![]() ![]() I think it works, it's innovative, and it's fun as shit. (To be clear, I LOVE eternium's gesture-based system for a mobile ARPG. This just doesn't seem possible on mobile, where you're using the same two fingers to move, aim, and activate abilities. ![]() And at low levels, where you can take your time and enemies take longer to kill you, it's great for BH and Mage as well.īut high-level BH and Mage gameplay depend on skillful, quick, constant mobility to dodge attacks + good aim and (esp for mage) precise timing of your abilities. I'm also being dumb and playing all three classes b/c it's more fun.Īnd, basically, I feel like mobile works GREAT for warrior gameplay, which is basically just gather enemies + use abilities on cooldown without aiming. Even better if we get some 2-drop Mech with Magnetize.I play very casually and only on mobile, but I am still very slowly working my way up the trials levels. basically gaining some early game board control AND usually around 4 Armor on top of that.Įven though it’s not really a build-around card and doesn’t push the Warrior’s power that much (the class already has lots of anti-Aggro tools), it’s powerful for a 1-drop, it fits into different decks, you wouldn’t mind dropping it on T1, but your Aggro opponents will hate to see that. Armorsmith was dropped mostly because 1 attack is not that good on a 2-drop, but it’s very acceptable on a 1-drop – you can trade with Dire Mole, Righteous Protector, Fire Fly etc. It’s so good that it might even fit into a non-Mech Control Warrior builds. It’s a solid, cheap body to slam Magnetize onto, and giving it more health potentially means more Armor gain. And the second kind of build is Control Mech Warrior (which looks like the main Warrior’s theme for this expansion), where it’s a nice, anti-Aggro 1-drop with a Mech upside. Even if you can’t take advantage of the Mech tag, the extra Armor might come handy in the Aggro mirrors. First of all, aggressive Warrior builds – it’s like a better Dire Mole there. It seems to fit into two kinds of deck lists. It’s a 1 mana 1/3, with two upsides – Mech tag and some Armor gain potential. If Dire Mole is a solid card, even in the decks that don’t have any kind of synergy with Beast tribe, I don’t see why wouldn’t this one be good. ![]()
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