Nerfing the stranger isnt much of a problem in itself but the feel that playing through the grind over and over just feels bland now. Its just something quite missing for this mode to be at least good for some fun on the side.
this is cynical. seems like some ppl have to learn to think, instead of using their credit cards! you can lvl up your merc right from the beginning to 3-5 spell tier, not being once in a fight, what makes the whole approach much easier!
this makes the whole runs much faster, and after lvling up and unlooking the next spell it gets even faster and easier… so where the f*** are f2p players are sitting in the same boat like p2w players. a full orc comb / even a 3 orc comb (garrosh/thrall/guldan) lets you rush through every bounty. yeah there may be other combs as well but this comb has s*** load of treasure synergies beside the tribal synergies!
if you are f2p you need 500 coins just for crafting them, while p2w players can use the spend it for tiering up spells… or equipment.
you want me to read? would be much more productive if you would start to think! ![]()
just looking at the tasks and equipments, wont let you see any implcations and effects it will have on your whole gameplay.
I’m just glad I didn’t pay for any of this crap.
I have spent hundreds already and I’m still grinding like an idiot.
At this point I’m fed up with spending money too…like what’s the point of spending if I still have to go through this agonizing experience.
spending money on this gamemode doesnt help… its all about grinding even for paying customers… only worth option in comparison to general pricing are the welcome bundles… but beyond that, if you pay for the total overpriced unreasonable offers, you are just supporting their terrible marketing.
While not really a fix to the almost impossible diablo/carne + legendary maxing grind, i think i found a alright reasonably f2p attainable 40-42 first turn aoe build that can be built cheap and effective on low coins.
Millhouse (12 aoe) + Varden (10 aoe) /Samuro (20-40 dmg single attack) + King Krush (19-20 psuedo aoe on lowest health.)
Millhouse is easily maxable in a day off 2 minute ez heroic bounty farming (which will also likely max Xyrella and/or Samuro)
Varden is a bit tricky and dumpable easily for geddon, or samuro, or any merc. He’s just there for a 1 click 10 damage aoe to set up 40 hp first turn deletes with Krush.
Now compared to a fire comp, with rag + 3 fire damage and geddon, you might get like a 13 damage single target fire blast (21 with combo), plus Geddon’s inferno for (11 + 16 aoe fire dmg)
So that’s like 27 aoe + 13-21 single target in 2 mercs, But there’s not a lot of reasons you couldn’t put Krush in a fire comp (Just as long as you didn’t level Krush over 6 Speed, rip), But that could easily be like, 46 damage aoe + 13-21 single target.
But there’s no reason millhouse + varden couldn’t stand in as stand ins until then, and while not combat, having all 3 abilities in one click without targetting hassle seems like it’d be fine. Sure it’s not a whale comp, and krush takes attack damage. But you can kinda get 90% of the aoe relevant enough to one shot lvl 28 felwood mobs for those bounty grinds pretty quickly, And krush’s own tokens drop there. He’s pretty good even without any abilities leveled and just the +8 attack gear. But even then, he’s still decent even 0 tokens invested.
I think f2ps and pvers might want to take a decent look at Krush for budget or improvised farm builds. 19-20 attack pseudo aoe is nothing to shrug at on the first turn as long as you’re farming content and he’s very solid and drops off one of the best bounty grinding maps in the game anyways.
Just hold off leveling his first ability past 6-7 speed if you think you might want to try pairing him with geddon for fire comp later. [Hope they do something about picking speeds later. Faster speeds aren’t always a better upgrade in certain comps but not others.]
| merc map | times | leg coins | strangers | run on which it was encountered |
|---|---|---|---|---|
| Fallern guardians (normal) | 10 | 150 | 3 | 1,3,10 |
| Fallern guardians (heroic) 5 man | 5 | 160 | 3 | 1,3,4 |
| Fallern guardians (heroic) | 76 | 1105 | 36 | 1,2,5,7,10,11,12,14,15,20,21,22,25,26,29,30,32,36,37,38,39,42,45,51,52,53,55,57,58,60,65,69,70,71,75,76 |
| Lord Banehollow (heroic) | 40 | 660 | 13 | 1,2,10,13,14,19,20,23,30,32,36,38,39 |
| Lord Banehollow (normal) | 9 | 105 | 4 | 1,4,6,8 |
| High justice Grimstone (normal) | 73 | 770 | 32 | 1,3,4,6,7,9,10,12,18,20,22,24,25,29,34,36,37,42,43,48,49,51,52,53,55,56,58,59,60,63,65,68,70,72,73 |
| Corrupted ancient (heroic) | 36 | 610 | 20 | 1,2,6,7,8,11,13,16,19,20,21,22,23,24,26,27,28,31,34,35 |
| Snowclaw (normal) | 54 | 790 | 28 | 1,3,5,8,10,13,14,15,16,17,24,26,27,30,33,35,36,37,38,39,42,43,44,45,46,47,48,49,50,51 |
| General Drakkisath (normal) | 2 | 0 | 2 | 1,2 |
Here’s some data on my farming runs. These are not all of them, but just the bounties I keep track on.
From my perspective it’s generally not a good idea to farm the barrens bounties once you have what you need to do the higher ones consistently. Even if you do the 18 tasks for every merc you have you’ll still need plenty to coin to max them out and you may find that all that time you’ve spent grinding tasks may have been better spent grinding coin and tasks.
For now it seems like doing normals is a better way for grinding tasks, while doing heroic corrupted anciend and lod banehallow are pretty quick for the tasks that require doing heroic content.
For setup I suggest jost farming up a malfurion. The base nature comp (malfurion ,guff, brukan can consistently kill almost all normal bosses in the game (ad a varden for gar). While aoe may be good, you can always get yourself into trouble with a random buff to the enemies.
Fire comp may be faster at farming, but getting it is a lot more work, so I’ll finish it later.
At present I can craft all mercs with the exception of Edwin, Sneed and Eudora (not farming them atm.
Yeah, useful data to know, def agree. Fire comp seems like if you have the mercs maxed out or fully task farmed it could be pretty good, but it’s a expensive setup and even though i just got the base mercs crafted.
The leveling process seems slow as crap even with tasks when you have 0 coin mercs. [Task 2: Deal 180 damage with a 2-6 damage ability ± 3 turn cd… Hallelujah… ]
That said i’m curious about how the nature comp performs, I see you used it, how does it perform?
Right now im using a Improvised F2p setup, that’s not really synergy but just lots of generic f2p aoes i had in collection.
But i have a build that is good enough to 1 turn 1 shot 40 damage and farm banehollow mobs in 1 turn and aoe the boss decently fine. Millhouse[12 aoe] + Varden[10 aoe] + King krush [19-20 dmg psuedo aoe]
I’m still farming the parts to fire, right now if i put a rag and unleveled baron on my team with only Geddon’s inferno aoe leveled up (8 aoe + 10 fire combo dmg) atm, i could get 18 damage in 2 mercs but uh… Missing the +3 rag fire damage gear and + leveled rag.)
How does the Nature comp, work out of curiosity, how much damage does it do, does it have good aoe?
I admit my comp is just more of f2p improvised with the coins i have access too, but it seemed to get through blackrock fine - Emperor thaussian Where adding Xyrella + samuro as f2p backup worked good enough to win 2/3. (Unlucky with krush targeting the +30/30 Moira, but luckily on turns Varden could freeze with millhouse alive, he usually could just get bolted to death in time.
What’s your strat with the malfurion build out of curiosity? I have the Guff and brukan already maxed but no malfurion. That sounds like a interesting comp, maybe i’ll go check it out. :D. What build do you use and strat with it?
Conveniently you can use Samuro Xyrela to farm the fallen guardians until you farm up malfurion. You can also just farm it with Anacondra (+guff and brukan).
Step one is crafting malfurion
Step two rush his 7 tasks
Step 3 farm whatever you want.
Good thing about the comp is that you get 18-24 healing every turn for all chars. You can also manipulate damage with guffs taunt and malfurions root with speeds 0 and 2. Your nature damage scaling is insane, and the treasures tend to synergize with your entire comp. By the end of the run you’ll often be wiping everything on turn 2.
For heroic lond banehallow, you usually oneshot one of his minions on turn one, and then the other one on turn 2 sometimes killing the boss too on that turn.
The general gameplan of the comp on turn 1 is almost always the same. Use your 3 skills in the most effective targets, or ones you can kill before they act. Turn 2 you finishes the rest, unless you don’t counter enough targets (3 casters for example). Turn 3 you finish the fight.
You have extreme flexibility with malfs aoe if you need it for some bosses or finishing big boards (from mad summoners and the like.
With maxed skills, you can do 52 raw damage (no bonuses) turn one 63- 87 turn 2 (1 chain lighting), 72-114 (1 chain lightinging)
While working on getting and completing the task chains for most Mercenaries, I still find running the last two Barrens dungeons to be the most efficient way to get them done, unless I have tasks that are best completed in either lower or higher level dungeons. I do a lot of the normal level 27 dungeon runs, unless I have a task for heroic bounties.
As far as good farming comps go, I vary my comps a lot based on the task sets that I am trying to complete, but when I do not have to spam a specific mercenary ability to get a task done, I often use one of the following comps:
Fire: Antonidas, Baron Geddon, and Ragnaros (often with Diablo as a 4th back up merc).
Nature: Malfurion , Bru’kan, and Guff
Shadow: Tamsin, Natilie, and Vol’jin (do not use a shadow comp for Lord Banhollow).
New F2P players will rely on the Xyrella + Samuro combo a lot until they work up a set of other Mercenaries that have synergy.
If Murlocs were a priority, they would be a more fun comp to run, but they are not among my current goals.