I have slow clan mates (sub 300) who just pick on the poorly made res/def teams and nuke them away.
Its all opinion of course, but i personally think building a go second team is more gear intensive than a nuke team.
100% agree
Go second teams gearing isich more difficult. I attack every single one I see as they are free wins 99% of the time with a speed->def down> double nuke
Even if op can't reach 280 speed yet gearing for a speed control nuke or speed double nuke is far easier and more consistent results.
Go second teams gearing isich more difficult. I attack every single one I see as they are free wins 99% of the time with a speed->def down> double nuke
Even if op can't reach 280 speed yet gearing for a speed control nuke or speed double nuke is far easier and more consistent results.
This is my opinion of course.
Go 2nd teams are great on offense (in tag of course, not for speed farming classic), terrible sitting ducks on defense. Building one go 2nd team for tag is absolutely mandatory unless you have godly speed gear.
Go 2nd teams are great on offense (in tag of course, not for speed farming classic), terrible sitting ducks on defense. Building one go 2nd team for tag is absolutely mandatory unless you have godly speed gear.
This, in my tag team i have on paper an annoying third tag team, built around a high rez rhazin lead, mountain king with a pile of hp (115k hp and 400 res) and in a shield set, a high res and high accuracy tormin, and a really quick and tanky brogni.
In theory it should be annoying and put people off?
On attack it works fine, even when defences are in at the weekend.
On defence? people correctly guess there is a shield set on one of my champs- and bring in a serris every time and of course they get to see tormin is there and bring in counters. And this is just silver 2
This, in my tag team i have on paper an annoying third tag team, built around a high rez rhazin lead, mountain king with a pile of hp (115k hp and 400 res) and in a shield set, a high res and high accuracy tormin, and a really quick and tanky brogni.
In theory it should be annoying and put people off?
On attack it works fine, even when defences are in at the weekend.
On defence? people correctly guess there is a shield set on one of my champs- and bring in a serris every time and of course they get to see tormin is there and bring in counters. And this is just silver 2
Yep, I had my go 2nd team on defense for a day and realized how dumb I was lol.... Replaced it with Shazar Seeker Yoshi Serris. At least makes me people decide whether to put fast team against that one or my arbiter team. My other team of Lydia Duchess Warlord Ignatius even with 400+ res is easily wiped by fast/accuracy teams. But looks scary enough at least.
Now that I have explained all the above, you can understand why players commenting before me kept mentioning certain heroes for a team.
High Khatun -> She can do 2 Roles (Leader + Turn Meter)
Seeker -> He can do 2 Roles (Increase Atk Buffer + Turn Meter)
Now keep in mind, I am giving examples which other players have mentioned, but you don't have to necessarily use those heroes on your Arena team.
Keep in mind, I gave you list of 5 Key Elements.
1 - Leader with Speed Aura
2 - Turn Meter Filler
3 - Increase Attack Buffer
4 - Decrease Defense Debuffer
5 - AOE Nuker
Seeker does Increase Attack which is number 3 on the List, BUT
What does Doom Priest Do?
What does Kreela Do?
If you look at their Skills, you will discover they all do Increase Attack!
You only need 1 hero doing the Increase Attack Buff on your Arena team, but you have several different heroes who can fulfill that key role which gives you tons of options.
classic arena is either too easy or too hard, depending who you talk to. I don't think they will ever figure it out. Tag Arena needs the attention. That they certainly CAN fix by simply realigning the number of players per bracket to better reflect the power/champion distribution of the active player base. Currently it's more of a straight vertical line than a curve.
Arena suffers from the old "whales " dropping down to a point where new players cannot get past them, I'd suggest that clearing those old whales out might be an idea, or having two routes up the path old players and new players, but as they want more PtW then...... it's not fixed, ha never been fixed and anyone saying it is fixed is lying through their teeth.
I would suggest a main offense of Deacon (lead), Umbral (go first, fast and accurate as possible), Ma'Shalled or Sethallia (depending on whether you predict shields on the enemy) and nuke (Abbess, Nethril or Versulf). Versulf hits harder than Magnarr with a provoke on the enemies.
Then I would put in an annoying stall defense of Seeker (lead), Vogoth, Sandlashed and Scyl. Maybe replace one with Ma'Shalled for damage.