Difference between revisions of "Knight of Dawn's The Reincarnation Simplified Guide"
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Revision as of 02:39, 18 February 2011
Contents
- 1 Updated 18/02/2011 10:39am
- 2 Basic Concepts
- 3 Strategies
- 4 Knight of Dawn's The Art of War
- 4.1 Killing a mage
- 4.2 Building Through Spells
- 4.3 Surviving War
- 4.4 The 4 resources
- 4.5 The risks of spelling from below
- 4.6 War Enchanments
- 4.7 How to use your counter token the right way
- 4.8 The Art of Catfishing
- 4.9 War targets- who to focus on
- 4.10 Controlling the Black Market
- 4.11 Controlling items and economy of TR
- 5 Advanced Concepts
- 5.1 Analysis on battle items
- 5.2 Oversummoning in a no oversummoning server
- 5.3 How to judge target's fatness
- 5.4 When to siege, regular or explore
- 5.5 Magical compass
- 5.6 Passing uniques - The Iron Golem
- 5.7 Current Metagame, Common stacks and counters
- 5.8 Stealing a unique the correct way
- 5.9 Guild Block and why is this efficient in ranking
- 5.10 Buildings % ratio and setup
- 5.11 D Abuse
- 5.12 What skills to focus on and why
- 5.13 Lady Luck
- 5.14 LA, Gelding & Pillages. Which is better & why?
- 5.15 Long attack runs and when you should stop
- 5.16 Target selection and how to do it the correct way
- 5.17 Importance of BR sharing and documenting
- 5.18 Units stats analysed/Spreadsheet
- 5.19 Blacker's BR Analyzer - why & How to use it
- 5.20 Stacking % ratio and how to stack well
- 5.21 All possible stacks for green
- 5.22 All possible stack for blue
- 5.23 All possible stack for red
- 5.24 All possible stack for black
- 5.25 All possible stack for white
- 5.26 The importance of efficiency
- 5.27 What heroes for each colours
- 5.28 How to Whore for each colour
- 5.29 Coordinated attacks
- 5.30 Getting around RoEs
- 5.31 Countering when attacked and why
- 5.32 Devil baiting
- 5.33 Surviving Devils counters
- 5.34 Uniques, heroes and skills abuse
- 5.35 Indepth guide for all colours and why it works
- 5.36 ARMA Power up!
- 6 Nate's topic & WT's answer
- 6.1 Top 15 Things You MUST Know To Be A TR Master
- 6.1.1 How to see who's likely to hit you
- 6.1.2 Judging which targets can net you most land per turn
- 6.1.3 Picking a stack that strikes a balance between the above 2
- 6.1.4 Deciding if it is better to lose land more easily and gain it back quickly, or defend solidly at the cost of slower land gain
- 6.1.5 Predicting how long your stack can work for
- 6.1.6 Learning how to anticipate a change in the metagame and react accordingly. Look out for indicative signs
- 6.1.7 Look at who's controlling the top and how long you think the situation will stay
- 6.1.8 Depending on the above, decide if to climb now or whore first
- 6.1.9 Estimate how long your items will last you and if you need to switch a strategy
- 6.1.10 Weighing factors to determine whether to sit fat, run or summon
- 6.1.11 Determining if your color and stack is good for the current meta
- 6.1.12 Judging when it is better to reincarnate rather than play on
- 6.1.13 Evaluating if your current actions will affect your future resets
- 6.1.14 Planning how you want to play in arma as early as realistically possible
- 6.1.15 Explanation of EV for players to decide which is the best course of action to take
- 6.1.16 WT's comments
- 6.1 Top 15 Things You MUST Know To Be A TR Master
- 7 FAQs
Updated 18/02/2011 10:39am
Basic Concepts
Understanding the human side of this game
- The remaining players that play TR have reinforced a type of RoE that suit this smaller player base of around 500 people. That is no over-targetting on any particular mage.
- NDs are usually new players and have to be respected. For NDs, I will personally advise to join a guild.
- There will be people that camp infront of their computers and do online attacks. This is the sort of people that do opportunistic attacks on weakened mages. The player base is too small to see lots of attacks on any particular mage for them to be weakened when you're online doing your run.
- There will be people that look at the black market non-stop for any good bargains or uniques/heroes/items/spells. You will see a frequent over-bid on your bid in the market just when your bid hits the last minute and this will continue till you place a much higher bid.
- There will be people that immediately resummon, when they're attacked, to protect their land. That's why opportunitic online campers exist, this is to counter this resummoning trend.
- There will be people that tie their emotions to this game and counter you with whatever they have. Such as spells,multiple attacks and hate mails.
Understanding the game
This game revolves around the concept that you have to gain more land than you lose. All stacks are breakable and there are no perfect stacks but there are ways that you can make your stack unbeatable to attackers by using items/spells/uniques/heroes/enchaments or even skills. Losing lands to attackers doesn't mean much, if you can gain back double the amount of land that you've lost.
In a nutshell, a positive land income will let you rank higher; while a negative land income will drop you down the rank list. If you don't gain land, you will stagnate and you're just waiting for someone to counter stack you and drop you down the rank list.
Understanding the Colours
Look at this Pentagram, there are five colours in total, the two colours beside a chosen colour are the adjacent colours. The remaining non-adjacent colours left on the Pentagram form the opposite colours to your chosen specialty.
Red
- Pros: Units with high AP Fire based attacks, with resistance reducing spells and synergy with Oil Flask.
- Cons: Units with vulnerable holes in resistance such as weakness to Cold attack and lower HP/NP ratio (in exchange for damage). Units with high gold upkeep.
Black
- Pros: Units with Paralyse,Magic,Cold,Poison based attacks. Units with steal-life,fear & double strike abilities.
- Cons: Undisbandable pop-sucking units. Possible pop-spiral if you don't keep a careful watch on your pop. Difficult for new players.
Blue
- Pros: Access to all complex spells and units with various abilities and attacks. Uses ranged units with magic or psychic attacks.
- Cons: Mana-intensive when you're casting off-colour spells.
White
- Pros: With units that have Holy based attacks and Healing & Large shield abilities. A specialty with access to various enchatments. Access to Love & Peace and the Holy Light that boost white units trememdously.
- Cons: High Gold upkeep, weaker AP/NP units and mostly ground based units with melee attacks. Rely on THL or SOL to add holy attack type.
Green
- Pros: Access to units-enhancing enchanments such as Enlarge Animal and Plant Growth. Melee based units where their attack type can be altered by Flame Blade, Sword of Light , Vial of Venom or amplified by Rust armour. Have high HP/NP units with strong resistance to most attack types.
- Cons: A specialty that rely heavily on enchaments. Mana-Intensive. Units have a low attack initiative of 1 and can be stopped by Web of the Spider woman or Slow. Melee attacks can be greatly reduced by Brooch of Protection.
What colours to attack?
Now that you have chosen a specialty and finished researching your spells. What colours to attack depends on the units that you intent to summon. Having a specific specialty allows you to summon specific units easier compared to some other units. You have to focus more on on-colour units to be efficient.
For example, black is your specialty and you intent to summon Liches.
Liches have Cold ranged & Magic ranged attacks with the fear ability.
Looking at this unit strengths: attack type, abilities, attack resistance, spells resistance, attack initiative and Health point. You have to determine which unit liches will be efficient in killing. In this case, Red Dragon will be the easiest for Liches to kill.
Reasons:
- Fear ability are negated when a unit with Fear attacks another unit with Fear.
- Liches have ranged attacks that can hit flying units.(RD is a unit with flying)
- RDs have weakness to Cold. This means Cold attack deals twice the amount of damage.
- Liches have high resistances to most attack type.
This whole process of choosing your units for your stack continues till you're satisfied or reached the 10 combat stacks limit.
In a nutshell, attack depends on your units and the target you're hunting not on the colour you're using. Combat item & spell may help and change the battle outcome but don't rely entirely on them(these need to get through 75% barriers to work).
How do I defend?
The advantages of defending
- You have forts HP% boost. Defending against regular attacks recieve half of the HP% boost. Defending against siege attacks recieve full HP% boost.
- Your defend assignment (spell & item) triggers all the time.
- You determine the final NP that attackers start attacking you from.
- Sieges on you have a 10% accuracy penalty. There is no accuracy penalty, if the attacking unit have the abilities Flying or Siege, or they are attacking units with Flying.
- You can have 75% full barriers(Even higher if you have Barrier proficiency).
How do I defend?
You have to look at your units' strength & weakness and predict what colours and type of units will be attacking you. The most common colour and the stack that will deal most damage and gain land from you, will be the one that you have to stack against with usage of items and spells.
For example, you're using mono-RD.
Weakness: Undisbandable, Flying, weakness to attack type cold and Fear gets negated when RDs are attacked by units with Fear.
Looking around at all the colours and the units that they will likely be using, the most damaging colour will be black with heavy liches. Look at the liches' stats and profile, you will see that the cold attack has an initiative of 1. This can be blocked by any initiative reducing spell/item. Web will be a good choice here.
So what spell to use? Now, what else will likely be damaging to RDs? Another unit with cold attack is Demon Knight, with double strike and an attack initiative of 2. However, this unit can't reach RDs as it's a ground based unit. What if the attacker comes in with Carpet of flying/Flight and did a siege on you? Can the RDs hold the attack? Yes, if no item or spell passed barriers. What if DKs gain Flying, Can the RDs hold? No. So how do you negate the flying ability? Gravity Pull.
Final decision on Spell & item
Spell: Gravity Pull
Item: The Spider's Web
In a nutshell, this is the thought process of defending. You use item & spell that benefit your stacks. A good awareness of the Metagame is crucial in defending. Heavy DKs are uncommon in the current Metagame as they're high pop eaters and undisbandable.
Strategies
Starting Strategies
1)Rushing
2)Gelding
3)Low-land research
4)High-Land research
Mid Game strategies
End Game strategies
Enchantments for different colours
White
Basic : THL,L&P,RE,WS,Conc
Optional enchantments
- Cast MB when you have reached above 5k land and when you have the mana to support it.
- Cast Heavenly protection if you have the spell bought from the BM.
- Cast Sunray only if you want to have additional spell protection.
Green
Plant based green
Basic : PG, NF, WS ,Conc, SR
Animal Based green
Basic : EA, WS, Conc, SR
Loring Green (Abusing D status)
Basic : NL , NF, WS, Conc , SR
Mixed Green
Basic : PG, NF , WS , Conc, SR ,EA
Optional enchantments
- RE for additional red spell resistance to your units.
- PfE for additional kingdom spell resistance.
- MB for additional kingdom spell resistance.
Red
Basic : BC,WS
Optional enchantments
- Cast Shroud of darkness when you want additional protection from White's spells.
- Cast SR when you want additional spell protetction.
Black
Basic : BS, SoD, Conc
Optional enchantments
- Cast Mindbar when you want additional spell protection.
- Cast BC when you want to have a higher AP to out-damage attackers.
Blue
Basic : Conc, Hallu , MB, AC
Optional enchantments
- Cast SoD when you want additional spell protection.
- Cast RE when you want to have additional red spell resistance for your units.
The art of getting the 1st hero @ turn 121
Knight of Dawn's The Art of War
Killing a mage
A mage's death all revolve around the fact that all your forts are destroyed.
There are four ways that a mage can die
- 1)Battle Kill
Being killed in battle when the last fort is destroyed. Enemy (#000) was slained on the battle field.
- 2)Gold crash Kill
You've a negative gold income and you took a turn that destroyed all your forts.
- 3)Spell Kill
Your last fort is destroyed by an enchantment such as MS/DND/Laziness.
- 4)Volcano Eruption Kill
Your last fort is destroyed by the spell VE.
Enchantment kill messages
MS Kill
Sat June 6 06:06:06 2011 Enemy (#000) was slain by your spell Meteor Storm.
DnD Kill
Sat June 6 06:06:06 2011 Enemy (#000) was slain by your spell Death and Decay.
Laziness Kill
Sat June 6 06:06:06 2011 Enemy (#000) was slain by your spell Laziness.
Building Through Spells
What is building through spells? This means that you will RUN the 49 turns of the enchantments on you. Running 49 turns of DND/MS/LS/Conf will drain mana from the casters. Knowing how to do this well will make your mage invicible and immortal. Nothing can really kill you except a "Quad Zero kill" (This is when your mana, gold, items and units are 0).
You have to know the risk of running the spells. Eg. If you run 49 turns of conf on you, nothing is done on you. There will be no damage, it just hinders your summoning.
Why is this done?
This is done when you're spell locked, without mana to dispell, your casters are all higher powered mages compared to you and you don't have good units to pillages or attacks off the spells.
Basic requirements
1)300+ workshops
Building formula
* Farms and Barracks: ( Workshops + 1) / 5 * Workshops: ( Workshops + 1 ) / 10 * Guilds: ( Workshops + 1 ) / 20 * Towns and Nodes: ( Workshops + 1 ) / 30 * Fortresses: ( Workshops + 1 )/ 300 * Barriers: 1
Workshops: ( Workshops + 1 ) / 10
eg. 299 WS
(299+1)/10 = 30 WS per turn
How to do this?
Only do this when you're in D status or when you know that there are no snipers online to spell snipe and recast the enchatments again.
You have to be able to do this comfortably. You have to run 49 turns of all the spells in roughly 5 mins. You have to do this fast or people will start to see that you're running the spells and counters or re-spells will be on you again.
The way to do this is... 1)Only if possible, try to use some mana to get rid of MS/DND.Fewer damaging spells will make this easier to be done.
2)Build 1 turn of max possible WS at the start of the 49 turns of the spells Look at the before and after, look at the amount of WS after the turn is used. eg. before it's 299 WS; you built 30 WS; after it's 316 WS instead of 329 WS due to spell damage (random number) So what do you see? It's a lower POSITIVE building rate.
3)The key to using this strategy is to have this POSITIVE building rate. You have to countinue to build WS until a certain and amount and keep a close look on your FORTS. once it hits 5 to 10 you have to start building the max possible forts per turn.
4) When you know that you have sufficient amount of WS, you can start rebuilding farms/towns/nodes. Bars will be the last thing that you rebuild, top priority is to build nodes.
5) As you use your turns, your mana pool will start growing. When you see that you have sufficent mana for dispell again, do give it a try at dispelling using mana. This will cut down the damage done on you.
6)Continue doing this until you have ran all 49 turns of enchaments or all spells have been removed either by dispell or some other means.
7)Start rebuilding ASAP. You will have a huge amount of wilderness to rebuild.
Surviving War
The 4 resources
- Mana
- Gold
- Turns
- Items
- Have around 1% fort to block pillages and to make sure you don't die
- Have sufficient items to use
- Have sufficient mana crystals for instant mana
around 300 items
The risks of spelling from below
War Enchanments
How to use your counter token the right way
The Art of Catfishing
War targets- who to focus on
Controlling the Black Market
Controlling items and economy of TR
Advanced Concepts
Analysis on battle items
Oversummoning in a no oversummoning server
How to judge target's fatness
When to siege, regular or explore
Magical compass
Passing uniques - The Iron Golem
Current Metagame, Common stacks and counters
Stealing a unique the correct way
Guild Block and why is this efficient in ranking
Buildings % ratio and setup
D Abuse
What skills to focus on and why
Lady Luck
How to get lucky?
- There is a vote for our game at the top of your main log-in page. Click on the 3 links and vote for the game. You have a 35% chance to get luck with each vote. There is no message, just check your status report. You'll get luck sooner or later.
- There is an unique item called the Lucky Charm. Having that will grant permanent favor from Lady Luck. However, this unique does not give the higher exploration benefit and the favor is permanent until you lose the Lucky Charm.
What are the benefits?
- Luck benefits only starts from turn 300 onwards.
- Luck favor last 24 hours from the time you got the favor.
- Increased chance of a higher exploration land gain.
- Increased chance of a higher random modifier unit's attack.
- Increased battle accuracy.
LA, Gelding & Pillages. Which is better & why?
Long attack runs and when you should stop
Target selection and how to do it the correct way
Importance of BR sharing and documenting
Units stats analysed/Spreadsheet
Blacker's BR Analyzer - why & How to use it
Stacking % ratio and how to stack well
All possible stacks for green
Deep stack
Flying stack
Short stack
Counter stack
Fire burst stack
Tree stack
Animals stack
All possible stack for blue
All possible stack for red
All possible stack for black
All possible stack for white
Ground white
Flying white
Deep white
Short white
Unicorn white
The importance of efficiency
What heroes for each colours
How to Whore for each colour
Coordinated attacks
Getting around RoEs
Countering when attacked and why
Devil baiting
Surviving Devils counters
Uniques, heroes and skills abuse
Indepth guide for all colours and why it works
ARMA Power up!
Nate's topic & WT's answer
Top 15 Things You MUST Know To Be A TR Master
How to see who's likely to hit you
- This can be done by varying steps but to speak in generics. First step I look at is my stack, how would I beat myself. Secondly are there many of that particular color above me for most people this is yes. Do I want to block or damage(depends on color/stack). But basically most colors have generic assigns
Black FW/Carpet, DoS/carpet - Why: blacks hardest hitting units hd for example are slow/grounded use ash or carpet to fix one problem. White bf/satchel bf/carpet - Why: LNP increases HP so take away accuracy for more blocks. White units are also weak to trees/demons, have them fly to avoid. Green rust/carpet, rust/ash, ch/ash - Why :Green units are slow/melee based/grounded. Fix 2 of the problems and pray the 3rd item doesnt pass barrs. Blue slow/web slow/candle slow/carpet - Why: slow is a probably top 1 -2 battle spells(other being stun) item varies, para is very limited. Red Stun/flasks, fb/flasks - Why: flasks = more dmg = out damaged = D status without land loss
Do any of these assigns look like they will work for me? If so why not. Do I have the items/what items do I have. If you cant find something better for your stack/situationgo with one of the above.
Judging which targets can net you most land per turn
Ahh the most fun part. My method is thus and my apologies to any offended. Alot depends on my color but I choose the fattest mages/thinnest mages first then I review. Thin reds = bad, fat greens=bad, thin greens = good, thin whites = good, fat whites = bad in generics. I avoid ND's when I'm unsure, if a ND is top 80 they have barrs and most likely a good assign easier targets. If going for land and not top locking I go for massive guild mages, ie guilds with 40+ members. Why? Because better chance of someone with low barrs/crap stacking squeezing high. I look for normal/thin mages that have small chronicles(exploring = low barrs at times). I look for people that have giant chronicles(lots of hitting = low barrs at times). I avoid super super fat blacks, means devils of fallens neither of which can usually be beat or are worth the time.
I'll hit a 4k green at 14 million, before I'd hit a 3k red at 14 million. I'd hit a 3k red at 14 million before a 7k black at 14 million. I'd hit a 3k white at 9.4 mill power b4 a 4k white at 9.4 mill power. I'd hit a mass guild member before small guild/nd guy. I guess assigns alot based on the assigns above. People that explore usually = better assign, people that hit alot = crap assign.
Picking a stack that strikes a balance between the above 2
I'm not gonna tell you what to stack. What I'm going to say is here is my checklist.
- Am I gaining land? - What range 100-200, 300-500, 500+ - Why am I gaining that land, target choice? Bad matchups? etc - Am I losing land? How many hits till D? Why am I losing?
Barrs = chance. If I lose cause someone passes spell/item I dont mind. If I lose 1-2 battles a day with no spell/item passing I'm doing someone wrong for the environment. On offense you should be able to win a reg against many mages without spell/item in. For a seige unless lucky you need spell or item. So am i losing too many regs(insuff/outD), or and I losing too many seiges with spell/item or item/spell alone in. If so then pick something else and try it, there are enough "experts" that have posted stacks before to learn.
Deciding if it is better to lose land more easily and gain it back quickly, or defend solidly at the cost of slower land gain
As per above, this is a color based option at times. Either to extreme sucks, go middle ground. Defend but win land. You learn more that way. Only difference for me isnt stacking but assign. For Green Rust/ash = offensive assign, rust/carpet = defense. Sol/candle = offense for white, bf/satch def etc.
Predicting how long your stack can work for
This is hard and typically you need to be in the top 20 to have it affect you at all. But once in the top 20, see who your main target colors/stacks. How many are there, how big, how powered etc. Dont wait until you run out of people to hit to change. See it coming, watch the ranklist before you move each day how many whites in range to demon or greens to flasks etc.
Learning how to anticipate a change in the metagame and react accordingly. Look out for indicative signs
I cant really explain how to do this but here are some things that happen on blitz often. Watch the BM every set the hero price explodes at around the same turn count 5-6kish, same with items even more. Watch guilds in the top and if they target anyone or are warring or are being overly aggressive. Watch the biggest 2-3 mages in any other top guilds for their attacks. Who are they hitting, how many, etc. Not hitting can be the most telling at times. Are all the whites/greens/reds etc using the same stacking all of a sudden, ifso why and how can i abuse this.
Look at who's controlling the top and how long you think the situation will stay
How big is the guild? Why are the dominating? What guilds are warring in general? Is top guild being overly aggressive? Easy questions obvious answer.
Depending on the above, decide if to climb now or whore first
If the situation on top looks dire, whore. If there is an opening make a run at it.
Estimate how long your items will last you and if you need to switch a strategy
Rotate assigns, it avoids using up all of one item and helps keep land.
Weighing factors to determine whether to sit fat, run or summon
Gut.
Determining if your color and stack is good for the current meta
Generally addressed above, and with whoring comments. If you are white and top is 30% greens then whore for awhile. Greens will either fall from war or wont. But you having them run into you 3x a day wont help.
Judging when it is better to reincarnate rather than play on
Personally I dont reincarnate, I adjust.
Evaluating if your current actions will affect your future resets
People are sheep. Hatefilled sheep. Not to mention this is the internet folks, people have grudges for zero reason. Everything affects that hatred and future politics. Keep this in mind when operating. Hatred/Friendship determines far more in this game then it should, abuse it.
Planning how you want to play in arma as early as realistically possible
Do you need peaches? Do yo need ashes etc? If you get to the point you think you need to consider arma 1-2 weeks out, find me on mirc or pm in ubb and i'll try to help. Its not something I can really explain without more information on each circumstance.
Explanation of EV for players to decide which is the best course of action to take
Bleh. Ignore mode on.
WT's comments
Overall I will comment this. As above my method is consistency, dont get too high or too low and keep on trucking. This means if you lose a seige or reg from spell/item passing dont get that upset. It happens, there is a 40%+ chance of spell or item passing on 75% barrs, there is a 12% of both passing. Review barriers to make sure it is bad luck and not your own fault. Pick a strat and ride it for more then 1 day. If you want to go rd/chim/wraith then ride it for 2-3-4-5 days to see if it works, it if suits the meta. 1 day or 1 run good or bad does not determine anything. 1 bad run could be passing 1 spell of item out of 16 tries, or just bad target selection. Learn more then one color for goodness sake, all the colors intermingle. General play strats/turn management affect them all virtually the same. Even if your beginning with say green is to block reds cause you always played red, thats fine! Or if you pick white after black and think how would I beat my black etc. Different colors/ideas will only benefit you in your target selection. I know mage X is aa/uni/kt/sw last I knew, how would I beat that, what assign would I be if I were him. Experience in situations/colors helps immensely.