Friday, September 30, 2016

How to Snipe in Castle Clash

What is Sniping in Castle Clash?

"Sniping" is shooting at someone doesn't know you're there -- and thus, someone who cannot shoot back.  In Castle Clash, most hero-on-hero attacks happen in the range of the target hero, so that the defending hero can either hit back simultaneously or at least move to close the range so as to hit.  (Rarely you'll get a situation where a hero is near the edge of his range and is targeted; in this case, he'll retreat to his hero base drawing the enemy within targeting range.)  Put generally: a hero's target can always hit back.  However, that is not true of procs -- many heroes have the ability to do proc damage at range, and defensive enemy heroes in many of CC's subgames will never attack unless their hero base is within a certain range of an attacking hero.  So it is possible to snipe them.  That's the general idea for sniping: you find something safe to beat on -- typically, not a hero -- which will generate lots of procs, and you use those procs to remotely kill the enemy heroes.

Why Snipe?

Why is sniping useful?  It's useful because it allows you to take on heroes (and thus, bases) which you could never beat in any other way.

For example, consider the 2nd most overpowered hero in the game: Skull Knight (SK).  SK has among the highest hitpoints per level in the game, and his proc -- which lasts 10 seconds out of 12 -- caps the damage you can do to him.  Also his proc boosts his damage to stratospheric levels.  Any competent player will have lifedrain 4+ on his SK, so that even purely alone, he is nearly impossible to kill in a toe to toe fight with any normal hero or group of heroes.  He attacks faster, hits ridiculously hard, and heals himself fully in every hit.  If you get anywhere near him, he'll attack and proc, and then it's game over for you.

Beating a high level SK toe to toe is very hard.  It's also not super easy by sniping, because of SK's monstrous hitpoints.  (I didn't yet mention his inherent Revive 8.)  But it's often at least possible, and when possible, it's very low risk.  When you're sniping, all you need is enough buildings, walls, and/or troops that are out of his range.  So long as you can grind through hitpoints out of his range, you can keep damaging him without his retaliation.  He never procs to cap the damage.  He never hits you to stop the damage.  And he never hits to heal himself.  Eventually, when you've ground enough hitpoints, he dies without ever attacking even once.
So, one answer to "why snipe" is: to beat those pesky Skull Knights.

More generally, sniping is a method to beat heroes that you cannot beat safely, or beat at all, in other ways.  Beyond that, another answer to "why snipe" is to keep the risk of attack low.  If you are attacking a base which you don't know you can beat, sniping usually allows you to abort the attack without losing heroes if it doesn't work as you thought.  This allows you to raid without waiting for heroes to revive, or to do expeditions and guild wars battles more safely.  (I review the particular twists of each subgame below.)

Which Heroes Can Snipe?

Many heroes have procs that do no damage at all, or whose procs are not long range; obviously they cannot snipe.

Of those heroes who proc with a ranged attack, most will target any non-wall enemy thing: heroes, troops, and buildings.  These heroes also are not good for sniping, because there are a lot of buildings, and few heroes.  These heroes will mostly hit buildings with their procs, which is doubly bad.  It's bad because they are "wasting" procs on a non-threat; and it's bad because buildings are the source of the hitpoints you're using to snipe with.  If you eliminate the available hitpoints that are out of range of enemy heroes, you will move in and come into contact with the enemy heroes before the enemy heroes are dead.

Note that a similar logic applies for heroes that target troops.  However, at least at present (September 2016) defending bases rarely have troops, and when they do, you can usually use a different sniper.

So, in general to be a decent sniper a hero must have a long range proc that does not target buildings.  We'll look at the specific heroes who can snipe below.

It is occasionally possible to snipe with a general remote damage hero like Santa, but typically only if you can find a situation where you can path him to beat through a thick wall for a while.  This is rare.  Also, it is not good in game modes where you are trying for 100% wins, because the damage is quite random.


Sniping Theory

When sniping, your goal is to turn hitpoints of things that you can safely attack into procs that kill heroes you cannot safely attack.  When thinking about it, I like to keep in mind a concept I call "sniping efficiency" (also "sniper" or just "snipe" efficiency), which is the ratio between a sniper's attack damage, and the proc damage he produces.  Since every hero's proc damage is based on his attack damage, the ratio is largely determined by the hero's particular skill, and the skill level.

One interesting thing that thinking about snipe efficiency implies is that your hero's attack number and attack speed are relatively unimportant.  To see this, consider a hypothetical sniper with attack 5000, hitting a building with 70000 HP.  Every seven hits, he procs.  So, after 14 hits, the building is down and he has procced twice.  Each proc has 5000 HP as the base for computing proc damage.  Assume that the proc gets 200% attack against one enemy hero (no actual hero does this).  Then he will do 20000 damage remotely.  70000 building HP have been consumed, yielding 20000 HP of sniping.

Note that the attacker's attack speed has no effect on this conversion at all, other than how long it takes.  If his attack speed is 1000ms, it takes 14 seconds.  If his attack speed is 1500ms, it is 21 seconds.

Less obvious is that the sniper's attack number also has no effect on the snipe efficiency.  It affects only how long it takes.  To see this, consider what happens when we evolve the hero, and get his damage up to 10000.  Now he kills the building in 7 hits, and accordingly procs one time only.  This proc does 20000 damage: 200% of the 10000.  So, 70000 to 20000.  The sniper has the exact same efficiency. What this means is: don't worry too much about evolving your snipers or getting their levels really high.  I find evo1 180 is fine, and indeed I did pretty well even with level 160-180 non-evo'ed snipers.  What matters most for sniping is the snipers' skill level.  Get those skill levels up!

Now let me back off of that somewhat.  For one thing, evolving your snipers is good because it allows them to have an artifact, which can be helpful in ways outside of damage production.  Also, higher level snipers have more hitpoints, which allows them to deal better with damage from towers, autoproccing enemy heroes, and other sources.

Another reason for higher level snipers is that higher attack can actually increase sniper efficiency; this happens when an attack kills a thing and there is overkill.  You get energy per blow regardless of damage done, and proc damage is not based on the damage that the triggering blow dealt, but on the sniper's attack stat.  Overkill effects are most relevant when you are using a sniper and he wades into a group of troops.  Most kinds of troops he will easily one-shot; his procs still do full damage.  Here, you want the highest attack possible for your sniper.

(Note that overkill on proc attacks works the other way, lowering efficiency.  But since overkilling heroes is not possible without killing them, and killing them is what you're trying to do, it's usually not a problem.  Also, there are far fewer hero targets than buildings plus (maybe) troops and walls... so in general, high levels benefits the sniper.)

Also, while attack and attack speed are not that important, you do want enough of them so that your primary sniper can go through most of a high-level base in about 2 to 2.5 minutes.  Since you have three minutes per attack, this leaves 30 to 60 seconds for cleanup, which is usually plenty.  (Sometimes a nest of highly garrisoned magic towers can take quite a while to break.)  If you find that you're running out of time in an average sniping attack, you should work on getting your snipers' levels up.

Snipers Reviewed

Since sniping can only work when there are non-hero hitpoints of some sort to chew on, there are only a handful of heroes that have restricted enough targeting so as to be useful for sniping.  These heroes are summarized in the following spreadsheet; I'll discuss each individually.  (Note that Triton is not listed, but he can snipe, albeit far more weakly than any legendary hero.  If you are just starting, you might find a Triton useful.  But please buy TG and Griz ASAP.)


#5: Pixie

Pixie
Pixie can snipe, but she's a weak sniper for the most part.  She has a number of problems.  Foremost is her weak sniper efficiency: she simply isn't great at converting hitpoints into proc damage.  It is true, though, that her efficiency is not as bad as the spreadsheet makes it look, because it factors in her 3 target limit.  Since sniping when there are 1-3 targets left is important, she's not as weak as the spreadsheet makes her look.

Another problem is that Pixie flies.  Fliers never target walls, so there are a fair number of bases that other heroes can snipe that she can't.  This matters when raiding in particular, because you cannot choose which heroes to bring to a raid on a per-base basis.  However, it also matters (albeit less) in any mode, simply because your resources are finite.  Experience and hero shards are finite.  Every experience point or skillpoint that you spend to develop Pixie can't be given to any other hero.  And while you can in theory swap around crests and artifacts on the fly, doing so is a pain in the ass.

On the plus side, Pixie targets only heroes, which is the best target setting for a sniper.  Also, she is at least partially self-healing, which is a useful thing.  Her skill is also useful when sniping with multiple snipers against an enemy Dread Drake.  DDs tend be hard to kill with mass snipers because they autoproc and their proc protects them.  Pixie will strip that away.

#4 Thunder God
Thunder God

Thunder God is an often overlooked sniper.  I know I stopped using mine for a long time; indeed it is only writing this article that I seriously started using him.  The problem is, of course, that his proc is at least somewhat unpredictable; it can hit anything.  But it's not nearly as random as you might think, and its randomness does not always matter.  I love my TG now.

TG's sniper efficiency can be huge due to the large amount of damage his procs do and their area effect.  But even when 6 heroes are present it won't necessarily hit all of them, or even any of them!  TG loves to proc on the enemy townhall, and if within range (seems to be about 1/3 of the playfield edge) will usually choose to hit it.  So he's often unusable in the sense that he expends way too many of the hitpoints he is consuming to nuke the townhall.

However, if you can arrange to drop him and keep him far from the townhall, or else to take down the townhall first (with some other sniper, or sometimes TG himself), then he can be excellent.  In my experience, if the townhall is not available he'll often target troops.  But after that, he prefers heroes.  He does this often enough to use in any game mode.  In a raid, if he doesn't do what you expect, you can always take the loss.  In Expeditions and in Guild Wars, you can keep restarting until he does open up on enemy heroes.  Once he starts hitting them, he tends to keep doing so.  From observation, I think that once TG selects a target for his proc, he'll keep hitting it until it dies.  Only then does he retarget the proc.

Unlike any other sniper, TG is a melee-ranged attacker.  This is both a strength and a weakness.  It is bad in the sense that in general TG cannot snipe for as long as other snipers can before being engaged by the enemy, because he has to go closer to any given building.  However, it can be a real strength in giving TG a path that a longer-range hero won't take.  Often people put buildings along a both sides of wall around their base.  Because TG must be right next to a building to hit it, when he kills it often the next building on the outside will be his next target.  By comparison, a ranged hero hitting the same building is much further from it, and to the ranged hero a building on the other side of the wall is closer.  The ranged hero will fly over the wall, or run around it, and end up engaging enemy heroes sooner.

One other important way that TG is great, is that he can be obtained for shards.  You don't have to wait months to roll him.  Every single sniper team, IMO, should have a TG (and a Griz; read on).
Finally, TG's proc has the side effect of stunning.  This is, of course, almost useless unless confronting enemy heroes.  But if you have to fight, it can occasionally be very helpful.

#3 Grizzly Reaper

Grizzly Reaper
Grizzly Reaper (aka Griz) has his weaknesses as a sniper.  One is that he flies.  Just as with Pixie, flying is mostly a weakness because it precludes the ability to pound walls.  This doesn't always matter, but when it does, you'll wish for a different hero.

Also, Griz's proc targets both troops and heroes.  Troops in defending bases are relatively rare in CC, at least at present (September 2016).  But when they are there, they can be a huge boon for a sniper -- but only if using a hero whose proc targets only heroes.  Troops protect against Griz: he'll spend most of his procs snuffing them until they are all gone.  Only then will he focus on the heroes.

Apart from his weaknesses, though, Griz is among the better snipers.  He does very good damage, and with high skill can affect every defending hero at once (which makes him more predictable).  Also, like TG he is available to buy with shards.  He should be the second hero you buy with shards, after TG.  Finally, Griz's proc has the useful side-effect of self-healing, albeit a modest amount.  You'll still want Lifedrain on him, but his self-healing means he can get away with a bit less of it than other snipers.

#2: Aries

Aries
Aries is dominant in many game modes due his nasty ability to silence enemy heroes via his Calamity skill.  He's also a good sniper.

Aries really only has one downside as a sniper: for some reason he gains only 12 energy per attack, not 15 like other heroes.  Thus it takes him 2 extra hits to proc.  This reduces his sniping efficiency.  However, it is quite good to begin with.  It is competitive when there are 5 or 6 enemy heroes alive, but then it declines when you've killed the easier ones.

On the plus side, like Pixie, Aries only targets heroes.  Unlike Pixie, Aries is ground-based so you can get him to beat on walls.  Also he has fairly long range, which is generally helpful.  And if you are willing to risk confronting enemy heroes, Calamity is about the best skill there is.  

Aries has several other less obvious advantages.  

First, because Aries is so dominant in so many subgames, you should level him rapidly, evo him ASAP, and get his skill to 9+.  As such, you might as well put him in the sniper team.  Even if you don't give him lifedrain, he can snipe in certain circumstances and help clean up.

Second, Aries can be useful as a solo sniper against bases which have really strong autoproccing defenders.  Aries removes energy with each proc; no enemy hero can ever autoproc against only Aries.  If you put in Aries with another hero, it's kind of unpredictable what happens.  Depending on how they synchronize, Aries may shut down enemy autoprocs, or he may not.  

But the most powerful thing about Aries is that Silence disables not only skills but also many talents.  This includes Revive.  That is, if you kill a hero with Revive while he is Silent, he doesn't revive.  This is generally not that important, because most Revive talents are coming from crests and only revive with 15% or 20% hitpoints.  Usually if you can snipe a hero at all, getting another 20% is also doable.  However, Skull Knight has Revive 8 -- he revives with 100% hitpoints.  Without being Silenced, he's almost always the last enemy hero to go down, and often his sheer hitpoints (along with his unbeatable toe-to-toe abilities) are the reason why a sniping attack fails or has to be aborted without three stars. So, it's a big deal to have a way to kill SK on the cheap. 

Note that Calamity does not impose Silence (and thus disable Revive) until after the damage associated with that Calamity.  In other words, by himself and using only procs, Aries cannot kill heroes without them reviving.  He can only do it if accompanying some other sniper, or in toe-to-toe combat.  The way I use him is to put in my primary sniper (Warlock) first.  Then I watch the enemy SK and put in Aries when the SK is nearing dead.  It doesn't always work, but when it does, it's awesome.  You can often try to kill SK this way repeatedly in Guild Wars or an Expedition, quitting and restarting until you succeed.

#1 Warlock
Warlock

I am embarrassed to recall it, but when I first rolled my Warlock I left him as a level 1 nobody for several months.  I just didn't understand his utility.  I was sniping already then, using Griz mostly.  But once I started really thinking about sniping, and about how I always seemed to end up with a few of the same heroes living longer than all others, I looked at this guy's stats again... and wow!  Best sniper.

If you look at the spreadsheet, Warlock doesn't really jump out until you imagine the effect he has after the enemy is down to three heroes or less.  And here, Warlock shines.  Only TG can approach his sniping efficiency, and that's only if TG is hitting all remaining heroes.  Whereas Warlock never targets anything but heroes.  Unlike TG, Warlock's normal attack is ranged, which is usually superior for most sniping.

Unlike Griz, Warlock moves on the ground.  So you can sometimes find bases where you can get him to beat on a wall.  And also unlike Griz, he targets only heroes.  This means you can use enemy troops as snipe-fodder.

One other nice thing about Warlock is the effect on himself of his Fire Shield.  It helps protect against damage from arrow towers, enemy procs, etc.  Think of it this way: deflecting 40% of damage for 5 seconds out of 7 gives roughly the same protection as a Flame Guard 7/8.  So Warlock is your best bet as a "tank sniper".  This is particularly important in Guild Wars, where you will often find bases with max level, highly garrisoned arrow towers.

Other Considerations for Snipers

Talents and Crests

It is highly helpful for a sniper to have lifedrain.  In fact, I'd say it's mandatory.  Although it is possible to snipe a few relatively common base designs without healing, most enemy bases have bombs and towers that you need to tank; also there are some defending heroes that can proc defensively.  Even level 2 lifedrain makes a big difference, but I would want at least lifedrain 4 on my primary sniper, and even then there are bases that put out unsustainable damage.  I have level 6 lifedrain on my Warlock (evo 1 189), and he still occasionally runs into bases sporting massed high-level and highly garrisoned arrow towers that are simply too hot for him to handle.  It's rare, but it happens, particularly in Guild Wars.

Excepting lifedrain, other talents are not that important.  You definitely do not want Slow Down, Heavy Blow, or Deadly Strike.  These crests get extra damage against their possessor's main target, but no extra procs or extra proc damage; that means they decrease your sniper efficiency.

Generally, I would recommend using your other talent/crest to optimize the hero's utility in game mode(s) other than the sniping modes.

Most talents that are pretty nice in other game modes are not that important for a sniper, because you generally have time and are not expecting to die ever.  Thus, for example, Revitalize is the equivalent of a building or two.  Or consider Revive: if you died once, you're almost certainly going to die twice.  Still, Revive can be nice in giving you time to notice and quit the attack.

A lot of talents have effect only on the immediate target or vicinity, but do not have any effect on sniper efficiency.  These include Scatter, Condemnation, Corrode, etc.  You might want these if you are going to risk letting your sniper confront enemy heroes one on one.  Otherwise, something else might be better.  There is no harm in them, at least.

In general, the offensive crests (War God, Bulwark) may be helpful on increasing the effective attack speed of lower level snipers.  But since they have the same effect as raising hero level, you won't need them forever.  Apply them with crests, then level up and use something else once you are wiping bases out fast enough.  Or just leave them; they don't hurt.  They do marginally increase sniping efficiency via overkill.

Berserk can speed up some of the slower snipers nicely.  Do stay aware of a sniper's cooldown, if he has it, and don't speed your sniper so fast that he wastes attacks with a full energy bar.

The defensive crests (Flame Guard, Scorch, Stone Skin, etc.) are similar to the offensive in the sense that getting up hero level does roughly the same thing.  I rate them less important since a lot of the time your snipers won't be taking any fire at all. However, they are more useful at times since there is always a tougher base out there that needs more defense.

Artifacts

No artifact has any direct effect on sniper efficiency.  So it doesn't matter much which you use, other than that the Goblet of Life is a poor-man's lifedrain, and can be helpful in keeping a sniper alive.  Other artifacts can boost defense (Victor's Emblem, Lightning Rock) or offense (Axe of Strife, Blitz Scroll).  The Blitz Scroll acts like a Berserk crest: speeds up attack but can reduce sniper efficiency if the hero has a cooldown.

I use the Axe of Strife on my snipers, since it does marginally increase sniper efficiency via overkill.  


Bases to Avoid and Bases to Hit

Many bases in CC are unique, and must be judged individually.  However, there are a number of common base patterns, which are helpful to learn for the purpose of sniping.  Some common bases are usually snipeable; others are usually not.

HBM Bases - Snipeable

The general idea in most HBM bases is to put most buildings outside of the walls, using walls to funnel monsters in to where the heroes can hit them while they stupidly/helplessly walk by. 
HBM base
These bases may be be great for stopping waves of heroes and monsters, but they are bad against snipers.  A sniper (sometimes two are needed, as in the case above) can hit the buildings outside of the main base.

Anti Guild Wars Bases -- not snipeable

Since the advent of the Guild Wars subgame, people have started hardening bases a lot.  Anti-sniping is a key element of this.  Most of the common designs you'll find in Guild Wars cannot be easily sniped.  Increasingly, Guild Wars anti-snipe bases are appearing in other modes too, as people use the same base for all modes.
Here are some examples of "Guild Wars" bases; all of these examples are not easily sniped, if snipeable at all.  If they have low-level heroes (level 180 or lower, not evolved), maybe.  If they have lots of troops, maybe.

You should become familiar with these kinds of bases to the point where you can detect one that is weak.  A weak base will have some flaw in it that allows you to snipe.  Most common are "V" bases where they did not make the walls thick enough at the point; this permits you to beat on a thick wall using one, or sometime two, snipers.  Sometimes you'll see "brackets" bases with too thin walls; here you may get a sniper on either wall beating on it.  "X" bases don't tend to have any obvious and common failure modes beyond low-level heroes and troops.

The "X" base (four short wall sections with four gaps):
"X" base
The "brackets" base (two long walls with two gaps):
"Brackets" base
The "V" base (one large walled side):

"V" base
Four Corners Base -- often Snipeable

Before Guild Wars, probably the most common base you'd see was the "Four Corners" base.  
"Four Corners" base
"Four Corners" is still fairly common.  It has centralized heroes and a surrounding wall with openings on two sides, but the key feature is four clumps of buildings in the corners.  This is a moderately effective anti-sniping defense; a single sniper obviously cannot do it alone.  But four snipers -- or three, and a Cupid or Druid to amp them -- often can.  This depends on the defending hero levels: if they are non-evo 180 or lower, it will probably work.  Above that, maybe or maybe not.  If they have troops and you have at least two of Pixie/Aries/Warlock, it will probably work.

Also, look for insufficiently thick walls on the two closed sides, where you may be able to get a hero to beat the wall.  (The base pictured above is certainly weak on the north side and probably on the south also.)  That hero may be a sniper (TG is often good), or -- after a delay to let the snipers work on the corner buildings -- a cleanup hero like PD or Santa.


Game Modes Discussed

There are three CC game modes where sniping is useful: raids, expeditions, and guild wars.  They have a lot of similarities, but there are also important differences.  I discuss each mode here.

Raiding

Raiding has one downside the other two modes don't have: you cannot see a base before choosing the heroes you are going to attack with.  This is not a serious handicap, but it is a handicap of sorts. 
There are several ways in which raiding is a lot easier than the other two modes.

First... did I mention that you can quit out at any time during a raid, and lose only a handful of honor badges?  No, I don't think I did say that.  Well: you can quit out at any time during any raid, and lose only a handful of honor badges!  Yes.  It's true.  Use it.  It's slightly better to get at least one star, and that's often doable.  Then you gain an honor badge or two!  But you can quit with no stars and nothing really bad happens.

Second, when you raid you can use spells.  This is nice; spells allow you to deal with an enemy in toe-to-toe combat.  Snipe away, then when you get close, if you've got a decent chance to prevail, help out your sniper with a healing (for lesser enemies) or invulnerability (for nastier enemies) -- or both -- and see what happens.  Often the sniper will prevail.

You can also snipe for as long as possible, hoping to weaken or kill as many enemy heroes as you can, and then -- when the sniper is soon to be engaged anyway -- dump in a full-scale assault (all your heroes and spells as needed).

You can always quit if the toe-to-toe isn't going well.  Well, you can usually quit in time.  Even losing one hero to, for example, an unexpected Atlanticore Hero Totem is annoying, because it means you have to wait to raid, or else raid without the most desirable lineup.  So pay attention. 
Oh, and one other thing... you can quit out at any time during any raid, and take only a tiny little penalty of a handful of honor badges.  It's really quite handy, that.

Expeditions

Expeditions are similar to raids, with two main exceptions.  First, you can use any of your heroes, and you get to use up to 10 of them at a time.  (The actual number depends on your nobility.)  Second, if you quit out of an expedition attack before getting any stars, it doesn't count, and you can try again.  You do lose any heroes that died for the remainder of that expedition.  (This is one reason sniping is very helpful in expeditions.  It's probably the mode where sniping is most important for doing well.)

One other mild difference is that Expedition bases tend to be chosen to be fairly attackable; that is, at least early in the expedition they tend to be easier than the average base you see on a raid.

In general, you can three-star many bases on an expedition that you could not in a raid, simply because you can "zero-star quit".  That is, you can quite and restart as many times as needed to get a relatively rare event.  For example, having your Warlock hit an enemy SK with each of his first three procs is pretty rare.  (Assuming 6 enemy heroes, it's about 1 in 8.)  But if you need it, and you have the time to play, you can keep trying until it happens.  Similarly, if you need a sniper to path just so in order to get him to beat a wall, you can keep trying slightly different drop spots until he does.

You can also use the zero-star quit in order to scout a base for hidden or non-obvious things.  Hidden things include locations of hero traps and hero totems.  Non-obvious things include pathing (particularly seeing if you can path a hero through a wall), and the potency of enemy towers.

You get to pass on up to 5 bases during an expedition; don't waste these.  Often I will accept an easy two-star win if a three-star win is not available, rather than use up a pass.  This is particularly true early in the expedition.  Note that even using non-snipers, it is often possible to get 1 or 2 stars from a "Four Corners" style base.

One trick I have for sniping on expeditions is that I have a level 1 Cupid that I occasionally use.  (I call him miniCupid.)  The idea is that a level 1 hero does very little damage, and therefore will practically never manage to kill even a single building; so he costs almost nothing in terms of using up building hitpoints.  But Cupid's skill effect does not depend on his level.  So you can get Cupid-injected energy without losing building hitpoints.  I boosted miniCupid's skill to level 2, so that he gives 15 energy and +15% damage when he procs.  Note that his +15% damage does not increase sniper efficiency (just speed), but his +15 energy does boost efficiency.  I use miniCupid occasionally when I am facing a base where I try a few times but I find myself falling just short of a safe win using my main sniper(s).  Just be careful.  You can't place miniCupid in the range of any tower except cannon towers (which can't target flyers).  Also, any defensive hero who can auto-proc will kill miniCupid in one shot.  Before using a miniCupid, carefully scan the enemy hero lineup to make sure there are no autoproccers.  (Heroes that autoproc: Warlock, Dread Drake, Harpy Queen, Phantom King.)  Even when there is an enemy autoproc, sometimes you can snipe for a while with your main sniper, then when the enemy autoproccers are all dead, put in miniCupid in a corner.

There is no other hero that in miniHero form will increase sniper efficiency.  There are several heroes that might have marginal benefit as miniHeroes.  For example, a miniAries could be nice in dealing with enemy Skull Knights and other heroes with Revive.  I have not tried that, though; perhaps if you have a lot of extra Arieses you might.  One other thing you might try is a highly skilled miniCupid.  Upping Cupid's skill won't help, beyond a point, for the heroes with cooldowns.  However, for TG and Griz, who lack cooldowns, any amount of extra energy injection will help.  There are also a number of heroes that in miniHero form might be useful to aid toe-to-toe fighting... but since this is a sniper guide, I'll leave that to you.

Guild Wars

Guild Wars is a cross between raids and expeditions, though with its own twists.  Like expeditions, if you fail to get a star the attack doesn't count.  Unlike expeditions, if you lose a hero and/or troops in an zero-star attack it also doesn't count.  Also, if you do lose a hero in a raid that does count, it works like a raid.  You get the hero back after a while.  (Troops lost in a 1+ star attack are just gone, and must be rebuilt.)

Guild Wars bases range from very hard down to very easy, since you can attack any base in the enemy guilds.  But in general you'll want to attack the hard ones, since they give more points.  As such, Guild Wars bases tend to be much harder than expeditions and harder than raids.  You'll often run into maxxed out towers with full level 7 garrisons, in a base with full level 200 evo2 heroes including SK, Ghoulem, and Dread Drake.  These can be challenging even when they not well designed.

As with expeditions, because a zero-star quit doesn't count, you can scout out an enemy base. In fact in a Guild War attack you can scout even further, since you can get all your heroes and troops killed without losing them (so long as you don't get 50%).

As with raids, you can afford to go "all in" in a guild war attack. You may lose the use of heroes for 15 minutes, but that's usually worth it if it gets you three stars.

Thursday, September 29, 2016

Two Minutes with the Archdemon Stunner

It turns out that an Atlanticore with skill at level 1 has a cooldown of 5 seconds.  Thus, when amped up to max speed via Pumpkin Power, he can synchronize exactly with the stunning Archdemon's 5 second cooldown on its "autokill hero" skill.  Atlanticore's shield protects against that.

I'd read about this on reddit, but it seems like it would be hard to get the skills synchronized properly.  That's where seeing a video helped.  Watch it yourself.

The key is the application of Revive crests to Atlanticore, along with having the lowest hitpoints (so he's targeted), but enough hitpoints that the Archdemon won't kill him via normal damage.  The Archdemon will hit him a time or two maybe, but it will be the demon's talent that kills him.  This needs to happen after the PD has amped everyone up to top speed.  The demon's skill can't kill Atlanticore under his shield.  Thus, if he gets killed, you know he's synchronized.  On second thought that does not make sense.  If Atlanticore dies, he synchronized wrong.  Not sure how it works.  Perhaps you just get a little lucky; it's a 50% chance that it's synchronized, and that's enough for 1 time in 2.  I know there is a brief pause before a hero revives, so maybe that can change the timing a little.

I decided to try it.  I had five Atlanticore cards, so no problem getting a new one.  He got War God 2 for his talent.  Yawn.  I put in Heaven's Wrath 3 instead, since I had it sitting around unused.  But it still won't matter since the Archdemon can't be stunned.  Then I skillbooked him to level 100, and enscribed him to level 51.  This allows level 3 crests.  I gave him level 3 Revive crests.

Special Ops Atlanticore
The rest of the team is the normal "amp up and heal" guys -- PD, Cupid, and Druid.  Then there is Death Knight for anti-stunning (not sure if he's needed or not, but I reddit said use him), and Succubus for getting those 500000 damage procs.  (I need to compute if Phantom King might be better.  It depends on the amp-up level.)

On my first try, the Archdemon killed Atlanticore before I hit Invincible.  That doesn't achieve sync, so it only lasted 30 seconds or so.

My second run went for almost two minutes before something went wrong.  Then the archdemon killed Atlanticore a second time, and proceeded through my group.  I wasn't paying attention -- was typing this -- and I don't understand what happened.
Decent damage
I'll be working on it.  Next time, slowdown crests for everyone.

Tuesday, September 27, 2016

Avaricifer Donation Strategy

I've been looking at the Avaricifer rewards now that IGG has scaled back the maximum amounts you can contribute.  The limits are are now 2m gold/mana per day.  Obviously at this point contributing maximum gold and mana per day is a no-brainer.  But what about merits and honor badges?  Is it worthwhile to contribute them?

Even though we get ranked, the rewards for Avaricifer are not based on relative standings.  Rather, they are based only on the total amount you give.  Here is the reward table:

Note that you get all of the rewards of lower levels of donation at a higher level.  So, if you give the maximum donation (180000+ "donation points"), you get:
  2x mythic crest bag, 2x rare crest box, 2x crest chest, 2x mythic crest chest
You can see this on the leaderboard.  All the top guys get this reward.

Currently it is the second day of the contest, and the Avaricifer is 37% done.  So, it appears that it will take either four or five days to complete the contest.

So far I have given just gold and mana, twice each, scoring 44000 donation points.  Thus, we can compute easily that at this rate, I will end up at either 88000 or 110000 points.  So I'll get the two rare crest boxes, no problem.  I will get one crest chest, and I may or may not get the other.

Mythic crest chests give level 3 mythic crests; obviously, that is a nice reward.  But a crest chest (not rare or mythic) gives a level 3 (basic) crest; and that is not much of a reward.  The only basic crest I would use is a slowdown crest; all others I would forge in the attempt to get something useful.  Forging rarely produces a desirable crest.

To get one of the mythic crest chests, I would have to donate an additional 25000 or 47000 donation points.  To get both, I would have contribute an additional 70000 or 92000.

One more part of the puzzle is the cost to donate.  Again, I've maxxed out gold and mana and assumed I will max it out for all two/three remaining days.  So the only things I can contribute are shards and honor badges.  One can contribute up to 400 shards/day, earning 20000 donation points for max donations.  For honor badges, the limit is 20000 hb/day earning 20000 donation points.

So, we have the possibility here to convert either shards or honor badges into mythic level 3 crests.  To get one additional level 3 mythic crest will require 500/940 shards, or 25000/47000 honor badges.  Getting two additional level 3 mythic crests costs 1400/1840 shards, or 70000/92000 honor badges.

Given the uncertainty in the event timing, what seems wisest to me at this point is to aim for the 135000 level in four days.  Then if there is a fifth day, go for the maximum.  I can still give shards today, so I have up to three days worth I can give.  That's plenty to get to 940.  If there is an fifth day of the contest, then I can contribute 22000 from gold/mana, and make up the remaining 23000 using mostly shards and some honor badges.

Monday, September 26, 2016

Gem Strategy for FtP

Everyone who plays CC, FtP or otherwise, gets a gem income.  This post is about how to get gems, and how to spend them.

Getting Gems

It's good to be the king.
The primary source of in-game gems is your daily might bonus.  I am a "King", which gives 100 gems per day.

You should always be considering going for that next level of might.  Generally, I would say don't push real hard to get there.  Once you get within about 10% of the next level, then you might consider going for it.  Raising your might means you face harder enemy bases for raids and expeditions, etc.  But if you are getting enough bases you can beat, then you can probably afford to raise your might.

To raise might, raise hero levels, raise hero skills, instantiate new heroes, give your heroes higher level talents, etc.  Obviously most of these things are expensive, and anyway you're already doing them.  The exception is filling up your hero altar with new heroes.  This is the main thing you can do to jack up might.  Instantiate a bunch of heroes -- blue heroes are fine -- and level them up to 60.  Give them otherwise useless level talents you roll in talent refreshes.  Once you've achieved the might level you're going for and are moving beyond it, you can gradually re-absorb extra heroes.  Or just leave them if you're content with the raids and expeditions you're getting.

Earn Gems
The second best source of gems is the "Earn Gems" board.  You get 30 gems a day assuming you log in, fight 10 times in the arena, and steal sufficient gold and mana in raids; these are all easy to get and you should be getting them every day.

The third best source of gems is quests.  You get a free quest every 7 hours, so you can do three per day if you can arrange the time in real life.  In addition you can get Quest Refresh cards from the Warehouse, and certain subgames; these are always worth getting.

Only certain quest items give gems, so you may get none with any particular quest.  But an average quest might give perhaps 50 free gems.  Always be on the lookout -- meaning, check daily -- for Talent Refresh Cards in the Warehouse: every one of them can be turned into 300 gems with the now common Talent Refresh quest.
Achievement not unlocked!

One final way that a FtP can get gems is via Achievements.  This is a finite source, and most achievements tend to go fairly early.  Even so, I still have achievements to complete.  It's just not that many gems compared to daily sources.


Spending and Saving Gems

Generally, you'll want to spend almost all gems on hero rolls.   (I have spent a handful on other things, but really the limiting factor for anybody FtP is going to be getting good heroes, and evolving them.)

Since you can do gem rolls at any time, and sometimes IGG offers bonuses for gem spending, you should only do hero rolls when it gets you some sort of bonus.  More on this below.  Obviously, there's one exception: always do the quest item hero roll since it costs nothing on net.

The most obvious need for saved gems is that you always need a reserve of 300 gems in order to do the Talent Reroll quest item.  Since you get these gems back, it's not really spending them.  Beyond the 300 you also need a handful of gems to spend on quest items you cannot accomplish, typically only "Challenge a Boss".  But this amount will be less than your gem income, so you shouldn't worry about it.

One other reason to keep gems reserved for is crest buying from a merchant in the Lost Realm.
There is always a chance that a nice level 2 crest is offered, so you want to keep a further reserve for that.  I'd suggest keeping your reserve at no lower than 1000 gems just in case you get a really lucky series of merchants.

Only buy crests you will use, and only to help fill gaps in crest sets you're working on.  For example, if you have 16 each of level 1 Life Drain I, II, and IV, but only 8 Life Drain III, you should buy a level 2 Life Drain III if you find one.  You don't need to buy the other Life Drain crests.

You should never buy an ordinary crest of any kind, even Slow Down (which are useful), since you'll get far more from Crest Bags than you can use.  (Red crystal is the limiting factor.)  Most Rare crests are also not that useful due to the lack of red crystal; I find myself only wanting Scatter (which is a good all around crest, and necessary for Scatter teams), and War God.


Gem Roll Strategy

Uncover Treasure
As I mentioned above, you should never do gem rolls except when there are bonuses on offer.  For a long time now, IGG has been doing "Uncover the Treasure" specials as part of the "Events Carnival".   For every 2000 gems you spend (on anything), you can collect a small bonus.

I suggest not doing "Uncover the Treasure" spending any more, unless you have a lot of gems and you're trying to spend them now (i.e., not FtP).  Instead, you should hoard your gems aiming for a newer bonus IGG has started offering as part of its "Bazaar" (you know, the place where they sell the Phantom King pack).  It's called "Spend Gems and Win".

I don't have any screenies for "Spend Gems and Win", but here's a video I found that shows the rewards.  Note that this guy obviously bought gems to spend on it, so you can also see the higher-spending rewards than I suggest for FtP:


If you spend 300 gems, there's a bonus that offers some moderately valuable stuff.  At the 2500 gem level, there's another bonus which includes 3 Talent Refresh card -- worth 300 gems each, so, about a 36% bonus in effect.  But if you go all the way to 8000 gems when one of these specials is running, you can get a Legendary Hero Card.  You also get some other moderately valuable stuff. That's well worth saving for!  (There are also higher bonus levels, but these do not appear to be worthwhile, compared to waiting for the special to run again.)

So, normally you should never do gem rolls except for single rolls for quests -- just save your gems.  When there's a "Spend Gems and Win"special, on that day, when you've completed your last quest, then you spend just enough gems to just exceed 8000.  You can see how many you've spent on the special itself.

UPDATE: as should be obvious, if you can't benefit much from LHCs, then they are not worth much.  In that case don't save for the 8000 level; just go with the 2500 level.

UPDATE Feb 2017: here's some thoughts regarding gem spending on pets.

Sunday, September 18, 2016

A Lucky Roll

Doing my quest as normal, and I got a "reroll talent" quest.  I always have 300+ gems stockpiled.  Actually I usually have 8000+ -- but that's a different subject.  Have you noticed that since, oh, a few months ago, these quests have (a) become a lot more common, but (b) seem to rarely produce anything but a level 1 talent?  I have... or I think I have.  Not sure.  In any case, I don't have much hope for it.  I'm still trying to get a good talent for my Ice Demon, though.  So I am happy even with a level 1 if it is something he could use (Enlightenment, I guess).  Or a level 2 of several talents that might be worth having.

Instead...
Yow!  Berserk 5!


OK, my PD is now rocking Berserk 6.  Had to rearrange a bunch of crests.

Friday, September 16, 2016

Gold Rush

It's Friday, and Castle Crisis is just about to start again.  Now that it's happened twice, I know what to expect: no gold anywhere, and precious little mana either.  A fair fraction of people simply give away all their gold and mana to the Avaricifer when he's active.  Some of us still stockpile gold for merchants, but obviously nowhere near a majority.

Anyway, 08:30 server time is the kickoff.  Last time I missed it, figuring there would still be plenty of gold to be had a few hours into the event.  That wasn't so.  And this time, I mean to be there.  It stands to reason that for the first little while, there should still be plenty of gold to be found.  I'll raid like a maniac and give it all to the Avaricifer.  I have my gold and mana maxxed.  Waiting...

08:30: they're off!  I give the Avaricifer all my mana and almost all gold (have to keep some to pay for raids).  Then I start raiding.  Early, it's easy.  It takes just a few nexts to get bases like this:
Easy money
But it goes downhill surprisingly rapidly.  15 minutes in, I am nexting through tens of bases, and starting to see lots of bases with less than 10000 gold.  That is what you see when a player gives away all his stored gold and turns off his device.

But there is still a lot of gold.  Bases with 1m+ still pop up, just fewer of them.  It takes about 20 minutes to max out the mana I've given to the Avarificer.  But it takes 40 minutes to max out gold given, and just over an hour to max out my stored gold again.  Gold has gotten pretty rare.  I am surprised at how fast it vanished.

Even so, there are still rare bases with decent gold.  And I suppose there will be for the next 12 hours, although decreasingly so, as all the people who turned off their device in the 12 hours before 08:30 pop back up.


Improved Boss 5

Pick me!
I saw a youtube video last night where the guy was using a slowdown team on boss5, but spreading the bosses exactly as I do in my strategy.  But he also had a significant improvement that my strategy can use.

Instead of using just any hero as a sacrifice to draw off the Rage Goblin, use a hero with Revive.  The Rage Goblin kills the sacrifice, then immediately locks on the next-nearest hero.  Then the sacrifice revives; so you get the full damage of all six heroes.  Indeed, this hero isn't a sacrifice at all.  I need a better label for what it is doing.  The "bait" hero?  "Distance bait"?

That guy used a Siren as his distance bait, which is kind of neat since she naturally ends up pointed the right way to zap both enemies.  But really, it doesn't matter much which hero you use.

Don't forget that this hero needs Scatter, too.  In my case, I want my scatter crests where they are, but I did not have Pixie in my lineup.  (She has Scatter 5 built in.)  Her proc is kinda bad for the circumstances, what with having a timeout.  But on the other hand, she had on a low-value crest set.  So I put Revive 2 crests on her, and I am ready.

I'm not 100% sure it will work, since my current sacrifice, Cupid, does help amp up PD.  But I am about 95% confident.

[update: yes, it works great.  168m each time.]

Tuesday, September 13, 2016

Advancement in Insane

I was chatting about my strategy for Boss 5 last night with my guild, and Roman (one of the guys) asked who I had the Goblet of Life on.  I don't, because I don't have it.  It requires getting a 3-star on Insane Dungeon 2/1.  I have been stuck on Insane Dungeon 1/7 for a few months now.  I thought Roman must of used Minotaur to advance on 1/7, since I was stumped... but he said, nope.  His heroes were similar to mine, although he has Spirit Mage and Skull Knight which I don't.  But they do not seem like they'd make a huge difference.

I resolved to give it another try.  I searched for a bit and found a helpful youtube vid in which they use PD/Druid/Cupid/TG/Santa and Spirit Mage.  And not even evolved!  OK, I can replicate that except for SM, but I can use Death Knight instead of him.  This will help prevent stunning.

It took three tries... but I got 2 stars on 1/7 and can advance.  Goblet of Life?  We'll see.

Update: just did Insane 1/8, 3 stars.  First try.  Yow!

Update: and Insane 1/9, 2 stars, first try.

Update: Insane 1/10, 0 on first try.  Paid more attention to the video and noticed he had removed Santa for Aries.  Did that...  3 stars!  That's excellent because it's a shards dungeon.  69 shards.



Friday, September 9, 2016

Three Minutes with the Centaur Ruler

the target
This is my new strategy for doing mass damage to Boss 5 (Centaur Ruler and Rage Goblin).  Note that this strategy works only when both bosses are alive, since it relies on using the procs generated by the easily-hit Centaur to remove the hard-to-hit Goblin from the fight.  I have a different lineup for fighting only the Goblin; you can read about it at this post.

My strategy requires a Pumpkin Duke to work.  If you have no PD, sorry, you won't be able to do mass damage to boss 5 (and probably not other bosses either).  Other than PD, however, all of the important heroes that I use can be bought for shards.

Note also that this strategy works without using Skull Knight.  (I don't have SK.)  If you have a Skull Knight, you may be able to use him as a tank so that you get all six heroes beating on the enemy for 3 minutes; and if so, that would be a superior strategy.

Overview

Here's the general idea: use healing and debuffing to deal with the Centaur Ruler, who is easy to hit.  The Rage Goblin is not easy to hit, and thus terribly difficult to debuff.  You deal with him by slowing him.

Your team is basically a scatter team, but you need to have Ice Demon in among them.  Your PD is your tank.  You need at least one good debuffer on the team to debuff the Centaur Ruler.  You'll use one hero as a sacrifice to keep the Rage Goblin away from the rest of the heroes long enough for the team to amp up, and thus for Ice Demon to slow the Rage Goblin to a crawl.  The Rage Goblin will kill the sacrifice, but by that time he is too slowed to reach a second hero.  

The Team

It doesn't matter who your sacrifice hero is.  His identity, level, and skill level are not important, since he will be in the fight only about 12 seconds or so before dying.  Be sure to give him enough scatter so that he does not cause the Rage Goblin to proc.  (It is helpful to have Phantom King as one of your other heroes, since PK's proc scatters both bosses.)

my boss 5 team
I use Cupid for my sacrifice hero, because he does help PD amp up, and my calculations suggest that after the ramp-up period I do not benefit from Cupid's damage boost.  Also my Cupid is fairly high level, so he does a bit of damage to the Rage Goblin before dying.

Your PD is there to get the team sped up.  (He also amps up damage.)  You need a quick amp up.  I am not sure how quick.  My PD has Celebrate 10, Berserk 4, Revite 3, and Blitz Scroll 5.  He also gets energy from Cupid.  This definitely gets it done.  You probably don't need this much.

Your Ice Demon needs a medium-high skill level.  I am not sure how low you can go and succeed.  Mine has skill level 7.  You probably don't need that much.  His level and other attributes don't matter.

Your debuffer needs to debuff about 70000 HP/s down to a level that your PD can tank.  Obviously Druid helps with this.  My current debuffer is Shaman, with skill level 7.  He works great; when amped to max speed he stacks ~6 times which reduces the DPS to about 5200 DPS, which my PD can tank easily with Druid's healing.  I am going to experiment with using Succubus instead.

For my two remaining heroes, I have Druid (for healing PD), and Phantom King, whose proc I need to help my Cupid scatter the Goblin.  Also, PK is among the most damaging heroes in the game at max speed.

Remaining slots (if you have any; I don't) should be filled with high DPS heroes.  Just be sure that you have enough scatter so that neither boss procs.  

Deployment

The drop sequence looks like this:
(1) Wait for Rage Goblin and Centaur to separate at least a little.
(2) Drop PD on the far side of the Centaur from the Rage Goblin.  Keep enough range so that he will move into the Centaur's range in about a second
(3) Select your sacrifice hero.  Mine is Cupid, so I am assuming that.
(4) As soon as Centaur targets PD, drop Cupid in on the far side of the Rage Goblin from the Centaur.  Drop him just at the edge of the Goblin's targeting range.
(5) Drop all remaining heroes close to Centaur; exact placement doesn't matter, but on the far side from the Rage Goblin.
(6) Quickly hit Invincible before the enemy hits either PD or Cupid.  If you are too late and either hero dies, "End Battle" and restart.

Result

If you did it right, when Invincible ends, the Rage Goblin will kill Cupid and then move to a next target, but super slowly.  So slowly, in fact, that he does not normally reach it before 3 minutes are up.  

Your five remaining heroes are amped up to max speed and beating away on the Centaur Ruler.  So you go the full 3 minutes and score massive damage.

Here's an example showing my team in action:

In the screenshot, you can see the tombstone where Rage Goblin killed Cupid earlier.  He has been moving towards the Druid for a minute and a half at this point.

Wednesday, September 7, 2016

Gold Drought

I go to raid.  X base, no gold, no mana.  X base, no gold, no mana.
Worthless
Repeat five more times.  Eh?   All the bases on offer are crap!

The Castle Crisis subgame is active again.  Everyone is giving all their resources to the Avaricifer.  And that means it's very hard to find gold when raiding, and (somewhat less so) mana.

Don't worry too much.  Raiding will take more time, for sure.  But there are bases out there that are worth raiding; you just have to spend a lot more time "nexting".  This won't phase any veteran of Clash of Clans.

Here's a tip to deal with it an active Avaricifer on defense: when you are about to quit CC, take your heroes off their pads.  This practically guarantees that you get a 100% loss the first raid.  Yes, you lose a good chunk of your gold and mana.  But you do get the maximum 10 hour shield.  It prevents getting all those 2, 4, or 6 hour shields that otherwise are pretty common.
Take my gold and mana!

Tuesday, September 6, 2016

Three Minutes with the Rage Goblin

Centaur Ruler and Rage Goblin
I have been working on improving my "boss 5" game.  ("Boss 5" is what my guild is calling the challenge II pair of bosses, Centaur Ruler and Rage Goblin.)  I have a guide to boss 5 that I made for my guild; I am gonna publish here eventually.  It's oriented towards the medium might player with no Skull Knight, which is what I am.  Stay tuned for that.

Lacking Skull Knight, as I do, means I lack the one tank in the game that can fairly easily stand up to the beating that the boss 5 pair put out.  My estimate for it is roughly 140000 HP/s, and I believe it can go higher, perhaps via critical hits.  That's so much damage that even with pretty massive debuffing, I cannot take it.  So I just use my PD as my tank.  This is helpful in that the extra energy from being hit helps him amp up.  But of course when the Goblin gets to him, he dies.

When I first played boss 5, I was excited when my guild finally managed to kill the Centaur Ruler.  I thought for sure I'd be able to go three minutes with the Rage Goblin.  But it turns out that he's actually by far the harder of the two bosses.  He dodges, and he dodges a lot.  Something like a half to two thirds of all blows (which includes procs), just flat out miss him.  Because of that, he's remarkably hard to debuff.  And because of that, I found myself using the same team and a similar strategy vs him as I was against both bosses.  The strategy was, basically, dump in heroes who are optimized for very short term damage production, hit Invincible, then when it ends, watch him kill the team.  Repeat every ~30 seconds.

I have been experimenting with debuffing, and found that I was getting pretty close to being able to sustain long run, sometimes getting up to 30 seconds after Invincible -- when I was lucky.  So I tried something new: I subbed out my Phantom King.  This still makes me nervous, because I fear the Goblin proccing, but it never seems to happen.  (My PD amp-up is quite fast, which helps.)  But I found that putting in three debuffers -- Shaman, Frost Witch, and Succubus -- I could usually debuff the Goblin so it was taking him several blows to kill my "tank", PD.

It is a bit surprising, but there really are not a lot of good debuffing heroes.  I don't have Moltanica, and so there was no more easy debuffing I could do.  (I suppose I might try Santa, but I suspect that the energy he provides from his multi-hitting proc would cause the Goblin to proc.)

So I just needed a little more debuffing... I tried speeding up my Shaman with Berserk 2 crests, but this probably made little or no difference.  I couldn't find anything else to do.  Debuffing was tapped out.

Finally I got the idea to try for more healing.  My first idea here was to sub out Succubus for Pixie.  However, it didn't work.  PD died pretty fast.  I think the problem is that Pixie just doesn't heal that much.  Partly the problem is my Pixie is still only level 160, no evo.  She's fairly high on priority list for experience, but she just hasn't made it to #1 yet.  OK, that didn't work.

My tank is my PD, with talent Revite 3, and berserk 4 crests.  (This is needed against the boss 5 pair for fast amp-up for PD stacks.)  But you don't need to amp up fast if you can stay in the fight for long enough.  So, I decided to try swapping out my PD's berserk crests for lifedrain 4 crests.
Pumpkin Duke: ready for Rage Goblin?
My PD has about 160000 hitpoints wearing them; once he amps up to full speed, he's hitting 5x per second, thus the crests would get him 32000 HP/s.  Would this be enough to go the full three minutes with Rage Goblin?

Not really.  Damn, that Goblin is nasty.  However, now I often do get a long run of a minute or more.  A lot of the time PD's hitpoints are pegged to maximum.  But sometimes... not.  My deduction as to what is happening is that the debuffers miss several procs in a row, enough that the Goblin is actually doing substantial damage.  Then he gets in a critical hit or two, and that's that.

Still, I got lucky the other day and got a full three minutes.   Here's my team almost at the end:
After 159 seconds, still going
Nice damage.
82 million damage vs Rage Goblin
Can this concept be extended to work against both bosses?  I doubt it.  The problem is debuffing, again.  You need at least one debuffer to suppress the Centaur Ruler.  That leaves two vs the Goblin, and two are just not enough.  I need a better tank.

[update: improved my strategy somewhat.]