Saturday, May 18, 2013

Boosting: Beginners Guide

BOOSTING: BEGINNERS GUIDE


One of the questions that I find myself answering again and again is what is the most efficient way to boost a cards level.  Boosting cards in MARVEL War of Heroes is an easy strait forward process, right?  Wrong.  Even though boosting cards is one of the most basic aspects of the game, it is often done improperly.  I have put together this guide to educate rookie players (and some veteran players) on the most efficient way to boost their cards:

FARMING

Farming is a term used in many mmo games for the repetitive action of collecting multiple items.  In WoH players often farm Missions 2-3 and 2-4 for booster cards.  These two missions are used for farming because of the following reasons:  
  • Each attack uses up only one energy attribute.
  • Both missions reward players with common cards of each alignment.
  • Both missions reward players with uncommon cards with special abilities.
  • Both missions reward players with resources (Storm's Cape) which can be used for Alliance donations in the place of actual silver.

BOOSTING BASE CARDS

I see a lot of players boosting their cards without having a well thought out "game plan" of how they intend to maximize their cards level, mastery level, and special ability level.  All three of these should be put into consideration while farming for booster cards.  Here is an example of the "game plan" I use when farming for booster cards:

In this example I have two clean Bruiser SR base Colossus cards that I need to properly fuse into one pmm SSR+ card.  Before I start farming for boosters I want to take a few minutes to come up with my "game plan" on how I will achieve pmm status.  The first things that I note are the following:

  • Each base card is a bruiser alignment.
  • Both cards need to be boosted to maximum level and mastery points before I fuse.
  • SR base Colossus has a special ability that when fused I will want to level up.
The first thing I will do is create a "mastery" offense deck containing both SR base Colossus cards.  I will set the priority of this deck to the highest possible.  I will use this deck to attack low defense opponents before, during, and after I farm for booster cards.  Also, since I have set the "mastery deck" at the highest priority I will randomly achieve mastery points while farming for booster cards.

The most efficient way maximize a cards level is to boost cards of the same alignment.  In this case the alignment is Bruiser so I will choose Mission 2-4 to farm for booster cards.  Farming mission 2-4 will give me an assortment of common Speed, common Bruiser, and uncommon Tactic (special ability) cards.  I will do the following with my farmed booster cards:
  • I will save and fuse all of the uncommon Tactic cards into Rare+ cards.  I will hold onto the Rare+ cards until later on.
  • I will start boosting each SR base Colossus with the common Speed cards, 10 at a time, until I reach card level 10-15 or until I run out of the common Speed cards.
  • I will then boost each SR base Colossus with the common Bruiser cards, 10 at a time, until I reach card level 25-30.
  • After I reach card level 25-30 I will begin fusing the common Bruiser cards into uncommon+ cards.  I will fuse the uncommon+ Bruiser cards, 10 at a time until the base SR Colossus is fully maxed out.  If I have any extra Iso booster cards I will use them to finish off the last 10 levels of the card to save my silver.
I will continue farming booster cards from mission 2-4 until I have boosted both SR base cards to the maximum level.  Once both base cards are at maximum level and are both at maximum mastery level, I will fuse them into one proper SSR+ Colossus.

BOOSTING FUSED CARDS

I follow the same basic procedure when boosting fused cards with one big exception.  The exception is that I now have to consider raising my card's special ability level.  I will continue using the same example as above: 

At this time I will once again take a few minutes to come up with my "game plan" on how I plan to achieve m/m status.  I will create a new "mastery" deck and include my fused SSR+ Colossus.  I will use this deck to attack low defense opponents before, during, and after I farm for booster cards.

Now that I have a proper SSR+ Colossus, I will want to not only boost it to maximum level, but I will want to try and raise it's special ability level at the same time.  Paying attention to raising the cards ability level while boosting will save me a lot of time and silver.  The most efficient way to boost the cards level and special ability level would be to farm Mission 2-3 for booster cards.  Farming Mission 2-3 will give me an assortment of common Speed, common Tactic, and uncommon Bruiser (special ability) cards.  I will do the following with my farmed booster cards:
  • I will save and fuse all of the uncommon Bruiser cards into Rare+ cards.  Note that I still have a bunch of fused Rare+ Tactic cards that I saved from earlier.
  • I will start boosting the SSR+ Colossus with the common Speed and Tactic cards, 10 at a time, until I reach card level 15-20 or until I run out of the common Speed and Tactic cards.
  • I will then boost the SSR+ Colossus with the fused Rare+ Tactic cards, 10 at a time, that I had saved from farming Mission 2-4.  Each time I boost using a Rare+ card with special abilities I have a chance of having the SSR+ Colossus's ability level raised.  I recommend doing this now because it will save me a lot of time and silver.
  • I will then boost the SSR+ Colossus with the fused Rare+ Bruiser cards, 10 at a time, that I had saved from farming Mission 2-3.  Again, doing this now will increase the chance of raising the card's ability level.  I will continue to boost with fused Rare+ Bruiser cards, 10 at a time, until the card has reached it's maximum level.  I do not recommend using Iso booster cards this time because you want to maximize your chances of raising the card's ability level, even if it means spending some extra silver to boost 10 Rare+ at a time to finish off the card.
Assuming that you achieved maxed mastery points and also performed 4 or 5 boosts of 10 Rare+ ability cards you should now have a Proper m/m SSR+ Colossus with an ability level of 2, 3 or maybe even 4. 

Using the method in the example above to boost your cards is the most efficient way to achieve proper m/m on any rarity card.  This method also uses the least amount of total silver and should (depending on the card rarity) give you a few ability level raises as well.  It should also be noted that you can substitute any of the Rare+ booster cards with any higher rarity card (fused or unfused) to increase the percent chance of raising your card's ability level.  I have included a link to to Lopezandym's Ability Leveling % Table in the Marvel WoH links section of the blog.  The table is handy tool to use to help you determine the percent chance you will have at raising your card's ability level.

Sunday, May 5, 2013

Card Leveling, Mastering, & Fusion: Beginners Guide

Card Leveling, Mastering, & Fusion: Beginners Guide

A common element found in many mmo games is leveling your items to the point of maximum potential.  This element is present in Marvel WoH through card leveling, mastering, and fusion.  The process is fairly simple, but knowing when to and when not to maximize a card can be puzzling to a new player.  The following guide will walk players through the card leveling process, explain commonly used terms and phrases, and provide specific examples of when maximizing a card is necessary and when it is not:

Maximizing a Card's Level

Every card has a level that can be increased by boosting the card with feeder cards.  The card's attack and defense points will increase each time the card's level increases.  The higher the rarity of the card, the higher the maximum card level will be.  As you play through the game's missions you will begin to accumulate low rarity (common & uncommon) cards.  These cards are primarily used as feeder cards to boost the card level of your higher rarity (rare and up) cards.  It is not necessary to boost common and uncommon cards.
  
Maximizing a Card's Mastery

Every card has a mastery level.  A card is considered mastered when all of the card's mastery points have been accumulated.  Similar to card level, the maximum mastery points of a card increase as card rarity increases.  Unlike card levels, mastery points do not effect the card's attack and defense points in any way, until the card has been fully mastered.  Mastering a card is a big deal and the game provides a little celebratory animation when this is achieved.  Upon achieving card mastery, the card's attack and defense points will raise significantly.  There are several methods used to increase a card's mastery points.  The easiest is by creating a Mastery Deck in the Offense Deck list.  Include the card(s) that you wish to master in this deck and set the deck to the top priority level.  As you play through the game's missions your card(s) in this deck will randomly begin to accumulate mastery points.  It also helps to assign the card that you are mastering as your primary card.  The quicker way to accumulate mastery points is to battle other players using your Mastery Deck.  After each victory you will receive 1-5 mastery points for each card in your deck, depending upon your opponents level.  The higher the difference in level that your opponent is over you, the more mastery points you will receive upon victory.

When a card has been boosted to it's maximum card level and also has been fully mastered, it has reached it's full attack and defense potential.  A super rare Iron-Man that has been fully maxed and mastered is known simply as mm SR Iron-Man.

Fusion

In Marvel WoH two identical cards of the same rarity can be fused together to make a single + rarity card.  For example, two Uncommon Wolverine base cards can be fused together to make a Rare + Wolverine.  In general, a + rarity card has higher attack and defense point totals than a base card of the same rarity.  All fused cards use the + rarity label except for cards of Legendary rarity.  Legendary cards are simply known as Legendary.  A fused card will also need to be maximized and mastered to reach it's full potential.

Proper Fusion

A fused card is labeled "Proper" when both of it's base cards were maximized in level and mastery points before fusion.  If the fused card's base cards were not maximized and mastered before fusion it is known as an "Improper".   For example, after two base mm SR Hulk cards are fused together the resulting card is now called a proper SSR+ Hulk.  Once the proper SSR+ Hulk is maximized in level and mastery points it is called proper mm SSR+ Hulk, or pmm SSR+ Hulk.  A pmm SSR+ Hulk is superior in stats to an improper mm SSR+ Hulk.  This is always the case.

When to Practice Proper Fusing

Any fused card that you plan on using in your offense or defense deck should be fused properly.  An improperly fused card could still be useful to you, but it's value on the trade market will be significantly lower than it's proper counterpart.  Additionally, proper fusion should be practiced on cards that have event specific enhancements (Raider Cards, Assault Cards, etc.).  These cards usually will have value on the trade market after before, during, and after the event and improperly fused cards are almost worthless.

Always practice proper fusing when fusing two base SR rarity cards or higher together.  A pmm SSR+ card is always useful in your decks and also has a value on the trade market.

I personally recommend proper fusing when fusing two base Rare rarity cards as well.  Even though SR+ cards don't have any value on the trade market, I find them useful to have when creating custom decks for use in various events.

When Not to Practice Proper Fusing

This is a heavily debated subject.  Proper fusing is time consuming and costly in silver, but the benefits of having a proper card far outweigh the benefits of having an improper card.  I personally practice proper fusing on all cards of base Rare rarity and up.  I only fuse cards improperly when I fuse feeder cards together to use for boosting.  SR+ cards don't have much value on the trade market so I would so it is also okay to fuse two base Rare cards improperly if you don't want to spend the resources doing it properly. 

If you have two base Rare rarity event cards and don't want to properly fuse, that is fine.  SR+ cards don't really have any value on the trade market and you can use them as feeders after the event.

If you are a new player and are creating your first deck don't worry about proper fusion unless you are planning on fusing two base SR rarity cards or higher. 
      

Cards, Decks, & Alignments: Beginners Guide

Cards, Decks, & Alignments: Beginners Guide

Marvel War of Heroes is a trading card collecting game that is played via the internet.  Players earn, buy, sell, trade, and collect "virtual" trading cards that all originate in-game.  There are hundreds of cards available to collect.  Each card is unique and can be categorized in multiple ways.  This post will cover some of the basic terms associated with cards.:

Alignment

There are three unique alignments in Marvel WoH.  They are Tactics, Speed, and Bruiser.  Every card is assigned to one specific alignment which will never change.

Rarity

Every card has a specific rarity.  The rarity of a card often determines it's value.  A card's value increases as it's rarity increases.  There are seven different levels of rarity in Marvel WoH.  They are, in increasing order; Common, Uncommon (UC), Rare (R), Super Rare (SR), Super Special Rare (SSR), Ultimate Rare (UR), and Legendary (Leg).  It is very important to learn the card rarity levels in order.

Attack & Defense

Each card has it's own Attack (ATK) and Defense (DEF) points.  ATK points are used when you attack another player.  DEF points are used when another player attacks you.  

Ability

Some cards have special abilities.  These abilities are used when attacking other players or when you are defending another players attack.  Abilities usually enhance your card(s) ATK points or DEF points.  Some abilities degrade your opponents ATK points or DEF points.

Decks

A deck is the term used for a grouping of cards.  A deck consists of one to five cards.  The game will create for you both an offensive and defensive deck (Suggested Decks) based on the cards you have available in your roster.  However, you will want to create your own decks as soon as possible because the suggested decks are usually not the best decks that are available for you to form.  




Saturday, May 4, 2013

Intro to Guide

I have been playing Marvel War of Heroes on my Android smart phone for just over three months now.  In that time I have transformed my self from an ignorant beginner to a well respected Alliance Officer.  I'm starting this blog to share my wealth of knowledge of the game.  I want to make this blog a point of reference for beginners and experts alike.  Coming soon:  Beginners Guide, Basic Strategy, Points of Reference, and much more.