Well my Druid is up to level 77 now. I principally am upgrading it through the dungeons. I know I mentioned Dungeon 1 Skull 2 last time. Since then I've moved on to Dungeon 2 Skull 1 which is worth 495 as a solo. However, as I searched and played around I found it could solo the rooms that are 3150 mana and 3300 mana. These pay out 517 and 540 respectively. So, doing that has made the process pretty mindless as it accumulates over 500 exp each time. I don't really care about the shard differences in not doing skull rooms.
I'm not using any troops in these battles. Actually I do sometimes, but it's only to speed the battle not because of any fear of losing the Druid. To be honest the Druid accumulates almost no real damage in these assaults.
I only have about 15,000 honor badges right now so there will be some delay in getting it past 80. My Serpent Queen is already sitting at 80 waiting to be levelled, but I will certainly hold off and level the Druid first.
Showing posts with label experience. Show all posts
Showing posts with label experience. Show all posts
Tuesday, December 3, 2013
Tuesday, November 26, 2013
Level Up Druid
Around 5pm yesterday, I finally earned enough shards to get my Druid. Woohoo! About damn time. Its second skill is revitalize but only at 1/5. Oh well, better than worthless.
I immediately sacrificed a bunch of slimes and level 40 heroes I had garrisoned in order to level up its energetic skill.
For experience, I did what I discussed yesterday. I started in Dungeon 1 Skull 1 partnered with my Serpent Queen 78. This worked reasonably well, but I discovered I could do Dungeon 1 Skull 2 by partnering with the Angel 74 because they just heal each other. Neither dies unless the Executioner in there gets lucky.
Now at level 30 the Druid can 100% Dungeon 1 Skull 1 so I'll probably continue that to level 40 then switch over to Dungeon 1 Skull 2. Hopefully, that can happen today. UPDATE: Druid can solo Dungeon 1 Skull 2 in the early 30's!
Once past 40, I may try it in some raids. Getting antsy. UPDATE: Druid survived multiple raids today. even before level 40 fighting against might around 7000 range.
I immediately sacrificed a bunch of slimes and level 40 heroes I had garrisoned in order to level up its energetic skill.
For experience, I did what I discussed yesterday. I started in Dungeon 1 Skull 1 partnered with my Serpent Queen 78. This worked reasonably well, but I discovered I could do Dungeon 1 Skull 2 by partnering with the Angel 74 because they just heal each other. Neither dies unless the Executioner in there gets lucky.
Now at level 30 the Druid can 100% Dungeon 1 Skull 1 so I'll probably continue that to level 40 then switch over to Dungeon 1 Skull 2. Hopefully, that can happen today. UPDATE: Druid can solo Dungeon 1 Skull 2 in the early 30's!
Once past 40, I may try it in some raids. Getting antsy. UPDATE: Druid survived multiple raids today. even before level 40 fighting against might around 7000 range.
Monday, November 25, 2013
Dungeon Shard and Experience Farming
For those of us who choose not to spend money on the game, it is essential for us to farm shards or be left to the whims of whatever free gem rolls we can get. Personally, those whims have under-delivered so I've been farming pretty religiously to acquire a Druid. Still 24 away as of this writing, but obviously it's only a matter of time.
Right now for shard farming, I go to Dungeon 2 Skull 1 for a chance at 4 shards. I lead with my level 73 Angel who can patiently wipe out one of the wizard army camps by herself. This eliminates the delay that often comes with getting to the walls and Arrow Towers which can kill your heroes. Once, the Angel wipes out the wizard and is attacking the camp structure, I release my other 4 primary heroes (Champion 76, Executioner 81, Serpent Queen 78, and Pain-Da 78). I also have a Cyclops 73 that I can rotate as needed. With this strategy I never lose a hero.
If it is my last dungeon chance, I sometimes go to Dungeon 3 Skull 1 and launch everyone with 52 Griffins to help. The chance for 7 shards is worth it for me. I always seem to have more mana to buy Griffins than I know what to do with.
For experience farming when I get a new hero worth keeping, I usually just send 1 high level hero through most of Dungeon 1 then launch the new guy so they split about 250 experience. That makes it really easy to get past 20 relatively quickly. I haven't done this in a while so maybe I can do it on Dungeon 1 Skull 2 instead. Definitely let me know if you have a better path to levelling. Alway willing to listen to new ideas.
Right now for shard farming, I go to Dungeon 2 Skull 1 for a chance at 4 shards. I lead with my level 73 Angel who can patiently wipe out one of the wizard army camps by herself. This eliminates the delay that often comes with getting to the walls and Arrow Towers which can kill your heroes. Once, the Angel wipes out the wizard and is attacking the camp structure, I release my other 4 primary heroes (Champion 76, Executioner 81, Serpent Queen 78, and Pain-Da 78). I also have a Cyclops 73 that I can rotate as needed. With this strategy I never lose a hero.
If it is my last dungeon chance, I sometimes go to Dungeon 3 Skull 1 and launch everyone with 52 Griffins to help. The chance for 7 shards is worth it for me. I always seem to have more mana to buy Griffins than I know what to do with.
For experience farming when I get a new hero worth keeping, I usually just send 1 high level hero through most of Dungeon 1 then launch the new guy so they split about 250 experience. That makes it really easy to get past 20 relatively quickly. I haven't done this in a while so maybe I can do it on Dungeon 1 Skull 2 instead. Definitely let me know if you have a better path to levelling. Alway willing to listen to new ideas.
Subscribe to:
Posts (Atom)