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    posted a message on what is my pick here? (priest choices)

    Hard to say, all 3 have some merit but deck is in such a bad spot curve wise that whatever we choose isn't likely to make a big impact.  This deck is going to get outtempo'd probably every game.  Temple enforcer won't have anyone to buff, cleric might not have someone to heal until around turn~6-8 when you're almost dead.  Shadow word death is normally the most value pick, but still need to fill in glaring weaknesses in curve, card draw, and weak minions in the last few picks.

    Posted in: The Arena
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    posted a message on another card choice, this time warrior

    It's not spiteful smith, but it could be dire wolf, you really don't have many 2 drops, and are really going to need the axe to stick guys on the board anyway.  still hard to pass up dark iron dwarf.  this really is closer than it looks.  if we have to armor up turn 2 its probably over.

    Posted in: The Arena
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    posted a message on Arena rewards at 10-12 wins

    Got to 12-2 with this shaman, pretty stacked deck though lol

     

    315 gold, 20 dust, 1 pack, golden unleash the hounds....again. lol +400 dust.

    Posted in: The Arena
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    posted a message on Arena rewards at 10-12 wins

    2nd 12 win arena run, 12-1 this time.

    Mage:

    Not shown, 1 Argent Commander, 1 Lord of the Arena, 2 Flamestrike.

    Posted in: The Arena
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    posted a message on Arena rewards at 10-12 wins

    12-2 Paladin

     

     

    Posted in: The Arena
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    posted a message on Average Win Rate Statistics

    74%.  Don't think I ever went 0-3. 2-3 happened at least twice though.  that's what I get for trying hunter!

    Posted in: The Arena
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    posted a message on Average Win Rate Statistics

    anything below 7 is disappointing :[

    Posted in: The Arena
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    posted a message on Why RETIRE at 8?

    Some of the replies seem ridiculous.  If there's an issue, it's with the reward system, not the people trying to get they want from Arena.

    Posted in: The Arena
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    posted a message on Arena Drafting Practice Feedback

    Did you change your post? I can't see the draft options, only the picks.  The hearthhead draft simulator seems to be much more representative of an actual draft - the hearthpwn simulator doesn't give as many class specific cards as the game does.

    Posted in: The Arena
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    posted a message on Arena Drafting Practice Feedback

    Pick 1: Picking Blessed Champion on pick #1 is really optimistic, it usually just closes out a game by setting up a big guy with some ridiculous damage.  It's a dead card in hand often though until then.  I'd pick Mind Control Tech to have a 3/3 for 3, but this is arguable

    Pick 3: Venture Co >>>>> Windfury Harpy.  Windfury seems to be overrated, although it could be a cute combo with Blessed Champion.  Doesn't usually live though.  Venture Co is cheaper, and overally usually better value.

    Pick 8: I probably pick Smith over War Golem, even weaponless.  Especially if I picked the Venture Co earlier, I'd rather have that than 7 cost War Golem.

    Pick 10: I'd pick Young Priestess.  Really don't like Holy Wrath, even though it might be decent because the curve is high.  Just hard to use something so expensive and unreliable.

    Pick 12: I have a hard time bringing myself to pick Raid Leader, he's just so squishy and subpar.  I'd go with Archmage, but he's not great.

    Pick 13: Venture Co, and it's not close

    Pick 14: Razorfen Hunter.  Looking for 2s and 3s at this point.

    Pick 15: Wild Pyromancer.  Decent 2 drop, as long as we're careful with spell usage.  Alarm-o-bot is just a do nothing, and will just die before bringing in our big guys anyway.

    Pick 16: Worgen Infiltrator is my pick.  Acolyte of Pain being my second choice.  Not a fan of the rifleman.

    Pick 20: Would go with Equality over Abomination.  the abomination counter-synergizes a bit, and Equality has extra synergy with hero power + consecration.

    Pick 22: Tiger over Mogushan Warden.  I pretty much have the warden as one of the worst 4s, although occasionally people get stuck on him for a turn.  We don't even have a shattered sun cleric, defender of argus, or blessing of kings to buff him.

    Pick 24: We need 2 drops, so Mad Bomber here.  Holy Light is pretty much a dead card.

    Pick 26: Need 3s, and Acolyte of pain again is kind of sux here, but I'd take him over frostwolf.  I think we're good on big guys , with 2 venture co, tiger, etc.

    Pick 27: Wolfrider.  Eye for an eye is just a dead card

    Pick 28: Stormwind Champion.  Too much synergy to not choose, this guy is awesome.

    Pick 29: You chose a 2/3 without an ability over a 2/3 with an ability.  A damn good ability.  Bloodsail will be a 6/3 or 3/3 enough to be really awesome.  The choice here completely confuses me.

    Deck is fairly solid, although a bit high curve.

    Posted in: The Arena
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    posted a message on Need help with my arena plays...video evidence of how i suck.

    Watched some of that part, it looks like the draft was really bad.  We've got dead cards like Mind Blast, Circle of Healing, Tauren Warrior.  It doesn't matter how we play it out, it's not going to go well.  I'm not sure about 2 Holy Smites either, have to wonder what they were chosen over.

    Posted in: The Arena
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    posted a message on Hearthpwn arena simulator

    So, I'm noticing that the simulator gives a significantly lower amount of class-specific cards than tends to appear in the actual arena drafts.  If I was going by the simulator, Mage would hardly ever have Flamestrike, let alone spells o_O

    I'm not sure where they got the %s for the card combinations, and don't really know what they actually are, but I thought I'd bring this up.  It makes the simulator a lot less useful than it should be.

    Posted in: Site Feedback & Support
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    posted a message on Strategy for choosing arena cards?

    Would recommend giving vivafringe's thread on the Blizzard forums a look: http://us.battle.net/hearthstone/en/forum/topic/10261856562?page=1

    As mentioned above, you do tend to want cards that stand well alone.  After the first several picks, sometimes you can see cards that will synergize well together, then further picks will mesh together a bit.  This is a huge problem for Hunters, which seem pretty bad in arena.  Going for beast synergy may not even be worthwhile at all.  I'm not really big on arcane explosion anyway, but without Mana Wyrm or a Geomancer it's really pretty mehhhh.

    I'd still probably take something like Upgrade on pick #1 though, since weapons are more common, and it has a somewhat usable standalone function, and there are several picks it'll get extra value with - Axe, Weaponsmith, Reaper, another Upgrade, Gorehowl kinda.

    Posted in: The Arena
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    posted a message on Which card

    I would roll with Molten Giant.  If you have Hexes already in your deck, I'd roll with Molten Giant even harder.

    Edit: Other cards that would make me pick Molten Giant more, Stormforged Axe, Doomhammer.  Facetanking + making giant cheaper, yeahhhhh.

    Posted in: The Arena
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    posted a message on Need help with my arena plays...video evidence of how i suck.
    Posted this in comments, but I'll post here too since I found my account info for Curse.
     
    Some lines I'd play differently:
    Turn 2: Play Ooze
    Turn 3: Play Ooze, since we didn't play it on turn 2 for some reason.  Losing blademaster superbad there.
    Turn 5: I opted for Questing Adventurer, followed by Divine Spirit on Lightspawn.  Attack 6/6 Lightspawn>Booty Bay.  Gives 2 decent threats, he shouldn't be able to deal with both.  Silence doesn't seem to be in his current hand range.
    Turn 6: as played, Temple Enforcer>Lightspawn, attack 8/8 Lightspawn>Shieldmaster.  Leaves board with 5/5 + 6/6 vs his 3/2
    Turn 7: as played, I was going to do the same Questing Adventurer + Ooze + Sunfury Protector line, but only turn the 5/5 only into a taunt.  Your line ended up better though.
    Turn 8: I've got Windfury Harpy + Smite>Frost Elemental + Inner Fire>Frost Elemental.  Attack Sunfury>Frost, Ooze>Windspeaker, Questing>Face.
    Another decent line is Temple Enforcer>Ooze + Smite>Frost Elemental + Inner Fire>Frost Elemental.  Attack Sunfury>Frost, Ooze>Windspeaker, Questing>Face.

    I like getting the Harpy into play here, since we apparently drafted it for some reason.  But wiping his board and having 3/2 + 7/7 + 2/1 + 6/6 on board is also solid.

    The line you took is slightly worse than either of these I would think.  Doesn't matter in this game, but with a narrower board control advantage + opponent that doesn't waste his units, need to keep options open.

    Turn 9: Attack face, bring him to 1 hp.  We don't need to be trading down here.  This isn't a situation where he's going to pull out some ridiculous removal or buffs.  He's going to die.

    Would like to see cards better than Inner Fire and Windfury Harpy from draft tbh.  Not really big on 2 Lightspawns either.
    Posted in: The Arena
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