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| Map Specific Teams + Strategies; LostMagic Basics | |
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| Topic Started: May 31 2011, 03:00 AM (551 Views) | |
| Naggy | May 31 2011, 03:00 AM Post #1 |
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I hope I'm not getting into a bad habit by planning to complete these articles later and just submitting them half-complete, but I really wanted to get this out since it was on my mind. I've been asked to go more in depth on teams and general wifi strategy so this is as good of a start as any. I've got some original commentary in here tonight on a new team I tried on City of Ruins so you'll want to check that out. I didn't have time to get into it tonight, but there are quite a few original Blaze Lake ideas as well which I will add a bit later. (Promise!) Staple Teams: WSR- "The Standard Rushing Set" Wyvern (Demon Horn/ Dragon Scale/ Life Bracelet), Shine Hound (Demon Horn), Runefeed (Angel Coat/ Gale Shoes) Works best on Windmill Plains/ Wetwood Forest/ Balance Temple/ Blaze Lake/ Silverpeak Gorge The general theme for this team is balance. You've got your Shine Hounds providing the backbone of the team with high attack power, pure terror resistance, enough speed to keep up with isaac, and good magic defense. These guys will be a great asset for rushing. Next you've got your runefeeds which are widely considered the perfect monster. They are fast, they capture, they fly, they have max evasion and tank like an elpia, and they are wind element so they are immune to clip wings and gale arrows. Runefeeds may not appear to be very strong, but they have one of the highest attack speeds in the game and can be a powerful threat to enemy mages in a high bless. These guys are the ultimate crystal defenders. Because they tank so well, you can just sit them next to a crystal where they will be able to hold their own even under threat of monster confrontation. They are great diversions for this very reason as a mage will have to either stop what he's doing to focus on taking them out or send a large group of monsters at them and weaken his ability to control the map. Runefeeds' biggest weaknesses are earth magic and high accuracy monsters like elpia, rune gnome, and cherubim. Your last monster in the set is the tried-and-true wyvern. These guys are neutral so they don't have any elemental weaknesses. They have above-average attack, though it is not quite up to par with the Shine Hounds. Wyverns also have decent integrity with good enough HP and magic defense stats to survive a few explosions. They are pretty hardy monsters that can provide rush support to supplement your shine hounds and requiring little baby-sitting when left on their own. The beauty of the WSR team lies in its pure terror resistance. Even if the enemy mage manages to land a pure terror on all of your monsters, usually a shine hound or two will not be affected due because they are the same element as pure terror thereby resisting the spell. In a high bless, this is very bad news for the other mage. He usually won't be able to do much to counter them after wasting half his mana on a pure terror. He can wall, but this cuts him off from his monsters and he'll usually lose a sizable chunk of his team if he makes it out alive at all. From there, you can more easily win crystals which will put you in a better position to pressure him into wasting his mana. If you can get to this point, things are not looking good for your opponent because, as any seasoned player knows, a defenseless opponent is as good as dead. Without mana, the enemy mage won't be able to pure terror your monsters and a successful rush is much more likely. If he is somehow hanging on to a few crystals, you can always go on the offensive and try to incapacitate his mage directly with magic. Notes: If you manage to catch his mage with an ice king, a sleep spell, or a bubble it will make a rush possible before the endgame. You should always go for the quickest, safest method to kill. A simple earth wall is usually a good enough approach to get you close enough for a falling sky, big freeze, or death bullet. You can also use that time to kill his monsters instead if you aren't confident enough to risk finishing him off that early in the game. If you do opt for a monster rush, it is usually a good idea to stagger your monsters so that they can't all be targeted by a pure terror at once. The WSR team shines brightest through its great rushing power, long-term integrity, and excellent versatility. It can hold its own against any team. -- Map Specific- City of Ruins: Jetvern (Demon Horn), Wyvern (Demon Horn), Silfeed (Gale Shoes) "The WSR Counter" At first it might seem like a bad choice to forego the shine hound's higher attack and pure terror resistance for a weaker wyvern, but the added mobility in the center chasm you gain by running a triple flying team more than makes up for it . Aside from that, you're forced to downgrade from a runefeed to a silfeed which seems like a bad choice as well since silfeeds can't tank at all--until you realize that you won't be using them for that purpose anyway. Silfeeds equipped with Gale Shoes are fast enough to get to the far crystals long before your opponent's runefeeds even have the chance to contest them. The strength of this team truly lies in its opening strategy: By generating an early crystal advantage, you can subsequently force the enemy mage and his monsters out of the center with a volley of charm spells, terrors, and high bless spam. This forces the other mage to decide between two bad choices. He can either waste his mana countering your moves in order to preserve his team's integrity, or he can retreat and lose a crystal. Both choices hurt him in the long run. The more crystals you control, the easier it will be to exhaust his mana supply. This serves to open up the endgame. From there, you can force him to waste his mana while your position yourself for a rush. If he goes on the defensive, you can force him into a corner and pick off his monsters one by one. Eventually you will be able to high bless rush, or ice king him. If he manages to keep at least 2 crystals, you should still be able to rush him if you keep up a steady volley of crippling AoE spells. Remember: As long as you buffer your wyverns and jetverns in groups of two, you don't run the risk of getting shut down by terror. He simply won't have enough mana for more than one. You can also use to berserk your monsters after they've been terrored to counter it from anywhere on the map. If you find that your rushes are falling just short of killing his mage, your Silfeeds can be used to provide supplementary rushing power in a high bless to finish him off.-- Blaze Lake: |
| "Getting a BA will set you up for success." -Ancient Proverb | |
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| infantinoduck | May 31 2011, 02:57 PM Post #2 |
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f1ip's Apprentice
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This helps a lot! Still need to get on and actually do some monster catching >.< looking forward to the rest! |
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"Whelp, you're a year older now according to switzerland"- Naggy http://img33.imageshack.us/img33/7712/kbsig.png ![]() Old Avatar: http://www.metalinsider.net/site/wp-content/uploads/2014/02/normajean1.jpg | |
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| yoshifan00 | Sep 25 2011, 10:15 PM Post #3 |
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Luigi
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any for Balance Temple?
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| Naggy | Oct 3 2011, 10:55 AM Post #4 |
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I'm sure there are, but I'll have to think about it for a second. BT is a pretty good map. Even though the bottom start has an advantageous position, it's an open enough map that the disadvantage doesn't really sway things too much in the long run. Ideally, you *need* Angel Coat Runefeeds in order to maximize your ability to defend crystals. This is one of those maps where crystal capturing plays an important role moreso than other maps. You could use teams like Jetvern, Shine Hound, Silfeed with gale shoes in order to get a head start on the crystals, but it's not going to do you any favors in the long run. Your Silfeeds will drop like flies to both monsters and magic and you'll be left with no capturing monsters. The map is just way too big to take that kind of a risk, so you pretty much have to stick with either the Elpia Rune Gnome Runefeed team or with the Wyvern Shine Hound Runefeed team. I like the WSR team because I feel it's better at rushing overall. It moves much faster and doesn't need to be so tightly compacted, like the Elpia team, in order to pack a punch. To start, you will want to immediately send 2 of your runefeeds to the side crystals and send the third one to the crystal nearest you at the top or bottom of the map. If you can manage to secure 2 crystals, you'll be ok. Don't let your crystal count drop below 2. BT is big enough that you're mostly focusing on getting into a defensive position and then trying to push forward. Duels on BT can often play out like a game of cops and robbers in which one player tries to create a diversion in order to sneak over to an unprotected crystal and kill the runefeed there in order to take the crystal. Spells like fairy trick and gather can be useful well into the game in order to get isaac into an advantageous position and then throw off the balance of the game. More direct players tend to value all out rushes in tandem with high bless in an attempt to pressure the other player into making bad choices. The game usually ends in a rush before all monsters have been eliminated. I have seen the Life Shine team do fairly well here, though it is risky. The idea is that you send your life bracelet Earth Dragon up towards the middle slightly out of range of the protection of your monsters and you keep it magic defense buffed. You want to let it soak up a bunch of damage and then pull it out of enemy fire. From there, you can try rushing with a silfeed or runefeed. Variations of the team that work on BT include "Earth Dragon (life bracelet), Runefeed (angel coat), Rune Gnome (demon horn/ dragon scale)" and "Earth Dragon (life bracelet), Wyvern (Life Bracelet, Dragon Scale/ Demon Horn), Silfeed (Gale shoes)." The idea is that the wyvern variant has better rushing power whereas the runefeed variant fares better in a high bless. Ideally, you need to whittle your opponents monster forces down to about 3/5 or 1/2 before trying to life shine rush, but that turns out to be a difficult goal to reach given the nature of your team. Your Earth Dragon takes quite a bit of UP and you aren't left with much to compensate for the other two units. |
| "Getting a BA will set you up for success." -Ancient Proverb | |
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to berserk your monsters after they've been terrored to counter it from anywhere on the map. If you find that your rushes are falling just short of killing his mage, your Silfeeds can be used to provide supplementary rushing power in a high bless to finish him off.



