Monthly Archives: May 2014

Guild Wars 2: Festival of the Four Winds (Boss Blitz)

Hello everybody, Geek Generation here.

We get the Festival of the Four Winds patch to Guild Wars 2. Along with the Queen’s Gauntlet. I spent the last couple hours playing Boss Blitz, and the tendency for people to mingle together into a single blob of zerg is turning the Boss Blitz events into a very slow grind.

The event is relatively simple. There are six bosses that will spawn once the ticketing has received enough donations. The mobs are actually watchwork constructs in disguise. So i guess the queen needs these donations to fund the construction of the watchwork constructs to keep the Boss Blitz events alive. Once all six bosses are defeated, the players will receive a loot bag according to how quickly they finish killing all six bosses.

Each boss has a special trait. I’m assuming each boss have a trait, i wasn’t taking much note of these. I do know some of the bosses have special traits. The special traits get passed on to the another/other boss(es) once it dies. So this kind of persuades players to split up and engage all six of the bosses at the same time.

The strategy to winning this quickly is simple. Divide and conquer. If possible, have 6 persons tag up (pin up their commander tags) with one commander standing at each path to a boss. When the players have been divided somewhat, proceed to fill the donation pot to spawn the bosses.

Granted, for a player to want to complete the achievements for killing all 6 bosses, this would be a little slower. But there’s an achievement to complete the Boss Blitz 10 times. So that should be more than enough times to cover the killing of different bosses even if the player only gets to kill 1 boss each time.

The mobs gives loot like ticket to gauntlet and one more thingy i can’t remember its name. The boss kills gives measly reward of a couple silver for killing it. All in all, the whole event is a little too grindy (grindy coz everyone merges into a single blob of zerg instead of dividing themselves) for little reward. Though at this point of time i’ve not opened any of the reward bags from completing the Boss Blitz. Might be that the rewards are all stuffed in that one bag.

Geek Generation out.

Hearthstone: Unleash the Hounds Changes

Hello everybody, Geek Generation here. I apologize for the lull in posting.

Unleash_the_Hounds(317)_Gold

This is probably not news by now. Unleash the Hounds was nerfed, with its casting cost increased from 2 mana to 3 mana. I would say the card had it coming. It was so powerful when it was 2 mana and the amount of crazy things you could do is insane. The card was superb as an aggro stomper.

This means 2 things for Unleash the Hounds. Two card combos with the card goes off a turn slower, giving the aggressive opponent a better chance to set up Defender of Argus. It also means for the same amount of mana previously, it can do less stuff. Previously 5 mana was enough to cast a punishing Scavenging Buzzard, Unleash the Hounds and Timber Wolf. Obtaining and keeping the Coin card becomes so much more important for Unleash the Hounds to combo off.

Whether this would result in Stonetusk Boar being played more to fuel the unleashing of hounds remains to be seen.

Geek Generation out.

Hearthstone: Next Level Play (Rogue)

Hello everybody, Geek Generation here.

I’ll use the rogue deck list i used for last season to talk about some, in my opinion, rather counter intuitive plays but would give an overeall stronger game.

2 x Backstab
1 x Cold Blood
2 x Deadly Poison
2 x Betrayal
1 x Blade Flurry
2 x Eviscerate
1 x Assassinate
1 x Sprint

2 x Argent Squire
2 x Acidic Swamp Ooze
2 x Defias Ringleader
2 x Ironbeak Owl
2 x Youthful Brewmaster
2 x Questing Adventurer
2 x SI:7 Agent
2 x Chillwind Yeti
2 x Spiteful Smith

The thing to note about the deck is that without the Coin card, the only realistic turn 2 drop is Youthful Brewmaster. Which doesn’t make for a very strong turn 2 opening. The ability to play Coin into Defias Ringleader on turn 1 may make the deck seem like a highly aggressive deck. But the truth is, it really is more of a mid range deck. Which makes Argent Squire a rather poor choice of cards as it is often more important to keep the 1 drop for fueling Combo rather than playing it as a turn 1 aggressor.

Consider the following hand.

Acidic_Swamp_Ooze Ironbeak_Owl SI-7_Agent The_Coin

Assuming that you draw those 5 mana costing cards and your opponent plays nothing, such that the your only probable play on turn 2 is Dagger Mastery. The question remains, do you attack your opponent with the dagger to push for damage?

My answer would be no. The reason is that the need for mana for such a deck is rather tight at the beginning. More often than not, you might draw into Deadly Poison or need to use the dagger twice on two different turns for the purposes of killing enemy minions. If your dagger runs out of durability, you might lose the opportunity to seize initiative.

As an example to illustrate my point, i’ll postulate a sequence of plays from the above starting hand.

Opp Turn 1 pass.
Turn 1 pass.

Opp Turn 2 pass.
Turn 2 Dagger Mastery. Attack opponent for 1, durability drops to 1.

Opp Turn 3 plays Raging Worgen.
Turn 3 Attack with Dagger, dagger fades, play Coin and Si7: Agent.

Opp Turn 4 plays Dragonling Mechanic.

At this point, if you hadn’t attack on turn 2, your dagger would still be around to help the Agent finish off the mechanic and there would still be 4 mana available to perform combos. On the other hand, if you do not have the dagger anymore, 2 mana would be wasted on getting the dagger back and initiative is very likely to be lost as any combo that you would’ve played is delayed to the next turn.

In my opinion, for most rogue decks, attacking with the dagger every turn is a mid to late game activity rather than an early game activity. Early game, you’d want to conserve the durability for use in killing minions.

So much for now, Geek Generation out.