![]() I'll just quickly go though which champions are chosen - the thought process is outlined in my older 7.1 post and you can look at the second tab of the spreadsheet to see (slightly) more detail on the thought process for each individual class. I don't recommend deviating much from this - putting a single +40% to Long on a champion with a 15% to Long trait is fine, but trying to force +%40 to Short with champions that have -20% duration just isn't enough benefit (it takes 2 slots and there aren't enough missions for it anyway). It's only 5% less using a Doodad and a lot better the odd times you don't send a T2 troop (using AoW or Grimtotems and such). In general, you want to have +20% with Tier 2 troops, +15% to all (Auspicious Fetish), and then either +10% to all (Lucky Doodad) or +15% with Tier 2 on everybody. Also, watching him EAT A PITLORD at 10% health is the best thing ever. He's an absolute blast as a bodyguard (grab the purple orbs, it's a buff!) and can help out with missions during off-time to pick up some bonus % items too. I HIGHLY recommend getting Meatball - kanemochi wrote a guide to getting him here, and Meatball is amazing at everything. With 7 total Champions now, it's very easy to keep a full-time Combat Ally. Note that the Epic Troop type (Ancient of War / Ascendants) are NOT listed here - they are ok but not great because they both don't carry equipment slots and don't activate your Champions + to Tier 2 equipement. Tier 2 Troop Upgrade: This makes your T2 troops very strong.Įxtra Champion: You get an extra Spec and three equipment slots over the extra troop type - this allows you to keep a full time Combat Ally without losing any ability to do missions. I realize that this competes with the follower equipment production for most classes, but you'll get enough from running the missions (especially now that the bonus box always drops a blue or better). +1 Troop Capacity: Getting the third Tier 2 Troop is essential as you'll be using them for almost everything. ![]() In general you should always take the following Order Hall Upgrades, with exceptions noted in their individual class section: 2 of each spec, and 2 of each counter type. Therefore, with 6 base champions now (the 7th is reserved for a Combat Ally), you should go with everything evenly. Short missions are still relatively rare, while Long missions are still somewhat common. The counter types have really evened out since 7.1 - it's still a little heavier on AoE but not nearly to the degree that it was back then. I'm also not going to count the old ones that give XP or for dungeons/raids - those are quite AoE heavy but it won't affect the final conclusions.) (Note: I know I don't quite have all of the missions yet, but this should be plenty good enough to make rules from. As before, the SPEC of the left-most boss is always random, while the other objectives are constant. Welcome to the Order Hall Champion Guide for 7.2! A lot of new stuff to incorporate, but the basic concepts are mostly unchanged from last time.įirst off, I'd like to thank /u/blackleafdragon for the original guide, and also /u/kanemochi for dealing with me pestering him non-stop about classes that I don't play.įor the newly top-level missions, the data that I have currently breaks down as follows.
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