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I just wondering what if DK (death knight) or hero card power can upgraded by Justicar Trueheart or Baku Mooneater
deal 2 damage
overkill summon 3/3 lynx with charge
-gain 7 armor. give mechs in your hand 1 health. discover new one
-discover 2 mechs. give it magnetic. discover new one
-deal 1 damage to all enemies. mechs in your hand cost 1 less. discover new one
-summon 3 1/1 microbots. explode (1-2 to random opponent) when die. discover new one
-deal 3 damage. give mechs in your hand 1 attack. discover new one
add random shaman spell after play minion
give it echo until 3 times
deal 1 damage
summon water elemental n freeze random character if kill it
this is count as play elemental minion
deal 3 damage
give it demon tag if it minion
if it demon, take control it until end turn
deal 2 damage
after play card refresh it
after 1 use will cost 1 less this turn
after 2 use will damage 1 more
summon a 2/3 four horseman
give it stealth until next turn
give it deathrattle deal 3 damage to enemy hero
deal 1 damage to all minion
gain a armor for every minion survive, summon copy of it if ally
add shadow clone at start turn
it cost 2 less
choose one gain 3 attack n poison
or 3 armor n deal 2 damage who attack your hero
transform minion cost 1 more, summon 2 2/1 totem cost 3
Thats my opinion.
maybe some of them need nerf.
or something better.
So far almost all of the Knights of the Frozen Throne cards seem really gimmicky and most of them also seem really underpowered. This is just TGT flashbacks at this point. Kinda sad because at this point Hearthstone is in really bad shape and having a dead expansion could just be the crippling blow Hearthstone will never recover from. Am I just undervaluing the new card designs because they aren't traditional style when it comes to their strengths or is this really a beginning of an end?
I finally grew a pair and took my Disc priest into some pugs and decided to write some notes on my experience.
First observation was that Leap of faith comes in a lot more useful than it should. Because so many mobs now drop "shite" on the floor, not just bosses, and because there are so many people who seem completely oblivious to that purple / green / swirly thing they are standing in, you find yourself pulling them out of it a lot. As my main is a ret pally, it is sad to say that it is predominantly Melee dps who are the culprits for this one, and the overwhelming majority seem to be Demon hunters (not sure if this indicates that a larger number of idiots are playing DH class or or if I just experienced an unbalanced number of them on the day)
Atonement healing: Atonement healing is a great mechanic, but it only works if you plan well in advance. Discipline priests are not and never have been reactive healers, they have always been pro-active, and nothing has changed, now however instead of making sure your bubbles are refreshed, you are now making sure that your atonement is refreshed, so that you can spam your DPS rotation to keep those green numbers flowing. It is not worth keeping atonement up on everyone unless the entire group is taking aoe damage. As long as the tank is doing their job, the only people who should require attention are the tank themselves and the Melee dps who stray into cleave damage or damage pools. If you try to keep atonement up on everyone all the time you will have mana problems, as Plea gets more expensive the more people are buffed.
Shadow mend: Shadow mend is your panic button. for those times when that Melee DPS just wont get out of the damaging pool, or stands in cleave damage, and their health takes a sharp drop, provided you have planned ahead, you should be able to throw in a couple of shadow mends whilst your DOT ticks keep everyone else topped up via atonement. Remembering of course that for as long as you are in combat, Shadowmend also applies a dot on your target, which can be countered with atonement healing but it is worth keeping an eye on them just in case they continue to take high damage for whatever reason. Your healing priorities are still Tank > Yourself > DPS (or Yourself > tank > dps if you are so enclined) so if you are having to spam shadow mend and bubble on a DPS (thus preventing you from atonement healing everyone else) sooner or later your mana will run out and you will just have to let natural selection run its course.
Pain supression: to be honest I didn't need to use this often in dungeons, most tanks are pretty self sufficient in mitigating damage themselves, so its worth keeping it bound to a convenient key as a "just in case" buff, which based on my experience so far, is more likely to be needed by a melee dps than a tank. until the raids go live anyway.
Overall, Disc healing pugs was a challenge, and quite frantic at times, and you do take some schtick for pulling idiots out of danger but better than than taking if for letting them die. This was certainly one of the most fun healer specs ive ever played, and once i have more experience and better gear, i can imagine it will be even more so.
Let's have a silly discussion.
Personally I wouldn't disenchant my Molten Giants permanently (unlike every other nerfed card) since, I believe it's still a good card even after the nerf and because I main Handlock.
I wondered what I could replace the Molten Giants with if I decided to disenchant them but I couldn't think of anything more useful.
What about you? what decks do you use Molten Giant with and what would you replace it with if you decided to disenchant it?
So, previously i asked for help on a paladin deck.
And now i've made a rogue deck with the left over dust that i had.
Here it is:
Firstly i've noticed, that even with a lot of low-cost cards i still have a pretty weak early game. Any tips on making this better, i have all the adventure cards and a few other ones. Ask me if you want me to put out all the other cards that i own.