I just levelled up the Druid to the positive side of 80. It cost me 200k gold and 20,000 honor badges. I had to work for the honor badges this morning to achieve that, and when I was done I was basically left with no honor badges left.
This created a unique opportunity since I've been farming a lot of other camps lately using the strategy I mentioned in my last post. Every time it costs me some honor badges. However, now that I already had 0 honor badges and since the game won't let you go into negative honor badges, I could essentially raid with abandon for an hour before my next round of arena badges came in. It was short-lived but fun. I will be sure to look for the chance again. You should too!
Showing posts with label farming. Show all posts
Showing posts with label farming. Show all posts
Friday, December 6, 2013
Thursday, December 5, 2013
Farming Gold Strategy
In terms of raiding other players, I've found it to be laborious and unnecessary to carry out full raids on other players. Frequently I lose all 52 of my Griffins in these attacks and some of my heroes get killed as well just for 50-150k gold. Totally not worth it when there is a viable alternative.
My latest answer is to use my Druid, Serpent Queen, and Angel on raids. All of them attack from a distance which is the key here. I cycle through lots of player's setups looking for instances where buildings are positioned in a way that I can attack them without being attacked by anything but towers and where gold/mana is nearby too. It's about 1 in 20 setups at this point.
I send in the Serpent Queen first so she can start getting charged because her toxic mist is critical to the process. Once it is activated you start reaping solid amounts of gold/mana from the nearby buildings even while you attack a different spot. Meanwhile the Angel and Druid keep the Serpent Queen healthy. Just make sure you quit the battle before one of your heroes gets close enough to initiate with a hero or troops since you want to repeat this again and again and won't want to wait around to heal.
If there is only one isolated gold/mana, I just send the Angel. She's invulnerable to the cannon tower which is good and can attack from the greatest distance.
All of this costs a few honor badges, but can help you reap a large amount of gold in a relatively short time.
I've found I can get about 100k in gold in about 10 minutes on average doing this.
My latest answer is to use my Druid, Serpent Queen, and Angel on raids. All of them attack from a distance which is the key here. I cycle through lots of player's setups looking for instances where buildings are positioned in a way that I can attack them without being attacked by anything but towers and where gold/mana is nearby too. It's about 1 in 20 setups at this point.
I send in the Serpent Queen first so she can start getting charged because her toxic mist is critical to the process. Once it is activated you start reaping solid amounts of gold/mana from the nearby buildings even while you attack a different spot. Meanwhile the Angel and Druid keep the Serpent Queen healthy. Just make sure you quit the battle before one of your heroes gets close enough to initiate with a hero or troops since you want to repeat this again and again and won't want to wait around to heal.
If there is only one isolated gold/mana, I just send the Angel. She's invulnerable to the cannon tower which is good and can attack from the greatest distance.
All of this costs a few honor badges, but can help you reap a large amount of gold in a relatively short time.
I've found I can get about 100k in gold in about 10 minutes on average doing this.
Tuesday, December 3, 2013
More Levelling Druid
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.
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.
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.
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