• 1

    posted a message on [Guide] Best PvE Team For Quickly Reaching Level 30

    TL;DR Use Ragnaros, Millhouse, and Cariel.  Use "DIE, INSECTS!", "Arcane Explosion", and "Taunt".  Watch your enemies melt.

    Shockingly I haven't seen a single person online mention this combo yet, so I figured I'd just let the community know that Ragnaros, Millhouse Manastorm, and Cariel Roame (along with whatever three characters you want to level up) seems to be BY FAR the quickest way to grind experience as it generally wipes out all enemies (even Level 30 ones) on Turn 1 as long as they have no more than 37 Health (or 49 if they're Protectors or 62 if they're Fighters).  In addition, picking up treasures (or having enemies take damage when they smack into Cariel) can make the kill ceiling even higher.  And if the enemy does somehow survive the first turn, you'll have no issue taking them out on a later turn instead.  

    Ragnaros' "DIE, INSECTS!" is what you're using to wipe the entire enemy board. Millhouse is just there for his "Arcane Explosion" to help make sure all the enemies' health is low enough for Ragnaros' ability to keep on reactivating. And Cariel is just there for her "Taunt" to help make sure Ragnaros survives. Those are the three abilities you want to focus on upgrading. If you have extra coins put them into upgrading the equipment "Blazing Rune", "Arcane Powder", and "Tome Of Light" to further strengthen the combo. If you have even more extra coins feel free to upgrade those Mercenaries' other abilities as they can sometimes be useful in certain niche scenarios (primarily against the final boss of each run). Also as a side note Millhouse and Cariel are technically replaceable if for some reason you really need to, but I highly recommend against it especially if you're fighting high level enemies.

    Of course most people won't have maxed out abilities and equipment so just for an idea of how it scales; the threshold for killing everything on Turn 1 is 37 Health for Neutrals / Casters, 49 Health for Protectors, and 62 Health for Fighters (let's call that 37/49/62).  Without equipment it's 30/38/52.  At only Level 4 abilities it's 27/34/47.  At Level 3 it's 24/30/42.  At Level 2 it's 16/20/28.  At Level 1 it's 8/10/14.  I'm not gonna bother going into equipment levels or if one character has a higher ability level than the other.  Upgrading both abilities to Level 3 is a huge leap and will carry you quite far, after that any upgrades are marginal although still definitely helpful nonetheless.  Also keep in mind these calculations are just for if you want to quickly wipe every enemy team you run into on turn one.  Also if you have treasures, an enemy heals, or an enemy takes damage smacking into Cariel that would effect the calculation.  Regardless, hopefully this all ways helpful.  Good luck grinding!

    Posted in: Mercenaries
  • 3

    posted a message on Pompous Thespian

    Power Creep

    Posted in: Pompous Thespian
  • 3

    posted a message on 69.7% WR [update] KafkeKretz's Keysmith Mage [legend]

    This deck is fantastic!  I haven't played in over a year and a half yet I hopped from Rank 25 to Rank 20 in one sitting going fourteen wins zero losses!  When I have the time to play again I'll have to see what the climb from Rank 20 to Rank 15 is like with the deck.

    Posted in: 69.7% WR [update] KafkeKretz's Keysmith Mage [legend]
  • 6

    posted a message on Surly Mob

    I can confirm that these are indeed correct.

    Posted in: Surly Mob
  • 2

    posted a message on NEW JADE MILL DRUID

    Holy shit dude, this is WAY better than the normal Jade Golem decks.  I think you just discovered something possibly meta defining.

    Posted in: NEW JADE MILL DRUID
  • 0

    posted a message on Jades are everywhere

    I take back what I said about this looking really powerful; it's actually REALLY shitty.  The problem is, as ridiculous as this is; it doesn't generate value fast enough.  Sucks too because I was SO excited for this deck type.  You're put behind at the start and it's pretty much impossible to catch up.  And also despite all the card draw, it STILL isn't enough.  You're in big trouble if you don't get your Auctioneer.  I'm not sure what can really make Jade Golems work though.  Maybe some board clear?  More healing?  More taunt minions?  I don't know, but now I'm sort of regretting spending dust to craft Aya Blackpaw.

    Posted in: Jades are everywhere
  • 2

    posted a message on Jades are everywhere

    Good lord this looks powerful

    Posted in: Jades are everywhere
  • 6

    posted a message on Sap

    After I thought about this I actually totally realized it's value lol.  Someone can be spending as much as ten mana on playing a minion, or at the very least wasting all their mana for that turn; and you basically make that turn pointless by sending it back for only two mana, which also allows you plenty of mana to keep doing stuff on that same turn.

    Posted in: Sap
  • 2

    posted a message on [Top 100 Legend] Burst Zoo

    What would be a good replacement for Gormock? Another Soulfire?

    Posted in: [Top 100 Legend] Burst Zoo
  • 0

    posted a message on Sap

    Man I don't get why everyone uses this card.  Other than Mill (in which case it's very fun and good), I just never found it all that good since the opponent will just play the minion again (in fact you help them if it's a Battlecry minion).  None the less though, I guess I'll be including it in my Reno Miracle C'thun Rogue....

    Posted in: Sap
  • To post a comment, please login or register a new account.