Reasons for boosting your might

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reckoner

unread,
Feb 19, 2016, 4:47:34 AM2/19/16
to BossPlease
This post is primarily aimed at everyone who is less than 120k might.
Members who keep their might low may be replaced at some point,
for reasons stated below.


Higher might gives you:

More quests on the quest board, and better quest rewards
You earn more HB's, shards, and books in each quest run.
(also gold and mana, but nobody cares about this).
At 120k might, you will start to get quests for Insane Dungeons,
which will give you cards for Hero Trials, Team Dungeons, or HBM.

Easier Hero Expeditions, with better payouts
The higher your might, the more heroes you can deploy at the
same time, and your heroes get a better HP bonus making them stronger.
Expedition rewards also pay off better, earning you more HB's and merits.

Better titles, with better daily rewards
Everyone should get to King (80k) ASAP, which gives 100 gems,
8.8k HB, and 120 shards every day.
Higher titles also give an HP and ATK boost for your heroes in the Arena.

More points in Guild Wars
The points you earn for each raid in GW is based on your might, the
defender's might, and the number of flames you earn (3 flames = 100%).
Boosting your might gives you more GW points, which earns more
points for the guild, which helps us to rank higher, which gets EVERYONE
more fames.
Players who consistently earn more GW points are more valuable to the
guild they belong to, and are less likely to be replaced. This is not only
true for our guild, but for any guild that aims to be competetive in GW.
Also, your GW point ranking in the guild determines your HB reward.



In case you are not aware, the cost for upgrading hero levels (with HB's),
skills (with shards), and artifacts (mertis) increases exponentially.
The bigger your heroes get, the more resources they need to keep growing.
This is especially true after hero evolution and artifacts were introduced.
It is far better to boost your might early and live off the increased resource
income forever, than to struggle to upgrade one hero at a time. If you keep
your might low, you will fall farther and farther behind everyone else, and
you will never catch up.


Examples of daily rewards:


In short: more might -> more resources -> stronger heroes


The downsides of boosting your might
The biggest argument I've heard against boosting your might is that
people think raiding will get more difficult. This is absolutely 100%
NOT TRUE. There are easy raids at every might level. Most people
have an HBM base, which is easily raided with snipers. Many people
also leave just 1 hero on their base since they're boosting it. If you
can't kill 1 hero with your set of 6 (or 5) heroes, with troops, and with
magic spells, you should just quit cc.


How to boost your might...

1. Get 5 builders if you don't have them already.
Forget about rolling for heroes, forget about rolling for talents.
You will most likely get nothing of value anyway, whereas 5 builders
will provide a guaranteed, tangible benefit. The build times keep
increasing the higher level your buildings are, so having more
builders is really important. Getting a hero to 10-stars requires 5m
gold, so more builders will help you to upgrade all of your gold
vaults faster.

2. Open up all 70 slots in your Hero Altar.
Buy the Hero Slot card in warehouse every time you see it, until
your Altar is maxed.

3. Fill your Hero Altar
You should have 5 or 6 blue heroes, 5 or 6 green heroes, and the
rest being legends, leaving 1 slot open for claiming slime rewards
from quests.
Heroes account for more of your account's might than anything else!
Upgrade your duplicate legends, first to level 80, then 100, then 120.
Blue and Green heroes are useful as garrisons (for HBM and WG,
as well as GW bases). Among these should be an Ice Demon,
Frost Witch, and Shaman. Some or all of these are useful in Here
Be Demons (from Lost Realm), Team Dungeons (SM4), and Tier 4
Boss Battle.
If you have a choice among different legendary heroes, keep the
ones with higher movement speed, since those give you more
might than ones with slow movement speeds (keep Ninja's instead
of Paladin's, for example). Of course you should keep any valuable
or hard-to-get duplicate legends since they are useful when you
evolve your main heroes.
Temporarily spending resources to upgrade your duplicate heroes
will pay off in the long run.

4. Along with #3 above, inscribe all of your heroes, even your
duplicates. Get all of your duplicates to inscription 80, which
requires a 7-star hero. This will boost your might significantly.

5. In order to help with #4 above, you should always maximize the
levels of your blue crystal mines in Lost Realm.
You won't need many red crystals, so spend them all to upgrade
your crystal mines. The maximum level of your crystal mines is
the same as your Lost Realm level. For example, if you have
level 23 Lost Realm, your crystal mines can go up to level 23.
Keep upgrading your mines as your LR level increases.
It's also extremely important to do this since the cost of inscribing
hero past 80 gets enormous as it gets closer to 100, and you
will eventually want to do this for your main heroes.

6. Keep any high-level talents, even bad ones, and apply them
to your duplicate heroes. You will rarely, if ever, use duplicate
legends, so increase your might by applying level 4 or 5 talents
to those dupes.

7. Upgrade the skill level of all of your duplicates to level 2.
The shard cost to do this is very low.

8. Upgrade all your troops and spells.
You will need level 5 Snowstorm for Insane Dungeons, and
possibly level 5 Meteor as well.

9. Upgrade your artifacts (with merits).
This adds a good amount of might, and these act like an extra
talent for your evolved heroes, making them even better.


It's possible I've forgotten to include some points, but the above
should be more than sufficient to convince anyone to boost their
might. Feel free to comment or ask questions.


reckoner

unread,
Feb 22, 2016, 11:26:58 PM2/22/16
to BossPlease
addition:

Another nice side-effect of boosting and inscribing your dupes,
is that they can hold crests. This can free up space in your
warehouse, so you won't have to buy more warehouse slots
until later. You don't need to make complete crest sets on
your dupes; you will probably never use them anyway.

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