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  Approach towards Joint Operation
Posted by: johnnyTOS - 06-21-2018, 03:30 AM - Forum: General Discussion - Replies (14)

What are everyone's thoughts on Joint Operations? Is it a chore like how the arena is to some, or something fun that encourages cooperative play between guild members? What is your play style and how do you approach it, preferring to solo it for the rewards or willing to help guild mates in clearing that last 5%?

The current Hunter x Hunter series have been performing quite well for me in the current JO, what with their wide variety of utility and high firepower. As such, I have been enjoying it more compared to previous JO's where I had relied on a dual Ghroth team for consistency. I'd imagine how much one would enjoy it would be proportional to how well one performs in it? Previously when I did not have a meta team, it was much more stressful, since I'd be worrying if I'd even manage to get a copy of the JO card, much less farm it's CD.

Regarding the distribution of rewards, do you follow any set of rules or etiquettes when participating in your guild's JO? Now that I can reliably solo an entire JO, I find myself doing that much more often. It's nice not having to be concerned with the clear percentages, and in doing so I can also avoid wresting any rewards from other participants.

Lastly, what teams are everyone using to play the JO? I'm currently using Killua - Killua, Biscuit, Kurapika, Gon - Gon (ally) and can clear ~40% on average in extreme. Biscuit is a lifesaver when encountering heart shields/recovery shields.

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  Arena Defense Team
Posted by: johnnyTOS - 06-11-2018, 01:16 AM - Forum: General Discussion - Replies (10)

What are your favourite cards to use when setting up your arena defense team?

List of Defense Skills: 

[Image: SI336.png][Image: SI337.png][Image: SI338.png][Image: SI339.png][Image: SI340.png]
Attr Lock - Team Attack -20%
Each Round before Summoner starts moving Runestones, all [Attr] Runestones will be locked; Team Attack -20% for each Locked Runestone dissolved (triggering Dragonic Compulsion will be regarded as dissolving all present Locked Runestones). 
 • Valkyries of Divine Wine
 • Origin of Demons
 • Descendants of the North
 • Egyptian Gods
 • Primal Greek Gods
 • Yamato

[Image: SI106.png]
8+ Combo Shield EX
The enemy receives Damage only when 8 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 8 and the number of Combos made. 
 • Greek Gods
 • Western Beasts

[Image: SI107.png]
9+ Combo Shield EX
The enemy receives Damage only when 9 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 9 and the number of Combos made. 
 • King of Fighters

[Image: SI096.png]
Initial 6 Combo Shield
The enemy receives Damage only when 6 Combos are made (only the first batch of Runestones dissolved will be counted).
 • Jotunns of the North

[Image: SI087.png]
Initial 7 Combo Shield
The enemy receives Damage only when 7 Combos are made (only the first batch of Runestones dissolved will be counted).
 • Hunter × Hunter

[Image: SI105.png]
5 Rounds, 7+ Combo Shield - Attack & Recovery
Attack and Recovery can only be triggered when 7 or more Combos are made for 5 Rounds.
 • The Eight Xian

[Image: SI215.png]
Monochrome Runes · Green to Red Vortex
All Runestones will be in black and white. Attack and Recovery can only be triggered when Summoner starts moving Runestones from the specific position (green vortex) and ends at the specific position (red vortex). (No Recovery can be triggered before fulfilling the condition)
 • Revolutionary Heroes

[Image: SI183.png]
Green to Red Vortex - Attack & Recovery
Attack and Recovery can only be triggered when Summoner starts moving Runestones from the specific position (green vortex) and ends at the specific position (red vortex). (No Recovery can be triggered before fulfilling the condition)
 • Wonderland Trespassers
 • The Enchanted Painting

[Image: SI221.png]
3 Weathered 15k Mines
Each Round before Summoner starts moving Runestones, 3 random Runestones will be weathered. If any Weathered Runestone is touched, Runestone movement will be stopped immediately and a Damage of 15,000 will be dealt to Summoner.
 • Twelve Zodiacs (6k Mines)
 • Sprites (15k Mines)
 • Ravages of Crash (15k Mines)

[Image: SI228.png]
Sticky [Attr]
[Attr] Runestone position(s) will become sticky. By touching a sticky position, Runestone movement will be stopped immediately.
 • Defensive Dragons

[Image: SI229.png]
Burned [Attr] - 20%
[Attr] Runestone position(s) will be burned. Every time when a burned position is touched, 20% of Summoner's HP will be deducted.
 • Ancient Dragons (Metallic Dragons)

[Image: SI236.png]
3 Electrified [Attr] Runes
Each Round before Summoner starts moving Runestones, 3 [Attr] Runestones will be electrified. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, no Damage could be dealt to the enemy that Round.
 • Sengoku Samurai

[Image: SI236.png]
2 Electrified Water Runes · [Attr] Combo Trojan & Team Damage -100%
When a [Attr] Combo is made, attacks of the Team will be nullified. The more [Attr] Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. Each Round before Summoner starts moving Runestones, 2 [Attr] Runestones will be electrified. If any Electrified Runestone is touched, Runestone movement will be stopped immediately; if any Electrified Runestone is not dissolved, no Damage could be dealt to the enemy that Round.
 • Starburst Pulses
 • Cyborg Scholars

[Image: SI232.png]
Phantom ‧ Heart & [Attr] Lock
The enemy ignores all Damage-reducing and Willpower Skills. All Heart and [Attr] Runestones will be locked in the first Round and also as Summoner receives Damage from the enemy's attack; if any Locked Runestone remains, the enemy recovers HP as much as the Damage dealt by Summoner in the Round.
 • Prologue of the Universe

[Image: SI011.png][Image: SI012.png][Image: SI013.png][Image: SI014.png][Image: SI015.png]
All [Attr] Shield
The enemy will only receive Damage when all present Water Runestones are dissolved (dissolving Water Runestones is necessary and only the first batch is counted).
 • Protagonists

[Image: SI011.png][Image: SI012.png][Image: SI013.png][Image: SI014.png][Image: SI015.png]
Initial Random Conversion - [Attr] · [Attr] Combo Trojan & Team Damage -100%
At the beginning of the first Round, the enemy will turn into [Attr] Attribute and turn Runestones of a random type into [Attr] Runestones. When a [Attr] Combo is made, attacks of the Team will be nullified. The more [Attr] Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted. 
 • Lullaby of Love - Ubume (this is the only card that appears in my list with this skill, does anyone know if there are any others for the different attributes?)

[Image: SI011.png][Image: SI012.png][Image: SI013.png][Image: SI014.png][Image: SI015.png]
Shrouded Runes ‧ All [Attr] Shield
Summoner will not be able to see the true Attributes of Runestones. The enemy will only receive Damage when all present Water Runestones are dissolved (dissolving Water Runestones is necessary and only the first batch is counted).
 • The Wonderful Fairytale

[Image: SI001.png][Image: SI002.png][Image: SI003.png][Image: SI004.png][Image: SI005.png]
[Attr] Combo - HP Recovery
When a [Attr] Combo is made, the enemy recovers HP as much as the Damage dealt by Summoner in the Round (only the first batch of Runestones dissolved will be counted).
 • Knights of the Round Table
 • The Transformed Maidens

[Image: SI031.png][Image: SI032.png][Image: SI033.png][Image: SI034.png][Image: SI035.png][Image: SI036.png]
7 [Attr] Rune Shield
The enemy receives Damage only when 7 or more [Attr] Runestones are dissolved in the same Round.
 • Servent of Dragons
 • The Norns

[Image: SI250.png]
7 Cumulative Shield EX
The enemy only receives Damage if 7 or more Runestones of its Attribute are dissolved cumulatively (regardless of Attribute-altering Skills). If the above condition is fulfilled, the enemy will reset the number of Runestones accumulated when its CD reaches 0; if not, the enemy will attack.
 • Immortal Heroes
 • Investiture of the Gods

[Image: SI031.png][Image: SI032.png][Image: SI033.png][Image: SI034.png][Image: SI035.png]
10 Cumulative [Attr] Shield
The enemy only receives Damage if 10 [Attr] Runestones are dissolved cumulatively.
 • Elfish Perennials

[Image: SI038.png][Image: SI039.png][Image: SI040.png][Image: SI041.png][Image: SI042.png]
2 Round [Attr] Block
[Attr] Runestones cannot be dissolved for 2 Rounds. 
 • Haunted Objects

[Image: SI244.png][Image: SI246.png][Image: SI248.png]
Fusion Shield - W+FE / F+WE / E+WF / L+WE / D+WE
The enemy receives Damage only when Fire, Earth Runestones and Enchanted Water Runestones are dissolved The enemy receives Damage only when Water, Earth Runestones and Enchanted Fire Runestones are dissolved The enemy receives Damage only when Water, Fire Runestones and Enchanted Earth Runestones are dissolved The enemy receives Damage only when Water Runestones, Earth Runestones and Enchanted Light Runestones are dissolved in the same Round The enemy receives Damage only when Water Runestones, Earth Runestones and Enchanted Dark Runestones are dissolved in the same Round
 • Imperial Warlords I
 • Imperial Warlords II
 • Pili Puppets

[Image: SI181.png]
Puzzle Shield EX - Enemy Attribute
The enemy receives Damage only when Runestones of its Attribute are dissolved according to the shape of the frame (Runestones adjacent to the frame cannot be dissolved together).
 • Druids of Nature
 • Keepers of Worlds
 • Spiritual Civilization

[Image: SI181.png]
Puzzle Shield EX - [Attr]
The enemy receives Damage only when [Attr] Runestones are dissolved according to the shape of the frame (Runestones adjacent to the frame cannot be dissolved together).
 • Ravages of Fever

[Image: SI156.png]
Post Defeat - 2 Rounds Recovery Lock
Team Recovery becomes 0 for 2 Rounds after defeating the enemy.
 • Death Riders

[Image: SI047.png]
Time Conversion ‧ [Attr]
A random type of Runestones will be turned into [Attr] Runestones each Round. For each [Attr] Runestone dissolved, 0.2 second will be deducted from Runestone-moving time next Round; for each Enchanted [Attr] Runestone dissolved, 1 second will be deducted from Runestone-moving time next Round (bottom out at 1 second for Runestone-moving time).
 • Hyakki Yagyō - Curse

[Image: SI165.png]
Post Defeat - 5 Rounds, 2 Seconds Waning Time
Reduce Runestone-moving time by 2 seconds for 5 Rounds after defeating the enemy.
 • Crimson Grace

What I aim to avoid the most when setting a team is getting "farmed" by players that just want to quickly use up their vigor. So my strategy is to use cards that I myself would tend to avoid when attacking other arenas, mainly those with a risk of dieing e.g. electrified attr combo trojan. 

Here's my current team:
[Image: 1703i.png] [Image: 599i.png] [Image: 1686i.png] [Image: 1602i.png] [Image: 1732i.png]
[Image: SI105.png] [Image: SI236.png] [Image: SI248.png] [Image: SI033.png] [Image: SI181.png]
  1. The 7+ Combo lasts 5 rounds, so the attacker would either have to bring a debuffer, use a starter/ghroth every round, or be a good spinner. 
  2. The electrified skill here is the one with [attr] combo trojan. Accidentally dissolving even a single [attr] combo will result in death, so the attacker would need a board explode or convert to reduce this risk. 
  3. Enchanted light fusion shield - possible rune drought can make it hard to clear. 
  4. 10 cumulative shield - needs an earth team/converter or ghroth. 
  5. Puzzle shield for the last round - harder to spin for the final burst. 
Feel free to share any other strategies.

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  The absolute loyalty beginner
Posted by: nitolbaid - 06-05-2018, 05:41 PM - Forum: General Discussion - Replies (2)

Hello.
Can we drop neferpitou from the beginner stage? If yes, with what droprate? There isn't "normal" stage, just beginner and extra...

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  PSA: Sphinx can be used to level the skill of other series
Posted by: Seergaze - 06-03-2018, 03:49 AM - Forum: General Discussion - Replies (17)

Just noticed that feeding Sphinx can also add battle rounds to the following series:

-Heroes from Afar
-Cunning Phantoms
-72 Demonic Spirits
-Ancient Artifacts
-Chinese Paladin Legends
-Monster Strike - Heroes
-Richman
-Hunter×Hunter

So grab those cats from the shop and blackhole while you can

Edit: As the comments have said, the blackhole stage has no expiry date

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  What is US tonight for?
Posted by: kukingkong - 06-01-2018, 03:24 PM - Forum: General Discussion - Replies (5)

I have some questions regarding Chrollo US tonight:

Will it happen outside locked regions?
If not, then no US tonight (1st time since the last 3 years).
If yes, then what the point of issuance 1 HxH card, especially when Chrollo has team skill with Hisako?

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  HxH Scissors-Paper-Rock Campaign
Posted by: Sayokyoku - 05-29-2018, 11:24 PM - Forum: General Discussion - Replies (76)

Event info: https://www.facebook.com/TowerOfSaviors/photos/a.329420303826224.60910.312236362211285/1383430535091857/?type
Campaign link: j.mp/2xkIbpu



A quick rundown of the event:

Need VPN to participate!
  • Event period: 29/05~18/06
  • Every day, you get one chance to play scissors-paper-rock against an HxH Seal character.
  • After your first win, a random HxH character will be added to your selection pool (Might not be who you VS'ed).
  • After your third and seventh win, another random HxH will be added to your selection pool (Max 3).
  • You can redeem one of the three to your account from 29/05 to 24/06 (Similar to 5-Year Anniversary draw event).
    • So don't randomly redeem whatever you get after the first win unless you really want it.
  • Participation earns you other stuff (Diamonds, Black Keys, Harpies etc.) irrespective of whether you win or not.
Need VPN to participate!



My record:
  • 29/05 VS Hisoka: Outcome - Draw, Prize - Black Keys x5
  • 30/05 VS Biscuit: Outcome - Win, Prize - Black Keys x5, Selection Pool - Leorio
  • 31/05 VS Leorio: Outcome - Lose, Prize - Black Keys x5
  • 01/06 VS Hisoka: Outcome - Lose, Prize - KFC of each Attribute x1
  • 02/06 VS Biscuit: Outcome - Lose, Prize - Black Keys x5
  • 03/06 VS Hisoka: Outcome - Win, Prize - Black Keys x5
  • 04/06 VS Hisoka: Outcome - Win, Prize - Diamond x1, Selection Pool - Hisoka
  • 05/06 VS Killua: Outcome - Lose, Prize - Black Keys x5
  • 06/06 VS Hisoka: Outcome - Win, Prize - Black Keys x5
  • 07/06 VS Leorio: Outcome - Lose, Prize - Diamond x1
  • 08/06 VS Biscuit: Outcome - Draw, Prize - Baby Harpie x2

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  Can't find HxH draw
Posted by: pandarex97 - 05-28-2018, 08:28 PM - Forum: General Discussion - Replies (66)

Anyone knows where or how do I access the seal card draw? I can't seem to find it.. It says it should be in the shop tab, but I don't see it in there.. Is there somthing I'm missing out or is there a bug or some sort?

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  How to get copies of Lionels?
Posted by: SexyBoobsy - 05-28-2018, 06:48 AM - Forum: General Discussion - Replies (1)

How to get copies of colored Lionels?
How to select a color of Lionel in Mysteries of Growth? (Blackhole stage for evolution)






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  Discussion concerning arena trends and design
Posted by: vespher - 05-27-2018, 08:21 PM - Forum: General Discussion - Replies (13)

What is arena for me?

A place where other players can do their best to make a 5 round stage that is supposed to be difficult to pass for me and make me get as least as possible points while they battle other players stages to gain most of points.

That concept is very simple and is expanded by some elements as trials/boosted monsters/new effects on defense cards with some new series.

This week we had no point boosted cards, so I noticed something that I wouldn't when we have.

That is, people get so much worse scores overall and that got me thinking. Why did I jump 500 places up compared to boosted weeks?

I am 100% aware what kind of business is Madhead, but there are some things that could be different than they are now. So this is a disclaimer of a sorts, since I am still ok with how things are but they could always be different.

In no case I am against arena as it is, but I wanted to take a closer look in this thread at elements that make up the arena experience.

For one I support the recent change of max 2 available stages resets per day.



1. Should we have cards that boost your base score points by 10%?


If you have those certain cards at the time, you will say yes. If you don't have them, you will feel bad and say no. Yes, this is a simplification but illustrates a problem for some of the players. Many times it happens I do a 3-3.2k score without boosted cards, check out the current stage top list to see how good I was, and up there is someone with 4k score, who did worse in round count, combo count, pass time while using boosted members.

From a financial standpoint for madhead, having boosted cards means they will be more desirable, usually those cards happen to mostly be from new series too. So it is somehow implicit that you need sometimes to spend diamonds and get those new cards in order to be competetive, source of those diamonds either being buying them or saving up.

To close off this question I asked. If arena was to be a skill based area of game, where your own skill at spinning counts, then boosted cards shouldn't be there. They give a handicap to those who don't have them and advantage to those who spin poorly and even greater advantage to those who spin very well.



2. Should we have forbidden/blacklisted cards in arena?


As far as I am aware, only forbidden cards in arena currently are sealed lords, which, if you look at it that way, would be sort of game breaking if they were allowed, as some synchronize very well with other cards and would make the experience imbalanced. At least it was that way when they were first forbidden.

If you follow Magic the Gathering or any other bigger card games, usually they have temporary lists which blacklist certain cards as they break the balance in favor of some decks.

Cards that I see as breaking the balance in a way that they trivialize arena content and make up for lack of spinning skill would be :
  • Lionel/Sariel type cards with clear all effects in play skill for all those 5 round effects or rune element nondissolvable for 1-2 rounds
  • Ghroth, he simply trivializes any kind of tri/quad/quint shield and to a degree Aloha (but aloha doesn't give you as much combos and you have to spin yourself, time extend helps though)
  • Pompeii, the new card, easy enchanted wfe breaker, paired with ignore puzzle shield, which trivializes 90% of arena stages (as you know how much everyone loves putting puzzle shield in almost all arena defense teams)
I'll stop at these cards for now. 

Yes, anyone could say, many cards have many effects that essentially help to deal with certain effects, and that is the deal with arena, to overcome those stages by having the correct card, which also pervades other parts of game like ultimate stages.

But, in a competetive part of things, there is a difference between a card helping you to deal with something and flat out ignoring or negating whole parts of stages.

How to deal with it? Either introduce blacklists, which isn't really a way to go. Or, the way I would go with it, introduce even more complicated  bosses. 

Example : Puzzle shield boss, but with additional effect that says, if it was killed by ignoring the puzzle shield, next 1-5 rounds, spinning time reduced to 2 seconds.

So instead of blacklisting cards, why not keep them, and introduce harder content that will still rely on people having the spinning skill to deal with it and keep the magic of having to come up with teams that can deal with certain stages. I really hope madhead will work on arena and introduce some harder effects.



3. Rank not resetting with weekly reset, rather it falls down by 1 division.

As you all know, if you finish a week with legend rank, next week you fall to warlord, and it repeats with lower and higher ranks than these in example, until patch total reset of leaderboards.

Problem with this is that it makes retaining ranks easier once people reach a certain rank, which gives a big advantage, depending how high that rank is.

It may seem fair on surface, as your own hard work makes you rank better for long term, but below surface, it makes select people retain their ranks much more easier.

Starting each week from 0 points or the system we have currently? I don't know, but combined with all the other factors, it isn't objective as it could be.



There are a few other issues, but given the already sizeable post, I will stop here.

I want to hear your thoughts on arena. Could it be better than it is? Do you want to see more cards with more card effects as arena bosses? Do you want more challenge or different ranking system?

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  Bring back the Ancient Dragons (metallic)!
Posted by: SexyBoobsy - 05-20-2018, 06:12 PM - Forum: General Discussion - Replies (5)

Bring back the Ancient Dragons (metallic)!

Who needs to kiss so that metallic dragons appeared at least in LR Pass?
http://towerofsaviors.wikia.com/wiki/Gallery:_Ancient_Dragons

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