Wind Nine-Tailed Fox | 4* | 30 | ||
Have Monster | Have Grade | Awakened | Max Level | |
Wind Harpy | x | x | x | x |
Wind Amazon | x | x | x | x |
Fire High Elemental | x | x | x | x |
Water Garuda | x | x | x | x |
Fire Sylph | 4* | 30 | ||
Have Monster | Have Grade | Awakened | Max Level | |
Fire Serpent | x | x | x | x |
Fire Martial Cat | x | x | x | x |
Water Magical Archer | x | x | x | x |
Wind Salamander | x | x | x | x |
Water Undine | 4* | 30 | ||
Have Monster | Have Grade | Awakened | Max Level | |
Water Bearman | x | x | ||
Water Grim Reaper | x | x | ||
Wind Inferno | x | x | x | |
Fire Imp | x | x | x | |
Water Ninja | x | 4* | 30 | |
Have Monster | Have Grade | Awakened | Max Level | |
Water Inugami | x | x | x | x |
Water Griffon | x | x | x | x |
Wind Bearman | x | x | x | x |
Fire Yeti | x | x | x | x |
Fire Joker | 4* | 30 | ||
Have Monster | Have Grade | Awakened | Max Level | |
Fire Werewolf | x | |||
Fire Magical Archer | x | |||
Water Golem | x | |||
Wind Howl | x | |||
Wind Valkyrja | 5* | 35 | ||
Have Monster | Have Grade | Awakened | Max Level | |
Wind Werewolf | x | |||
Wind Nine-Tailed Fox | x | |||
Fire Sylph | x | |||
Water Undine | ||||
Water Phoenix | 5* | 35 | ||
Have Monster | Have Grade | Awakened | Max Level | |
Water Martial Cat | x | |||
Wind Nine-Tailed Fox | ||||
Water Ninja | ||||
Fire Joker |
Monday, November 10, 2014
Summoners War: Fusion Monsters and My Collection Status
Friday, November 7, 2014
Boom Beach: Power Stone Statue Chart
This is pulled directly from the Wiki for this game. I just like to keep backups of useful information, just in case something happens to the original.
Possible Statues
Statue Type | Idol | Guardian | Masterpiece | |
---|---|---|---|---|
Life | Gold production increase | 6-10% | 12-20% | 24-50% |
Wood , Stone or Iron production increase | 7-12% | 15-25% | 30-62% | |
All Resources Production increase | 3-5% | 6-10% | 12-25% | |
Ice | Building Health increase | 3-6% | 7-13% | 15-32% |
Defensive Building Damage increase | 4-7% | 9-15% | 18-37% | |
Magma | Troop Health increase | 4-7% | 8-14% | 16-35% |
Troop Damage increase | 3-6% | 7-13% | 15-32% | |
Dark | Gunboat Energy increase | 5-8% | 10-17% | 20-42% |
Resource Reward increase | 6-10% | 12-20% | 24-50% | |
Power Stone chance increase | 9-15% | 18-30% | 36-75% |
Wednesday, November 5, 2014
Summoners War: Natural 4 Star Grading Charts
Summoners War: Natural 3 Star Grading Chart
Friday, October 17, 2014
Summoners War: All Possible Secret Dungeons
I found this list on a forum while I was surfing the inter-webs. I am posting it here because I can guarantee this post will not disappear randomly, which i cannot say the same about forum posts. I also didn't like the format that the information was presented in. I took the information in the forum post and converted it into something much easier to read quickly.
Let's start with the most important information first:
No SD
2**
3***
OTHER VALUABLE MINIONS
Elemental DARK (not high elemental, not low elemental) - dark/light scroll / wish temple
Epikon Priest ALL - mystic scroll / wish temple / unknown scroll
Fairy LIGHT - invite 50 friends by facebook / Secret dungeon
Farmable Monsters:
Inugami FIRE - Faimon Volcano / Unknown scroll / Mystic scroll
Inugami WATER - Garen Forest /Unkown scroll / Mystic scroll
Inugami WIND - Telain Forest /Unkown scroll / Mystic scroll
Inferno FIRE - Vrofagus Ruins / Unknown scroll / Mystic scroll
Warbear WATER - Mt. White Ragon / Unknown scroll / Mystic scroll
Werewolf FIRE - Vrofagus Ruins / Unknown scroll / Mystic scroll
Grim Reaper WIND - 1st new area 10/28/2014 / Unknown scroll / Mystic scroll
Other 4*, 5*, 6* monsters can be summoned by mystic scroll, summon by crystals, event dungeons, wish temple ?
Other light/dark monsters can be summoned only by light/dark scroll or wish temple.
Credit for this information is to com2us forum member "rzechu".
Here is the original forum post for credit as well.
If you know about a secret dungeon that is not in the list above, leave a comment below so that I can update this information.
*** 10/28/2014 Update ***
The four new campaign areas that opened up today will allow for more farmable monsters. I will update as soon as I have unlocked them all.
Let's start with the most important information first:
No SD
Name | Fire | Water | Wind | Light | Dark |
Fairy | X | ||||
Garuda | X? | X | |||
Harpu | X | ||||
Inferno | X | X | X | ||
Inugami | X | X | X | ||
Magical Archer | X | X | |||
Warbear | X? | X | |||
Werewolf | X | X |
2**
Name | Fire | Water | Wind | Light | Dark |
Fairy | X | X | |||
Garuda | X | X | X | ||
Harpu | X | X | |||
Hellhound | X | X | X | ||
Howl | X | X | X | X | X |
Imp | X | X | X | X | X |
Pixie | X | X | X | X | X |
Salamander | X | X | X | X | |
Warbear | X | X | |||
Vagabond | X | X | |||
Viking | X | X | X | ||
Yeti | X | X | X | X |
3***
Name | Fire | Water | Wind | Light | Dark |
Bearman | X | X | X | X | X |
Fairy | X | X | |||
Golem | X | X | |||
Griffon | X | X | |||
Harpy | X | X | X | ||
Harpu | X | X | |||
Hellhound | X | ||||
Inferno | X | X | |||
Inugami | X | X | |||
Magical Archer | X | X | X | ||
Salamander | X | ||||
Serpent | X | X | X | ||
Warbear | X | ||||
Werewolf | X? | X | X | ||
Vagabond | X | X | X | ||
Viking | X | X | |||
Yeti | X |
OTHER VALUABLE MINIONS
Elemental DARK (not high elemental, not low elemental) - dark/light scroll / wish temple
Epikon Priest ALL - mystic scroll / wish temple / unknown scroll
Fairy LIGHT - invite 50 friends by facebook / Secret dungeon
Farmable Monsters:
Inugami FIRE - Faimon Volcano / Unknown scroll / Mystic scroll
Inugami WATER - Garen Forest /Unkown scroll / Mystic scroll
Inugami WIND - Telain Forest /Unkown scroll / Mystic scroll
Inferno FIRE - Vrofagus Ruins / Unknown scroll / Mystic scroll
Warbear WATER - Mt. White Ragon / Unknown scroll / Mystic scroll
Werewolf FIRE - Vrofagus Ruins / Unknown scroll / Mystic scroll
Grim Reaper WIND - 1st new area 10/28/2014 / Unknown scroll / Mystic scroll
Other 4*, 5*, 6* monsters can be summoned by mystic scroll, summon by crystals, event dungeons, wish temple ?
Other light/dark monsters can be summoned only by light/dark scroll or wish temple.
Credit for this information is to com2us forum member "rzechu".
Here is the original forum post for credit as well.
If you know about a secret dungeon that is not in the list above, leave a comment below so that I can update this information.
*** 10/28/2014 Update ***
The four new campaign areas that opened up today will allow for more farmable monsters. I will update as soon as I have unlocked them all.
Tuesday, October 7, 2014
Summoner's War: Fire Yeti
Yesterday, while battling in the arena, I discovered the Fire Yeti. Singlehandedly that monster is an amazing force to be reckoned with, and even though I massacred the opponent's team early on, I still lost because I couldn't take out the Fire Yeti as the Arcane Tower slowly killed my team. Assuming you are not going up against a team with buff removal, the Fire Yeti is going to stay alive. Here is a look at the basic stats:
Skills:
#1: Attack with 2 punches. Each punch has 50-70% chance to reduce attack speed for one turn.
#2: Inflict Damage proportional to your max HP and reduce the enemy's attack speed for two turns. 3 turn recharge
#3: Awakened Skill. Put up a shield that is 50-70% of your max HP and recover 15% HP per turn. 5-4 turn recharge.
It is a shame that the #1 skill damage does not scale with max HP as well, but then that might make this monster too powerful for a rank 2. The #2 and #3 skills scaling with max HP still makes this monster very powerful.
Runes:
Energy: 3 sets
Rune Stats:
2: hp%
4: hp%
6: hp%
Who cares about attack power when the main strength of this monster is his massive tanking ability. The more HP this monster has, the larger the shield he will be able to create and the more HP he will recover. The attack speed slowing debuff this monster has also makes it easier for him to last enough turns to perform his #3 skill again.
Fire Yeti
| |
Type
|
HP
|
Rank
|
3
|
Level
|
1
|
HP
|
1740
|
ATK
|
114
|
DEF
|
97
|
SPD
|
100
|
Crit Rate
|
15
|
Crit Dmg
|
50
|
RES
|
15
|
ACC
|
0
|
Skills:
#1: Attack with 2 punches. Each punch has 50-70% chance to reduce attack speed for one turn.
#2: Inflict Damage proportional to your max HP and reduce the enemy's attack speed for two turns. 3 turn recharge
#3: Awakened Skill. Put up a shield that is 50-70% of your max HP and recover 15% HP per turn. 5-4 turn recharge.
It is a shame that the #1 skill damage does not scale with max HP as well, but then that might make this monster too powerful for a rank 2. The #2 and #3 skills scaling with max HP still makes this monster very powerful.
Runes:
Energy: 3 sets
Rune Stats:
2: hp%
4: hp%
6: hp%
Who cares about attack power when the main strength of this monster is his massive tanking ability. The more HP this monster has, the larger the shield he will be able to create and the more HP he will recover. The attack speed slowing debuff this monster has also makes it easier for him to last enough turns to perform his #3 skill again.
Monday, October 6, 2014
Summoner's War: Glory Store Building Investments
Before I go into which glory store buildings I plan on investing in, I will list out all of the possible buildings:
Each building has 10 levels.
All of these buildings are useful, however, which ones give you "the most bang for your buck?" This is subject to opinion, but here is what I think.
My answer is simple: Energy. Then Monster universal stats.
The two buildings that increase energy capacity and energy production rate give you the best bang for your buck. Why? Because they allow you to play the game for longer periods of time, which is definitely a BIG plus. Plus, with a faster energy production rate, you can go back to playing after a shorter interval away from the game. Total win.
After the energy buildings, you need not look any further than the monster enhancement buildings. Lets face it, the mana capacity and production buildings are of limited use because most people get their mana from dungeons and the arcane tower is only limited to PvP defense. So here are my favorite monster enhancement buildings:
1. Monster HP
2. Monster SPD
3. Monster DEF
Monster HP is universally a good thing. It has no drawbacks and it can help determine the difference between getting one more attack in, or getting defeated.
Monster SPD is a universal good statistic. Attacking slightly faster means more damage to the enemy and possibly have more attack turns to turn a bad situation around. This bonus is going to be really low since most monster's hover around a base speed of 100, so don't expect this building to be super amazing. It just helps give you an edge.
Monster DEF is also universally a good thing building-wise. This extra defense, although minor, does help reduce some of the damage received. If you had the choice between this building or getting another level in the HP building, I would choose the HP building hands down. Defense can be debuffed, and the greater your defense score, the more is subtracted in the debuff.
Monster Attack buildings don't always apply to all monsters. There are some monsters whose sole damage is calculated by attack speed or even their max HP. This building is situational and depends entirely on your team.
Lastly we have the monster critical damage building. Although it is universal like HP, DEF, and SPD, it is not applied to every monster all the time like the first three. Only monsters with high critical rates will gain the most out of this building, so if your team is centered around high criticals, then you could consider this a good investment.
So if you have already maxed out your energy and the monster HP, DEF, and SPD buildings, this is where you branch off into the other buildings. I honestly don't foresee myself getting enough glory to be able to own all 5 buildings at max level, so I think my current plan is a good one. If anything I have stated above is wrong, let me know in the comments below so that I can consider it and make corrections if you are able to convince me. =D
Per Level | |
Energy Capacity | +1 |
Mana Capacity | +200 per building |
Mana Production Speed | +5% |
Energy Production Speed | +3% |
Arcane Tower Attack Power | +1% |
Monster Defense | +2% |
Water Monster Attack | +3% |
Fire Monster Attack | +3% |
Wind Monster Attack | +3% |
Light Monster Attack | +3% |
Dark Monster Attack | +3% |
All Monster Attack | +2% |
Monster HP | +2% |
Monster SPD | +2% |
Arcane Tower Attack Speed | +2% |
Monster Critical Damage | +2% |
Each building has 10 levels.
All of these buildings are useful, however, which ones give you "the most bang for your buck?" This is subject to opinion, but here is what I think.
My answer is simple: Energy. Then Monster universal stats.
The two buildings that increase energy capacity and energy production rate give you the best bang for your buck. Why? Because they allow you to play the game for longer periods of time, which is definitely a BIG plus. Plus, with a faster energy production rate, you can go back to playing after a shorter interval away from the game. Total win.
After the energy buildings, you need not look any further than the monster enhancement buildings. Lets face it, the mana capacity and production buildings are of limited use because most people get their mana from dungeons and the arcane tower is only limited to PvP defense. So here are my favorite monster enhancement buildings:
1. Monster HP
2. Monster SPD
3. Monster DEF
Monster HP is universally a good thing. It has no drawbacks and it can help determine the difference between getting one more attack in, or getting defeated.
Monster SPD is a universal good statistic. Attacking slightly faster means more damage to the enemy and possibly have more attack turns to turn a bad situation around. This bonus is going to be really low since most monster's hover around a base speed of 100, so don't expect this building to be super amazing. It just helps give you an edge.
Monster DEF is also universally a good thing building-wise. This extra defense, although minor, does help reduce some of the damage received. If you had the choice between this building or getting another level in the HP building, I would choose the HP building hands down. Defense can be debuffed, and the greater your defense score, the more is subtracted in the debuff.
Monster Attack buildings don't always apply to all monsters. There are some monsters whose sole damage is calculated by attack speed or even their max HP. This building is situational and depends entirely on your team.
Lastly we have the monster critical damage building. Although it is universal like HP, DEF, and SPD, it is not applied to every monster all the time like the first three. Only monsters with high critical rates will gain the most out of this building, so if your team is centered around high criticals, then you could consider this a good investment.
So if you have already maxed out your energy and the monster HP, DEF, and SPD buildings, this is where you branch off into the other buildings. I honestly don't foresee myself getting enough glory to be able to own all 5 buildings at max level, so I think my current plan is a good one. If anything I have stated above is wrong, let me know in the comments below so that I can consider it and make corrections if you are able to convince me. =D
Summoner's War: Light Fairy Rune Discussion
First, lets start out by showing some monster base stats:
Skills:
#1: Attack and stun with 20% chance. Up to 60% stun chance.
#2: Heal target ally. Amount healed is based off of Attack Power.
#3: Remove all debuffs from target ally and make them invincible for 2 turns.
As we can see from the above stats and the above skills, this support character is not typical. The heal skill is different from most other heal skills in that it is not based off of the target ally's max HP. Instead, it is based off of the Light Fairy's own attack power.
Here is what I recommend for runes:
Energy runes, all three sets
2 - 3* atk%
4 - 3* atk%
6 - 3* atk%
While I would love to increase the spd of this healer, I believe that having a stronger heal will more than make up for the small increase in speed I could achieve. Plus, by having more atk power, my stun attacks will also hit harder.
I would have to say that this is one of my more favorite 3* support class monsters.
10/17/14 ADDENDUM:
Two other options that I have seen for runes are:
1 set of Swift, 1 set of Energy
2 - SPD
4 - ATK%
6 - ATK%
1 set of Fatal, 1 set of Energy
2 - ATK %
4 - ATK %
6 - HP %
I personally like the swift runes as that allows me to apply invulnerability more often. The only time that it sucks is when I need the invuln for my light fairy, and because she is so fast she burns through the protection before any real damage hits her. =/
Light Fairy | |
Type | Support |
Rank | 3* |
Level | 25 |
HP | 3660 |
ATK | 244 |
DEF | 166 |
SPD | 100 |
Crit Rate | 15 |
Crit Dmg | 50 |
RES | 15 |
ACC | 0 |
Skills:
#1: Attack and stun with 20% chance. Up to 60% stun chance.
#2: Heal target ally. Amount healed is based off of Attack Power.
#3: Remove all debuffs from target ally and make them invincible for 2 turns.
As we can see from the above stats and the above skills, this support character is not typical. The heal skill is different from most other heal skills in that it is not based off of the target ally's max HP. Instead, it is based off of the Light Fairy's own attack power.
Here is what I recommend for runes:
Energy runes, all three sets
2 - 3* atk%
4 - 3* atk%
6 - 3* atk%
While I would love to increase the spd of this healer, I believe that having a stronger heal will more than make up for the small increase in speed I could achieve. Plus, by having more atk power, my stun attacks will also hit harder.
I would have to say that this is one of my more favorite 3* support class monsters.
10/17/14 ADDENDUM:
Two other options that I have seen for runes are:
1 set of Swift, 1 set of Energy
2 - SPD
4 - ATK%
6 - ATK%
1 set of Fatal, 1 set of Energy
2 - ATK %
4 - ATK %
6 - HP %
I personally like the swift runes as that allows me to apply invulnerability more often. The only time that it sucks is when I need the invuln for my light fairy, and because she is so fast she burns through the protection before any real damage hits her. =/
Friday, October 3, 2014
Guild Wars 2: My Engineer Skill Builds
The Engineer is a very versatile class and, when I was still playing, was a very undervalued class due to it not really specializing in any one particular field. Min/Maxers found that irritating and so this class is pretty much ignored, sadly.
My Excellent Tanky Healer Bomber - Jumping Puzzle Variation:
Explosives 30: III, VII, VIII
Inventions 30: V, VIII, XI
Tools 10: VI
Cleric's Gear, (Healing-Power-Toughness) Rifle
Healing Turret, Bomb Kit, Rocket Boots, Thrown Mine, Supply Crate
My Excellent Tanky Healer Bomber - PvE Roaming Variation:
Explosives 30: III, VII, VIII
Inventions 30: V, VIII, XI
Tools 10: VI
Cleric's Gear, (Healing-Power-Toughness) Pistol/Shield
Force/Renewal
6x Runes of Altruism
Healing Turret, Bomb Kit, Rocket Boots, Thrown Mine, Supply Crate
Flamethrower:
Explosives 10: V
Arms 30: III, VIII, XII
Alchemy 30: I, VII, IX
Rabid (Cond Dmg, Prevision, Toughness) - Rifle
6x Rune of Undead? Sigil of Earth?
Healing Turret, Flamethrower, Rocket Boots, Tool Kit, Supply Crate
Static Discharge:
Firearms 30: III, IX, IV
Alchemy 10: I
Tools 30: II, VI, VIII
Berserker (Power, Precision, Crit Dmg) - Rifle
6x Rune of Scholar
Med Pack, Utilities Goggles, Tool kit, Rifle Turret, Supply Crate
My Excellent Tanky Healer Bomber - Jumping Puzzle Variation:
Explosives 30: III, VII, VIII
Inventions 30: V, VIII, XI
Tools 10: VI
Cleric's Gear, (Healing-Power-Toughness) Rifle
Healing Turret, Bomb Kit, Rocket Boots, Thrown Mine, Supply Crate
My Excellent Tanky Healer Bomber - PvE Roaming Variation:
Explosives 30: III, VII, VIII
Inventions 30: V, VIII, XI
Tools 10: VI
Cleric's Gear, (Healing-Power-Toughness) Pistol/Shield
Force/Renewal
6x Runes of Altruism
Healing Turret, Bomb Kit, Rocket Boots, Thrown Mine, Supply Crate
Flamethrower:
Explosives 10: V
Arms 30: III, VIII, XII
Alchemy 30: I, VII, IX
Rabid (Cond Dmg, Prevision, Toughness) - Rifle
6x Rune of Undead? Sigil of Earth?
Healing Turret, Flamethrower, Rocket Boots, Tool Kit, Supply Crate
Static Discharge:
Firearms 30: III, IX, IV
Alchemy 10: I
Tools 30: II, VI, VIII
Berserker (Power, Precision, Crit Dmg) - Rifle
6x Rune of Scholar
Med Pack, Utilities Goggles, Tool kit, Rifle Turret, Supply Crate
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