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Offline haidao0923

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  • Elements Master
Re: Which Rare Weapon Should I Pick as a Reward? https://elementscommunity.org/forum/index.php?topic=3522.msg1146301#msg1146301
« Reply #204 on: July 18, 2014, 09:13:43 pm »

  • This is the quest you get once you've finished the one for 150 points.
  • Easiest way to complete it is by beating on the level 3's till you reach 500 points.

  • Ok, so you've reached 500 points, now what should you pick?
  • Different weapons will excel in different situations, the answer depends on what your goals are.
  • What I'll do is provide a bit of insight and my ratings for each weapon, so you can make an informed decision.
  • Many of the AI at levels 3 and up will have a rare weapon in their deck, so you'll have a small chance of winning one when you beat them.
  • Arena offers a semi-reliable way to earn rares.  When you gain enough consecutive victories (5 for Bronze, 4 for Silver, 3 for Gold, and 2 for Platinum) you will get a bonus spin. This spin will be solely composed of four different rare cards (unupped for Bronze and Silver, upped for Gold and Platinum).
  • Way back in the day there was a T50 where players would sometimes put up a rare farm deck composed entirely of rares and pillars.  This gave you a really good chance at winning the rares in that deck when you beat it, so it was possible to collect them all.  This is how the veteran players collected all their easymode weapons and shards before Arena came along.
  • If I was starting again from scratch I'd probably choose Arsenic, it's good for pvp & Arena and fits in my favourite deck.
  • "It really depends on what sort of deck you have. If you're running mono-aether and you like it, get a Lobotomizer. A poison deck, get an Arsenic. Don't just get the overall "best" weapon; you'll win all of them eventually. Find one that fits your current deck."
    ~ mesaprotector
  • "..a player shouldn't choose their rare until they are ready to start FG farming. By the time they've done that much grinding, they may have already won an eternity or pulverizer, so they could choose something else. You really only need one eternity and/or pulverizer in FG decks."
    ~ Demagog

On the left is the unupgraded version, and on the right is the upgraded version.  You'll be able to upgrade cards once you've finished this quest, it'll costs 1500 electrum each.  The rare you choose will be unupgraded.

  • Discord randomly scrambles up to 9 of your opponents quanta from one type to another.
  • It is very effective against mono & duo decks because they won't be able to use other types of quanta, but has less of an effect against a rainbow deck that can utilize all types of quanta.
  • Flying Weapon:  normal 4/3, upgraded 6/3.
  • My rating: ***
  • Low cost makes it easy to get out early allowing poison counters to be applied before your opponent can destroy Arsenic or start blocking it with a shield.
  • The only way to remove poison counters is with the card Purify.
  • In addition to +2/+4 and Venom, a Crusader targeting Arsenic with Endow gains the Poisonous passive ability.
  • Flying Weapon:  normal 2/7, upgraded 4/7.
  • My rating: ****
  • The high cost precludes it from being included in decks that do not focus on Gravity.
  • Notable for having the highest HP in the game when combined with Flying Weapon, which can then be utilized by cards like Gravity Pull and Catapult.
  • Flying Weapon:  normal 7/50, upgraded 8/50
  • My rating: **
  • Considered one of the most powerful rare weapons in the game, even with a nerf in patch 1.21.
  • Reusable permanent destruction is the bane of many decks, including some of the False Gods.
  • Earth also has Enchant Artifact so you can have invincible, reusable permanent destruction.
  • Flying Weapon:  normal 5/12, upgraded 5/12
  • My rating: *****
  • When combined with Flying Weapon and Adrenaline, Druidic Staff will attack and heal you four times per turn.  Jade Staff gets one less attack with this combo.
  • Even if your opponent is blocking the attack you still get healed, unlike the Darkness weapon.
  • Flying Weapon:  normal 2/7, upgraded 4/7
  • My rating: ***
  • For every five you have, this deals 1 extra damage so it works very well in a mono Fire deck.
  • Damage is calculated at the end of your turn after your pillars/towers generate quanta.
  • Chart showing the damage at different levels of Fire quanta here.
  • Flying Weapon:  normal 4/5, upgraded 5/5
  • My rating: ***
  • With a reusable Earthquake, this doesn't fit with many decks because it requires both Water and Earth quanta.
  • Pillar destruction is most effective at the start of the game, so to use this to it's maxium potential you'd need to draw it early and have the quanta to pay for it.
  • Flying Weapon:  normal 4/9, upgraded 4/9
  • My rating: *
  • Once you get this out your opponent can't do anything to remove it, though it is still affected by shields.
  • You can get the upgraded version fairly reliably from the False God Divine Glory.
  • Because it is Immaterial, Morning Star cannot be targeted by Endow from a Crusader.
  • Flying Weapon:  normal 7/7, upgraded 8/4
  • My rating: **
  • Even with a high Air cost, this weapon excels at creature control.
  • Flying Weapon costs so multiple Owl's Eye can easily be flown in an unupgraded Air deck.
  • Along with the common weapon Short Bow, Owl's Eye has the Ranged passive ability that bypasses a Wings shield.
  • Flying Weapon:  normal 5/7, upgraded 7/7
  • My rating: ***
  • Can be used to prolong the game when you run out of cards by bouncing a low cost creature back into your deck every turn.
  • High :time quanta cost usually restricts the usuage of this weapon to mid/late game.
  • Combined with Protect Artifact was often included in the old school rainbow decks when fighting False Gods.
  • Flying Weapon:  normal 4/8, upgraded 4/8
  • My rating: ****
  • Buffed in patch 1.21, now an excellent cost per ability ratio.
  • Each time this hits the opponent it does (4 or 6) damage and heals you for (4 or 6) HP.
  • The best weapon to combo with Crusaders as it imparts the vampire ability to them.
  • Flying Weapon:  normal 4/4, upgraded 6/4
  • My rating: ****
  • 3 Lobotomizer's are used in RoL/Hope which is one of the best decks to begin fighting False Gods with.
  • In mono Aether, even if it gets stolen it can't harm your immaterial creatures.
  • Flying Weapon:  normal 5/4, upgraded 5/4
  • My rating: ***
I rated the weapons from most useful to least useful.  That's not to say that a one star weapon is useless, just that it's not as useful as a five star weapon.  As always, your mileage may vary.
I think arsenic and fahenreit should be at 5star on the rating since it is awesome as damage hitter and discord is good against mono deck so I think it should be 4star
What is an Elements Master? Having all the Nymph? Having all the Shard? Having every rare card combine? NO!!! To become an Elements Master you need to wield in your hand the power of these ▬▬>:entropy :death :fire :water :light :air :time :aether