For people with limited space in their collection, or who just don’t want to sort through hundreds of Heroes, there are a few really fantastic options you’ll want to keep an eye out for. The common question after all of this (as in, I was literally asked this question twice while working on this article): “so what is worth keeping?” For me, the answer is “basically everything,” even though I’m probably never going to need four Summertime Aphrodites again anytime soon. Golden Warrior isn’t the best, but may be the best for you. Commanders are especially valuable, because (unlike Slayer) their Commander Gems boost all Heroes of their Affinity, which can be especially important if you are, say, trying to use a mostly Slayer deck in Commander. In general, I’d recommend keeping things that heal well (particularly healing based on current or missing Health), create good numbers of Power Gems, or have exotic abilities like Gemfall, Revive, or Cleanse.
It is hard to be specific here, because it all depends on what Heroes you happen to have (both in terms of Generation 2 and Generation 3). Aladdin is pointless for healing now because we’ve all got 5 Light Slayer Relics including the two with passive healing, right? Obviously, this is not the case, and there will be lots of situations where a Generation 2 might not be the absolute best, but might be the best *for you*. The best I can say is keep an eye out for Generation 2 Relics that cover a lot of relevant Heroes, or a few really, really good ones, and grab them up when you can.Ī common problem when discussing Legendary is more-or-less assuming absolutely everyone has absolutely everything. Recently we’ve had a few on the Season Leaderboard and in Drillfist’s Deal Depot (Drill Down to Savings!), but offers like that change regularly. Now, the one problem with using these Heroes for newer players (in this case, “newer” including people who have played over a year) is that the best source of Intensity is Relics, and the availability of those is iffy. Plus, for Attack Buff Heroes, they (at least currently) often have higher Buffs than Generation 3 and so can be good even without totally abusing the system. You won’t necessarily *need* to do that all that often, of course, but it is a good trick to have. In the right situation, like GvG or against an Eternal Boss in Slayer, you can sit back and build up thousands of stacks of Intensity, eventually doing far more damage than even Generation 3 Heroes are capable of. However, two areas where “uncapped” really is *uncapped* are Attack Buffs and damage dealing (“Nuke”) abilities. If a Hero makes Gems or Power Gems it’ll eventually top out at an entire board of them, after all. While Skill Points cover more Heroes and so are easier to build around, the uncapped nature of Intensity can still be incredibly strong.įor some things, Intensity is only “uncapped” in theory. Please make an offer or let me know if you have any questions on here or my Line ID is also Pygowsky.One of the biggest changes from Generation 2 to Generation 3, besides the addition of Empowered Affinity (giving 10x damage against a weak Affinity opponent instead of 2x), was moving from uncapped, Type-based Intensity (like “Dragon Intensity”) to capped, Affinity/Event-based Skill Points (like “Water Slayer Skill Points”). Currently in Legends league so no work would need to be done to get there. This is a top 20 account and I am just looking to get even half of what I have paid over the 3 years playing. I've been in Top 20 guilds and still receive invites from Top 20 guilds. Just take an existing deck and switch a UF here or there. I have UF's and relics to match every single situation so you wouldn't need to buy new decks. Only missed 4 kills in the last 3 seasons of GvG. GvG Attackers: 98% Win Rate GvG Attack Team. GvG Defenders: PWR 265,746 Fire Team including rare 'Yeol, Six-String Pyro'
Spire missions are easy with the cards on this account. Hello, I am looking to sell my account that I have put about 3 years into.