will be a situation where you wish you had just one or two more during and event.

6) Purge your inactive friends. Trading can only be accomplished through team and alliance members. If you don't purge inactives you are limiting your trade pool grossly and with two week waits, getting new ones is awful.

7) Join an active allaince. Inactive alliances are the bane of games like this. If your alliance is inactive it costs you trades and ranking. It also ensures the PP you use during events isn't going to get you anywhere.

8) Complete all your special assignments. They offer bonus items and cards that are necessary for events. If you don't complete them you will regret it.

9) Max the mastery on cards you are going to use before you merge them. You greatly reduce the trading value of cards if they are not perfect. If the card is SR or higher, always fuse properly.

10) Don't remove more than one team member a day or you will permanently lose points. You can reallocate points on your account by removing team members or if they remove you, but do not personally remove more than one a day.

These were 10 Marvel War of Heroes Tips and Tricks. 

Thursday, December 6, 2012

How to Create a Strong Deck

A lot of people in Marvel War of Heroes (WoH) wonder how to create powerful decks. They commonly just max whatever the rarest cards they have assuming that this will yield the best result. Sometimes players get lucky when creating a powerful deck, sometimes they struggle only to create a deck that's weak for their level. Hopefully this guide to deck creation will help new players assemble their decks.


Choosing an alignment:
Currently in Marvel War of Heroes speed is the most popular alignment but that doesn't mean it's the best. Depending on the deck you're creating the alignment you may want to choose will switch up.

Best Attack:
1) Speed
2) Bruiser
3) Tactics

Best Defense:
1) Tactics
2) Speed
3) Bruiser

Buffs/Debuffs:
It's important to pay attention to buffs/debuffs in cards. I will note that buffs are more powerful than debuffs. The short form of this is: Specific alignment buffs/debuffs have higher percentage than (ALL) buffs/debuffs because they are more targeted. Since you can control the cards in your deck, but not the cards in your opponents deck, it makes sense for your buff cards to be alignment specific and your debuff cards to be (ALL). This means that debuffs will almost always have skills that are several percent less powerful. And ideal deck will buff a specific alignment, a step down would debuff (all), the next lowest will be self buffs, the lowest cards will be random debuffs to specific alignments.

Deck Layout:
A deck consists of five cards. The first, second, and third cards are your core. The last two cards are called wing cards. The skill on wing cards is considered less important than the core cards because they are less likely to go off. So, ideally your deck will have three cards with powerful abilities, and two cards with powerful stats.

Common to Uncommon:
The first step to creating a powerful deck in Marvel War of Heroes will be moving from common cards into uncommon cards. This is easily accomplished by farming early levels that only cost three energy per card. Once you gather ten of a certain uncommon card, Fuse them all into their rare cards. Maxing them before hand is not necessary because they are such low rarity you will be replacing them.

Uncommon to Rare:
Hopefully you get lucky in card packs and are able to gather some rares. This is where things start to get trick in Marvel War of Heroes deck creations. At this point before you start leveling your cards its important to look at what you have and decide which direction you should go. Try to ensure that at least two of your cards have great buffs/debuffs and your others have high stats. In order to get pairs of cards you will need to trade within your alliance and team. If you have specific cards you can post in your daily rallies what you're looking for and what you're looking to trade. The key is to try to gather pairs so you can fuse them into SR.

Rare to SR:
This is the most difficult jump in the game. The reason for this is that the rough value of a Rare card is 1 Power pack or less (generally less). The value of the least expensive SR cards are about 5 Power Packs. That isn't the only issue though, players don't need rares if they have a lot of SR, so they won't trade SR for R, you actually need to get the power packs. You can sometimes find low level players on forums that may pay a couple power packs for a final properly formed rare. The key thing will be you need to liquidate the cards for PP in order to gain the PP to buy SR.

SR to SSR:
It takes about four to six SR to equal a single SSR, sometimes more. That makes this the second hardest jump in the game. The easiest way to do this is to find players looking to trade down from their SSR. If you are willing to trade some of your final form SR cards, you can normally slowly gather these through trading cards.

SSR to UR:
Much easier than the other two. UR cards normally have a rough value of two SSR. Because of this, normally a fully formed properly created SSR can be traded for a base Ultra Rare.

Quick Tips:
1) Black Widows are very cheap and effective. By using six Black Widow, immediately combining them into two ++ versions of the card, you can max them and create the +++ version for minimal cost and it will only be 150pts less than eight cards maxed sixteen times.

2) Stack cards of the same type. This way the buffs effect them all and are easy to control. Mixing alignment weakens your deck.

3) In order to get to SR, liquidate rares to low level players for Power Packs, then use the powerpacks to buy cards. Players with SR don't trade for Rares virtually ever.

4) Boosting cards is very expensive. Because of this players are normally willing to pay a little extra not to have to do it themselves. Keep that in mind for trading.

The exact process I would take: 
Get 10 uncommon wolverine from the Operation 2 Mission 3. I would fuse these all together immediately for my attack deck. I would then go through missions until Operation 6 Mission 3 where I would farm for 10 Captain Americas which I would fuse together immediately.

After fusing those cards they would be rare and I would level your five Rare Wolverine and Five Rare Captain Americas each to roughly level 20. There is no point in maxing them.

At this point in Marvel War of Heroes I would try to gather Black Widows. Generally people will sell them for 15,000 silver each pretty easily. I would then engage in 'tip 1' of creating six card evolutions of them.

At this point it becomes hard. Actively try to sell every rare you're not using for PP. If you send out feelers constantly you can slowly gather PP. Once I would get 10ish PP I would aim for SR Nova's. They are dual utility and since you can't get SR quickly it will work well with the Black Widows as you slowly gain strength. You can also get SR human torches if you want to push pure offense but they cost more. I would then try to continually slowly gather PP by selling feeder cards/silver for them. Each time you finish an Nova/Torch, you can liquidate a Final Form Black Widow for PP.

At this point there really is only one jump and that's to SSR Ghost Rider. The only way to do this is to hunt for a strong order since you'd have an SSR deck. Then you'll need to liquidate your rewards for SR/SSR/PP that you can trade. Look for people trading down.

Your final bump would be to UR Spidey, but that should be a long way off.

At least that's how I would do it. Accompishing the UR Widow deck should happen pretty quick, after that it becomes time consuming but that's the fun of Marvel War of Heroes.

 





Wednesday, December 5, 2012

X-Men Raider Cards

This will be more of a rant than anything else. The boss in this event is Magneto, the Raider cards are Psychic Katana Psylocke, Cosmic Energy Havok, and Wind-Rider Storm.

Although I find Storm an acceptable X-Men to face Magneto, the other two are just frivolous. Neither Psylocke nor Havok could come anywhere near defeating Magneto. Realistically the card that should have been released was Charles Xavier since he's at least a nemesis. One top of that Phoenix is one of the only X-Men that can defeat Magneto meaning she should have been given the buff for this event.

Magneto is one of the strongest most loved villains in comic book history and half assing card decisions irritates the hell out of me. Just wanted to rant about it.

That being said:

The base cards for Havoc and Storm will offer 300% boosts individually and 800% if fused. It is also possible that one of them will offer a higher buff.

Psychic Katana Psylocke will offer a 600% boost individually and 1800% boost if fused.

I'll wager that 1/2 way through the event another card is released of SSR quality that offers 1000% boost individually and 2500% boost when fused. I can only hope it's an Xavier.

One quick idea:
Being as Magneto has only really been defeated by team efforts outside of bad writing I think there should have been a special combo that did additional damage. For example if you had Angel, Marvel Girl, Cyclops, Iceman, Beast you have the Uncanny X-Men. But this would have required the developers to care about Marvel.

Just a thought.

**Added after event started**

Actual Raider Cards:
Cosmic Energy Havoc: 200% base, 300% fused bonus. He is one of the unfortunate cards that loses effectiveness when fused. It is still recommended to fuse him since you will save attack power.

Precise shot Hawkeye: 200% base, 300% fused bonus. He is one of the unfortunate cards that loses effectiveness when fused. It is still recommended to fuse him since you will save attack power.

Wind-Rider Storm: 300% base, 700% fused bonus. Good buff overall when fused that is 200% more powerful than one base Psylocke

Lady Liberty She Hulk: 400% base, 600% fused bonus. The final of the unfortunate cards that loses effectiveness when fused. It is still recommended to fuse her since it wills ave on attack power.

Psychic Katana Psylocke: 500% base, 1200% fused. Great buff overall when fused it is 200% more powerful than one base cyclops.

Mind of Matter Xavier: 800% base, 1800% fused. Only being 200% shy of Cyclops makes this probably the most reasonable raid card for this event.

Genuine Leader Cyclops: 1000% base, 2000% fused. The best raider card for this event.

For a solid starting card into the event She-Hulk gives a pretty solid buff until you can gain two storms. After that I recommend running Storm and two she hulks in your attacks. There is no reason to use a full deck of cards in this event unless they are all at a high percentage boost.

Ideally based on price of cards and bonus offered, I would recommend ignoring cyclops. His price will be too high to be worth picking up. Instead focus on grabbing Xavier's and Psyclockes since their buffs are substantial.




X-Men

The newest event in Marvel War of Heroes will be X-Men and I must say I'm thrilled. The event is based on the same format of the previous Avengers event and the strategies and goals here should be the same.

The players will be expected to complete missions and during them there is a chance a boss can appear. Up to five bosses can appear at any given time. When a boss appears players have the opportunity to fight the boss. The more bosses a player defeats, the more likely powerful bosses are to appear. Upon defeating bosses players earn ISO-8 Shards that are used to purchase card packs.

Overall, this event is pretty straight forward and requires using a combination of Energy and Power Packs. Players need to progress through missions in order to summon bosses and players need to be able to attack those bosses. So for the X-Men event, both types of packs are useful.

Now, I'm sure you're wondering how to get a higher ranking during this event. Well, fortunately I learned some tricks during the last even that helps in the ranking.

About Points:
There are several different things you gain points for in a battle. The first is you gain some points for being the person that discovered the boss. This bonus is normally small but is meant to reward players for summoning bosses in missions. The second bonus players receive is the finisher bonus. This bonus goes to the person who deals the killing blow on the boss. The final and most lucrative way to gain points is the MVP bonus. MVP is given to the player who contributes the most points on a boss. These are the achievements when you beat a boss that reward points.

About ISO-8 Shards:
These are rewarded for other things during a boss fight. The first way to gain shards is the damage bonus. This determines a certain amount of shards to be given to you solely on how much damage you did to the boss. The more damage, the more shards. The second way to gain shards is the body part bonus. A boss has two health bars, one for main health, another for body part. Damage will be applied to both parts of the boss and you will receive purple ISO-8 Shard for damaging a bosses body part.

How to use this knowledge to your advantage?
Well, that's the easy part. First things first, try to push through missions when either no bosses are up or a couple bosses are up. This way you have the highest odds of gaining the initiation bonus. Your order/team will normally be happy to help because if they're out of Energy, they're waiting for a boss. Next, if you want to maximize points ideally you'll push to do 51% of the damage to the boss before inviting teammates. MVP bonus is the biggest bonus and 51% ensures its yours. You'll also get a lot of shards for damaging the boss and the body part. Finally, you can resort to sniping bosses but it can be pretty difficult. This involves attempting to get the last hit on every boss that's up and personally I don't like this method. The people you're sniping from are your order members and team members. It's kind of a dick move.

Finally, if you are a newer player or a veteran with a weaker deck, attack every boss once with a low power card. This ensures you'll get some of the shards that increase your chance of pulling cards that can improve your deck. It's very easy during the course of events like this to get your deck completely stocked with Rares and possible to get lucky with some SR.

**SIDENOTE** The system is flawed in the way points are distributed because a player could feasibly contribute and get nothing from the contribution. The most recent event in Rage of Bahamut was based on the Avengers event with some alterations. If Mobage takes those changes and applies them to the flaws in the Avengers event the game will heavily favor attacking every boss once.

Event Cards:
Even the lowest event cards can offer huge boosts during this event. I highly recommend getting them if you are able. The lowest ranked one will offer a 300% boost. It looks like for the event the cards will be Psylock, Storm, and Havoc which I find disappointing. Magneto has enough true nemesis that they didn't have to reach into nowhere and pull out Psylock and Havoc. But these cards are awesome for the event and picked up immediately.

Tuesday, December 4, 2012

Best Cards R/SR


In Marvel War of Heroes there are several cards that constitute the best in their tiers. This is primarily because they offer the highest stats with the best buffs. Each rarity has cards that are considered better than the rest and I just wanted to make a quick list of what I consider the top three cards in each tier and why, starting at Rare because commons and uncommons are replaced so quickly. These are the best marvel war of heroes cards by rarity.

Best Rare Marvel War of Heroes Cards:

1) Bedrock Thing 
2) Nova Corps Nova
3) Maria Hill


Honorable Mentions:

Ball of Fire Human Torch, Mjolnir Thor, Jigsaw, Ultimate Fist Iron Fist.

Bedrock thing I consider the best card among rares for his high defense and powerful boost. At 6924 Defense he offers the highest out of the rares and brings a notable increase to bruiser defense. This means that if you stack five of him, not only will you have just under 35k base defense, you will have buffs to bruiser to increase it even higher.

Nova Corps Nova makes number two for being an extremely balanced card. Not only are both his attack and defense over 6000, his defense hits 6.6k and he has a buff to both attack and defense of speed cards. Although this means the buff is weaker than a pure buff, his well balanced stats make him a solid addition.

Maria Hill makes third place on my list for her high defense in the speed category. She offers a 6.7k defense while offering a notable buff to speed defense. Within rare cards she's only second to Bedrock Thing defensively and she works well with Nova and Ball of Fire Human Torch.

Honorable Mention category are cards that are strong in their own right, but don't make top because of their unbalanced natures. Ball of Fire Human torch for example offers a 6.4k attack but only maintains a 5.8k defense. Although he is a fantastic card when used offensively, I feel that the balanced nature of Nova for both attack and defense wins. Bedrock thing makes it despite his imbalance based on his pure dominance in defense hitting almost 7k.

Best SR Marvel War of Heroes cards:

1) Vibranium Shield Captain America
2) November Foxtrot Nick Fury
3) Cloned Eliminator X-23

Honorable Mentions:
Unleashed Power The Thing, Centurian Prime Nova, Repulsor Beam Iron Man, Logan's Spirit Wolverine.

Vibranium Shield Captain America takes spot number on for being a high stat specialist again. Not only is he rocking almost 9k defense but he offers a pure defensive buff to tactics cards. This means that if you stack pure him in a deck, he is going to be a tough nut to crack.

November Foxtrot Nick Fury is number two for a solid attack and defense while bringing an attack all buff to the table. There is no denying that SR cards are tougher to come by than rares. Because of that, having a card that can buff all your attack cards whether they are Tactics, Speed, or Bruiser helps. He might not offer the best attack or defense, but he holds his own in both those stats as well.

Cloned Eliminator X-23 makes it for perfect balance. Just under 8k attack and defense while bringing a powerful self buff to the table makes her a viable card for any deck. Although there are other cards out there that are more of specialists, with the limited nature of SR quality cards she is extremely versatile.

Honorable Mentions category this time has Thing, a reasonable argument could be made that he should be in the top three for his heavy defense and solid buff again. Centurian Prime Nova makes it for being very balanced and an asset to the speed category. Repulsor beam Iron Man loses a spot on the top list because his buff is to attack and defense of tactics cards, with a proper tactics deck he could easily be the most valuable card outside of captain. Finally, Logan's Spirit Wolverine for having a buff that can be used by every card, although his defense is so low you would virtually never use him in a defense deck.

Sunday, December 2, 2012

Shield Enforcement Training Maximizing Points

In Marvel War of Heroes most people want to be able to maximize their points during shield enforcement training for both their Alliance, and themselves. Most of the time maxing your own points will naturally max your alliance points, but there are situations where that's not true.

Maxing Personal Points:
This is pretty easy to do. No matter what you are limited by the number of HP you have but there are a couple of things you can do.

First is wait until a match occurs that has a low defense player, somebody with 10 defense points is ideal. During that match use all of your attacks and power packs to farm this player. Players with only 10 defense pay the maximum amount of points. The reason for this is that the points given are determined partially by level, order rank (leaders), and finally by % of defense left. So if a player has 100 defense and is down to 10 defense, he only pays a little bit until he uses a power pack. If a player has 10 defense and is locked at 10 defense, he pays 100% all the time since he always has 100% of the defense. This is a protection that Mobage puts in to prevent players from not putting any points in defense so they only pay a little.

(Tip: Write down the name of any member an opposing order with 10 defense that is higher level than you. You can farm them later for Mastery)

The next way to maximize personal points is to never let your attack power cap. Every minute spent with capped attack power is a minute of regen lost. If you have less than necessary to attack fully and you know your Alliance isn't going to start another war for sometime, you can either save until then and risk being capped, or attack the wall/core for additional points.

(Tip: Do not start wars because you want to be able to attack. Not only is this disrespectful to your alliance, you'll probably get kicked for doing it.)

Maxing Alliance Points:
There are a couple different philosophies to doing this. One philosophy is a war should always be going. The reason for this is you never actually LOSE points. If you go two hours without a war, that is two hours where people may have attacked and accumulated an extra 200-500pts for your Alliance. This method comes with some downsides though.

The downside of this method is that it risks your walls being down for a real match that your entire team is on for. It also risks your defense leader being low on defense points for the match that your entire team is on for. If you lose these big battles worth 10000 points you only earn 8000. That is a lot of power packs for key players to be out. Not only that but winning gets a bonus of 1500. As you can see, if constant battles result in walls being down or defense leaders not being ready, you risk 3500 points in exchange for the 200-500 points you may have earned from those other wars.

My personal preference of Maxing Alliance Points is simple. You begin by taking the defense leader down, then the walls. If every member attacks the wall, generally they are down. Afterward players farm the other team for double points. Now, the key here is that you don't need to accumulate 10000 points against a team putting up 1000. The Power Packs you use here may be needed during a different match for a victory. Each victory gives an additional 1500 points, that's about 7.5 attacks. Ten wars, that's an additional 75 attacks. 

Try to keep your points low and win as many matches as possible while doing it. This allows players to gain a LOT of bonus points from victories and retain Power Packs for the last day. Alliance match ups are chosen based on people around your rank. That means if your rank stays low/mid and you are really a high ranked Alliance, you will win far more matches, giving far more 1500 point bonuses. It also reduces the risk of you losing 20% of the points earned in a match. The last day you blow up with all your remaining Power Packs. You should be able to accumulate huge amounts of points against the mid ranked alliances, and have a huge amount of Power Packs to use against high ranked orders that are probably running low on Power Packs.

To run an example of this. Lets say an Alliance plays 10 matches a day for four days and has 1000PP between all members, each PP will be worth 200pts for this scenario.

The first order uses up 75% of their PP the first three days to achieve a high rank. They have won 20/30 matches. This means they have achieved 30,000 bonus points. It also means they have lost 20% of their points 10 times. Finally, it means they have 25% of their Power Packs left for the last day.

50% of PP wins + 25% of PP losses  +  Bonus Points = Total points going into last day
  (500PPx200)   +    (250PPx160)   +   30000   =     170k points.

The second alliance in the same scenario uses 50% of their PP the first three days to barely win each of their matches. They have won 30/30 matches but have far fewer points because they used far less PP. They won 30/30 matches.

100% of PP wins + Bonus Points = Total points going into last day
(500PPx200) + 45000 bonus points = 145000. Notice using 250 HP less they are only 25k behind in points.

Going into the last day, team two has 500HP left to burn, increasing chances of winning heavily. On top of this they get to start the day by attacking mid level alliances (probably one or two matches while they rack up mammoth points).

Hopefully this is easy to understand and makes for some interesting reading to think about. This is a philosophy that is regularly used in Rage of Bahamut by Orders.