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    posted a message on About how long does it take you to max a merc?
    Quote from DeathDragon >>

    It depends on merc rarity and the bounty (it seems droprates differ slightly). In general it goes like this:

    -You need 2700 coins to max out most mercs (3 skills 5 levels each and 3 equipments with 4 levels. Some mercs have less equipment to max, e.g. Sylvanas has only 3 levels on her deathrattle equipment, whatever it is called)

    -Old tasks gives 985 coins to specific merc and some amount to random ones (I'm to lazy to count the exact amount. Those coins are nice early on but since we still don't have duplicate protection they become worhtless later on).  New tasks (for merc that unlock one equipment throught bounty rather than task 7) give 55 more coins, 1040 total.

    -As such with the merc already unlock and tasks done you still need 1660-1715 coins. 

    -In case of legendary mercs whom seems to be most consistent in terms of bounty reward, you get min. of 15 coins from heroic bounty, rarely 20 and even more rarely an extra pile. I would say that it's rougly 20 coins of average per bounty. For common and epic mercs coins piles seems to be a bit bigger (20 is quite common, sometimes you can get 25).

    -Finally 1660/20 is 83 - bounties to do (86 for 1715) . It a bit hard to tell how long it takes to finish a bounty even on average (it depends on you skill, avaible mercs, treasures and the bounty itself) but I would say 15-20 min at least in my case. As such maxing a legendary merc takes 21-29 hours with no extra coins from tasks, packs or ranked rewards (and shop of course).

    Of the later bounties, on HC, one is guaranteed coins for the leg, one is completely radom, one is random within the mercs in the party, and two are from the bounty rewards - prior to the guaranteed you had an approximately 28% chance per bundle (and three bundles) to get legendary coins from the bounty rewards. Probably significantly reduced after the change.

    This isn't that relevant, though - you're probably doing a lot better with soloing the first HC, or doing it with a team that you need the coins for everyone for. You'll get 15 coins for the merc per run that way, and it's three encounters. Much better for post-crafting, although boring.

    Posted in: Mercenaries
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    posted a message on Nzoth event #6 seems bugged

    I've seen it suggested that you need 10 DRs in a *single turn*. I finally did it after some stalling of the boss to give additional DRs to the adds etc., but suspect that was just luck on it completing. Had a lot of dead mercs - the deathrattles of the adds killed my three, which just added to the pile of DRs. Blizz are working on it, apparently, but with a time limited event and the number of bugs so far... the only redeeming feature is that the merc itself is from the second task, so you shouldn't be missing out on that due to bugs.

    This latest patch is an absolute mess, though. Seriously bad implementation, a complete lack of testing... I can understand the task 3 bug, but it's clear by this point that testing doesn't even cover "does this overhaul break basic functionality".

    Posted in: Mercenaries
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    posted a message on No daily tasks in Mercenaries
    Quote from Chewy2231025 >>

    If ur waiting on ur daily task (2 bounties), ull have to wait until u finish all 10 Nzoth bounties or wait 10 days (7 days from the time of this post)

     Odds are that you won't get the daily from Chromie again until the event ends, regardless of if you do all 10 event ones first - that's how it's worked before.

    Posted in: Mercenaries
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    posted a message on N'zoth event: 3rd task not triggering
    Quote from ArcyroX >>
    Quote from fusilli >>

    Huh, you people can get into that bounty? I'm experiencing errors when I try to open it.  Using Malf/Guff/Bru/Anacondra/Murky (for coins)/Velen (for 6 bounty Q). No intention on using the latter two, but even removing them it hangs for a good minute or so then drops me to the main menu with an error about "We encountered an error when trying to load this menu". Happens on both N and HC. Basically the same as last night when they locked darkshore just with an error message after rather than an eternal hang.

    Error happens immediately after selecting team. Can still enter other bounties, and team is basically the same as the one that just did task 2.

     I am experiencing the exact same thing. Anyone has a solution for this? I would be really annoyed if I miss the event because of some bug.

     The front post is updated with it - they're working on it, but say a workaround is to clear the previous bounty on Normal, and they think the bug is tied to people who only did the previous bounty on HC, not on N.

    Posted in: Mercenaries
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    posted a message on N'zoth event: 3rd task not triggering
    Quote from Iperyt >>

    I did the 3rd and 4th event quest about 10 hours ago. For 3rd event quest i used casual fire combo with Chi jin and Balinda while using shard without issues. Did you get error only when using this specific combo  you describe above ?

     I've tried other teams that work for other bounties - fire team, just the core 4 nature etc. and still the same error. Other bounties work, but M'ida doesn't. Just errors out regardless of team unless there's multiple bugged mercs!

     

    Ah, it's acknowledged by Blizz. Guess I just wait, no rush :)

    Posted in: Mercenaries
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    posted a message on N'zoth event: 3rd task not triggering

    Huh, you people can get into that bounty? I'm experiencing errors when I try to open it.  Using Malf/Guff/Bru/Anacondra/Murky (for coins)/Velen (for 6 bounty Q). No intention on using the latter two, but even removing them it hangs for a good minute or so then drops me to the main menu with an error about "We encountered an error when trying to load this menu". Happens on both N and HC. Basically the same as last night when they locked darkshore just with an error message after rather than an eternal hang.

    Error happens immediately after selecting team. Can still enter other bounties, and team is basically the same as the one that just did task 2.

    Posted in: Mercenaries
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    posted a message on 3 hours locked in mercenaries
    Quote from Dragy10 >>

    has this been fixed so far?

    is it safe to play the murlocs now?

     It's working, they've unblocked (read: removed the crash on entering), and it's doable. Not sure when we get a second bounty, though!

    Posted in: Mercenaries
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    posted a message on How to counter that?
    Quote from SirJohn13 >>

    Boar Priest doesn't even beat Demon Hunter. The optimized deck that runs Bone Glaives and has a lot of damage from hand is definitely favored against Boar Priest (not by much, but for sure 55-45) if played correctly. For example not going all out on the board and playing into a Xyrella clear, but rather staggering threats while accumulating damage spells for a big burst before they can execute their combo

     Makes sense - certainly a closer matchup than people expect if the DH isn't greedy (which, TBF, it sounds like the OP was if they died to WP/SW:Dev). I can't really comment on the winrates though, since I'm still learning Boaring priest. Running into supid misplays - not popping both boars before the first res is a stupid that I've done, for example, along with similar. Might be worth trying optimizations against that build - things like neutral taunts? Maybe even something like Priest of An'she (given the cheap burst heals), though annoy is an option to stall the big bursts. Currently got two flex spots, which are dungeoneers for more draw.

    Posted in: General Discussion
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    posted a message on Pity Timers, How Do They Work?

    Roughly. This is what is known regarding pity timers:

    There is one pity timer (for legs, also one for epics) per pack type, excluding non-regular packs (golden packs, year packs, stadard packs etc.), which do not have a pity timer. This starts at 10 for the first legendary, then is 40 for subsequent legs.

    The pity timer has not been seen to be mixed up by mixing up packs. Significant amounts of testing has been done here. Numbers greater than 0 just haven't been seen outside of short-term bugs.

    Posted in: General Discussion
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    posted a message on How to counter that?

    Eh, Boar priest is overrated. Can't handle most decks - it's purely a narrow hate deck, it seems. Like anything else, it loses to free Smites/gorehowls, 3 20+ damage burst turns back to back, and similar. Often it's slow - CW's OTKed me first, for example, because sometimes it's past T12, though critical turn seems to be around 10-11ish without northshire/pyro turns, which aren't too common. I suspect the relative weakness of the deck is just me not seeing the few great matchups - DH is one that the deck eats, much like CW should be with decent draws, from what I've heard.

    You also, from the sounds of it, overextended into a wipe and got punished. How big a board to build is a skill, as is when to overextend.

    Posted in: General Discussion
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    posted a message on Azsharan Sweeper/Sunken Sweeper Effect

    Did you generate and play a second sweeper? With just one, there's no way to have one of each in deck.

    Posted in: General Discussion
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    posted a message on Mercanaries Task Discussion/Guide Thread

    Hmm. Leeroy's 18th is not working as written. Internet claims it's actually '50 dam to HC bosses', which is an odd one, and fits my experience. Any bets on how long before that gets fixed? :P

    Posted in: Mercenaries
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    posted a message on Im on ios and I can't buy the new packs

    Same on desktop. Probably just a temporary issue; relogging didn't help, so arena it is!

    Posted in: General Discussion
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    posted a message on Worst ability

    Vanessa's makeshift weaponry seems utterly abysmal. Mutanus's Devour takes far too much to actually get going with the tokens from other murlocs. Sylvanas' Reclaimed souls feels like a huge tempo loss late.

    They're in the running, for me.

    Posted in: Mercenaries
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    posted a message on Mercanaries Task Discussion/Guide Thread
    Quote from SirJohn13 >>
    Quote from fusilli >>

    Hmm. Any suggestions for speeding up the 'kill 40 enemies with dragonqueen's gambit' Q? You can't realistically use cookie, and most weak minions are weak in attack too. Maybe some of the felwood trash - the satyrs that summon imps, or the imps that copy? Don't really want to have to rely on softening up the enemies just for them to suicide before I can cast it!

     I just did this following a very instructive video from Old Guardian (and using a comp that I have used in the past for similar ridiculously grindy tasks). Get Alex, Blink Fox (with the 3rd treasure) and Anacondra (with the treasure where she also heals herself) and go to one of the last 3 Felwood bounties. Restart until you face a comp with Doubling Imp. turn 1 focus on killing the other 2 guys. Turn 2 use Doubling Imp's attack with Blink Fox to get a 2nd Fox (while also finishing off the other 2 guys). At this stage you should have Alex, 2xFox and Lady and the 'enemy' should have 2 injured Doubling Imps. Kill 1 of them with the Gambit, heal the 2nd one with Lady and refresh your abilities with one of the 2 foxes. The fully healed Imp should be 10/26 and will attack Lady Anacondra, ending up with 2 copies of 10/18. Now every turn you do the following:

    1. Deal 10 dmg to one of the 2 imps with 1 blink fox (the one that cannot cast the ability to refresh your abilities)
    2. Finish it off with Alex's gambit (careful with the order as they will both be speed 0 thx to fox)
    3. Heal the 2nd imp back to full with Lady (also healing Lady herself)
    4. Refresh your other mercs abilities with the 2nd fox

    Repeat this 40 times...

     Hmm, thanks.  Not an option, unfortunately, so just loading up on fire and grinding...

    Posted in: Mercenaries
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