oh!
My memory isn’t as back as I thought then, because I looked at them last week and was disappointed when they looked the same.
they’ve been intentionally stalling since Taran’s announcement to shutdown to release full troop detail for new troops. its kinda impressive
Taran, we’ll miss you.
What about the next faction – Tinker Town? Weekly Event Spoilers leave Aug 14-16 empty. I mean – nothing is planned at that time, no Vault, no Raid Boss, even no cosmetic pets on Saturday. So there is hope that the new faction will come in time?..
I mean, if Taran’s World is still up…
Amarok
Hotdog!
Arcane: Storm & Lava
Base Rarity: Mythic
Troop Type: Elemental, Beast
Troop Role: Assassin
Troops Id: K00_20 / 6920
Molten Feast
Deal [Magic + 7] damage to an Enemy. There is a 2% chance to Devour them, boosted by Red Gems and Burning Enemies. If the Enemy dies, create 9 Red Gems. [4x]
Mana Color: Red, Yellow, Brown
Mana Cost: 24
Trait #1: Fireproof
Immunity to Burning and Faerie Fire.
Trait #2: Stoneskin
Reduce damage from Skulls by 50%.
Trait #3: Volcanic Meteor
Burn and Stun a random Enemy when matching 4 or more Gems.
Its like a weak version of High King Irongut. The 3rd trait is similar to the Faction Legendary The Frostfire King, only instead of Freeze and Burn, its Stun and Burn…
If you average a board around 10 red gems and say 2 burning enemies… that’s around 50% chance to Devour.
I guess I’m not overly impressed? Seems almost easier to use Kerberos… or just High King Irongut, really.
The troop doesn’t even factor in Stun into anything. Its just kinda there.
Daemon Gnome
Gnome Alone
Arcane: Death
Base Rarity: Common
Troop Type: Gnome, Daemon
Troop Role: Assassin
Troops Id: Vault_15 / 6931
Burn & Bolt
Kill a random Enemy. Then Run Away. Can only be cast once.
Mana Color: Purple
Mana Cost: 50
Trait #1: Accursed
All enemies lose 2 random Skill points.
Trait #2: Warded
Immunity to Death Mark.
Trait #3: Death Touch
Inflict Death Mark when doing Skull damage.
50 mana cost lol. Ok, that’s kinda cute
Yeah, Amarok is quite underwhelming, just like his art . There are better option for Devour and Stun based team, so both of them at once just feel very jack-of-all-trades.
That Daemon Gnome though… like a mini self-destructed Zuul’Goth! I wonder if he is the main part of Epic Vault, and what things will he drop. Please be Deeds…
So the other very minor stuff:
Ancient Pharaoh is actually a Khetar Mythic. It wasn’t just a misplaced troop. 24 mana
Angelic Dragon is still a Dragon’s Claw Mythic. 24 mana, Red/Yellow/Purple
Fire Lion is a Leonis Empire Mythic. 24 mana
Naga God is a Mist of Scales Mythic. 24 mana
All subject to change, and I do hope so since 24 mana is boring (and usually inefficient)
Campaign 2 has 3 Legendary Weapons in the works.
Thought about it some more.
Its definitely a win-more troop, so its really hard to tell if its actually good or not. Its not exactly fun to rely on those type of troops.
Worst case scenario, you do damage for 24 mana. Effing yawn.
Best case scenario, you start it at half mana (elemental/beast), get a board of 18+ red gems because of a red storm and an explosion. burn a few enemies, cast, devour, create 9 red gems on kill, loop and cast again, devour, loop… and continue?
I’ve seen quite a few people miss when HKI isn’t 100% though.
I wish it did more in its worst case scenario than “do damage for 24 mana”… like if it burned all enemies if it doesn’t kill an enemy.
Raise your hand if you’re done with % chance to miss your lethal damage…
I missed twice at 98% during the faction event over the weekend. Had flashbacks to the last time I played XCOM.
XCom Ironman, when that 98% fail turns into a team wipe…that’s how controllers get broke. shivers
He’s not hangry sometimes
I missed twice at 97% in the same match. In a row.
In explore, with 57 attack I missed 15 times in a row one time.
#ThatsXCOM
One of my guildmates once described it as “tummy twoubles”
The mythic appears to be a hybrid of multiple roles. Yet, suffers from the jack of all trades curse. It’s not quite a full tank, but 50% skull reduction is decent. It’s not quite Irongut and can’t guarantee the devour. It’s not Obsidius in terms of stunning opponents. But, is being three-quarters of a tank, three-quarters of Irongut, and a smidge of Obsidius good enough for a hybrid unit these days?
I don’t know, but my gut feeling is a bit of skepticism. I think this unit actually tries to perform some role compression, which is refreshing to see. Somewhere in the back of my mind, I feel like when the unit works it will be formidable. But, when it misfires, it’s going to be frustrating.
When a troop’s main offensive spell effect is devour, it’s not a good sign with a bad gut feeling.
Lord of Slaughter had a better base level with a better shegra spell, guaranteed true skull damage, and at least some damage reduction. The bleed and death mark is random as heck though.
This mythic does feel trying way to hard to do everything. At the very least it’s self sufficient in removing indigestible and fireproof for the devour proc. Better devour teams can be built around irongut with curse, but this might have potential as a novelty in the worst case scenario.
Then again, it could be a matter of I’d rather a mythic be underwhelming and people root as an underdog (pun intended) that needs a buff rather than a troop declared broken on arrival and needing nerfs.
Wild Queen needed a pet.
At the rate they buff troops nowadays, I’d prefer mine more interesting. I feel the same way about all aspects of the game, actually.
I agree with much that’s been said about Amarok. While it seems like a serviceable first-slot troop, I’m concerned about that creating 9 gems on kills. That would seem to have a high chance of backfiring, basically punishing the player for getting lucky with a devour.