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.
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