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Guardians of Middle-Earth Complete Nori Guide

Guardians of Middle-Earth Complete Nori Guide by Razfyn

NORI - TACTICIAN

As kin to Thorin Oakenshield, and one of his company of thirteen Dwarves who would venture to the Lonely Mountain to take on the dragon Smaug, Nori is a capable Dwarf adventurer, along with his brother Dori, both distinguished by their purple trekking hoods. Much like his kinsmen, Nori is fond of song and large, frequent meals. But when pushed into a fight, Nori’s knowledge of Dwarven stonecraft and demolition make him a powerful ally. There are few Dwarves who can match his skill at stonemasonry, or his skill with a flute.

Hello all,

If reading is not something you enjoy doing then this will be a TL: DR post and just skip this, but if not please continue.

I am going to preface this by saying that this will be my one and only strategy guide because I do not care about any of the other Guardians, and this is by far the best support class in the game; BY FAR. The strategy guides that are on forum right now do a great job at explaining the basics of how to use your character in a PUG (Pick-up-group) setting. The reason that I can safely say that is because an individual strategy for each class will be determinant on quite a few things including, Guardian Composition, Gems/Relics, Commands, and Player Style. Now, if you don't care about communicating effectively with your teammates and really learning how to build synergy with other classes then this is not the guide for you. But, if you want to really learn how to play Nori at a high level then please read on.



Basic Information about Nori


Nori, brother of Dori and Ori, was one of the thirteen Dwarves who comprised the famed Company of Thorin Oakenshield. Together they quested to reclaim the Lonely Mountain from the Dragon Smaug. Nori is a master stonemason and Dwarf-engineer, skilled at both constructing and dismantling siege-engines and Structures. Though he is an odd character, his peculiar charisma can inspire Allies to greater feats of valor.

With a keen eye for stone and war-machines, this Tactician secures the fortifications of Allies while ravaging those of the Enemy. Nori exerts control over a Lane by buttressing defenses, providing advantage to Allies seeking the ideal moment to advance upon the bulwarks of the Enemy. As a Tactician, Nori can gain a large benefit to Abilities from increased Ability Power.



Nori's Abilities, Ultimate Ability and Passive Ability


Master Mason - Passive Ability
- Feeling the strength of stone about him, Nori gains enhancements to his abilities when he is near a Structure. Additionally, his Basic Attacks add 13 True Damage, increasing by 3 for each Level earned during a Match.

Melee Attack (RT)
- Brandishing a stout Dwarves pickaxe, Nori splinters his Enemies with merciless close-range melee attacks. Foes caught by Nori's onslaught are dealt 16 Basic Damage. As a Tactician, his Basic Damage is increased by a small amount for each Level earned during a Match.

Dwarven Onslaught (A)
- Nori projects the bravery of the Dwarves by giving himself and all Allies within close range an increase to Basic Attack Damage of 4/8/12/16 for 6.0 seconds. If the "Master Mason" Ability is active, the Basic Damage enhancement is increased to 7/15/23/31. This Ability gains a large benefit from increased Ability Power.

Man the Walls! (X)
- With his knowledge of stone, walls, and battle, Nori gives Allied Structures and units within close range 75% Resistance to Basic and Ability Damage for 1.2/1.4/1.6/1.8 seconds. If the "Master Mason" Ability is active, the Resistance duration increased to 2.0/2.6/3.2/3.8 seconds. This Ability gains no benefit from increased Ability Power.

Fortitude (B)
- To gain advantage on the field of battle, Nori creates an area effect that persist for 10.0 seconds, inflicting 5/7/9/11 Ability Damage per second to Enemies within medium range and Slowing them by reducing their Movement Speed by 15%. Additionally, Nori activates his "Master Mason" Passive Ability while within range of the effect, thereby increasing the Ability Damage dealt to nearby Enemies to 15/20/25/30 per second and Slowing them by 30%. This Ability gains a large benefit from increased Ability Power.

Swift Blow (Y) - Ultimate Ability
- Nori uses stone and earth to deliver a devastating blow, instantly moving across the field of battle by Teleporting to a location within medium range. Upon arrival, Nori Knocks Enemies within medium range into the air to briefly immobilize them, and deals 70/120/170/220 Ability Damage to them as well. If the "Master Mason" Ability is active, the Ability Damage increases to 130/220/310/400, and Enemy Structures lose 10%/15%/20%/25% of their total Health. This ability gains a large benefit from increased Ability Power.



Nori's Stat Card


Max Health: 338
Basic Ability Damage: 16.2
Ability Power: 0
Basic Attack Resistance % (75 cap): 10
Ability Resistance % (75 cap): 10
Move Speed % (diminishing returns): 15.2
Attacks Per Second: 1
Attack Speed Bonus % (100 cap): 0
Critical Strike %: 0
Basic Attack Penetration (90 cap): 0
Ability Penetration (90 cap): 0
Basic Attack Life Steal %: 0
Ability Life Steal %: 0
CC Reduction %: 0
Ability Cooldown Reduced % (25 cap): 0
Critical Strike Damage %: 150
Health Regen: 1.8
Experience Gain %: 100



Nori's Challenges


Battle Engineer - Build 6 Tower Upgrades in one Match
-- 200g and 15 XP

Strategic Demolition - Destroy 3 Soldier Upgrades in one Match
-- 400g and 20 XP

Death Bringer - Kill 100 Soldiers in one Match
-- 200g and 15 XP

Effective Teamwork - Score 10 Assists in one Match
-- 200g and 15 XP

Tear Down the Towers - Destroy 10 Towers
-- 200g and 15 XP

Legion Commander - Build 20 Soldier Upgrades
-- 400g and 20 XP

Successful Sacking -- Destroy a Tower with the "Swift Blow" Ability
-- 400g and 20 XP

Field Engineer - Earn the "Builder" Accolade 10 times
-- 600g and 25 XP

Brick Breaker - Earn the "Total War" Accolade 10 times
-- 600g and 25 XP

Supremacy - Win 20 Matches
-- 1000g and 30 XP



Nori Individual Build for Team Play


Commands

Tier 1: Heal
- Instantly recover 200 Health plus 10% of your maximum Health. Also provides minor healing for nearby Allies and Pets. 240 second Cooldown.

Tier 2: Refresh
- 45% of existing Ability Cooldowns are refreshed, instantly, 35% Cooldown refresh for nearby Allied Guardians. 180 second Cooldown.

Tier 3: War Cry
- You and nearby Allies, including Soldiers, get +10% Movement Speed, +30% Attack Speed, and Bonus Damage of 1 plus 1 per Level. These Allies also receive 20% Life Steal for Basic Attacks. Duration of 5 seconds. 300 second Cooldown.

Tier 4: Flash of Light
- Enemies within 6 meters are Slowed by 50%, Blinded, and Silenced for 1.5 seconds. 300 second Cooldown.


Potions (All Mithril Quality)

Dash Potion (Finesse)
+50% Movement Speed for 12 seconds. 10 second Cooldown

Cleanse Potion (Finesse)
Removes all Controlling Effects and gives immunity to them for 3 seconds. 10 second Cooldown

Recovery Potion (Hardiness)
Heal for 50% of Max Health over 12 seconds. 12 second Cooldown

Tower Dive Potion (Utility)
Towers are unable to hit you for 5 seconds. 10 second Cooldown


Relics and Gems (All Mithril Quality)

Wisdom's Call Relic (3 slot) (Blue - Purple - Purple) (Utility)
- If you receive no damage for 4 seconds, you gain +20% Ability Cooldown Reduction and +20% Command Cooldown Reduction.

-- Sapphire of Power (+24 points Ability Power)
-- Amethyst of Rejuvenation (5.0% Ability Cooldown Reduction)
-- Amethyst of Renewal (8.0 second Command Cooldown Reduction)

and

Erebor Axe Relic (4 slot) (Purple - Yellow - Purple - Yellow) (Utility)
- Hitting Enemies with Basic Attacks reduces your active Command and Ability Cooldowns by 0.5 seconds. This can only happen once each second.

-- Amethyst of Renewal (8.0 second Command Cooldown Reduction)
-- Topaz of Tenacity (+5.0% reduction in Controlling Effects duration)
-- Amethyst of Renewal (8.0 second Command Cooldown Reduction)
-- Topaz of Tenacity (+5.0% reduction in Controlling Effects duration)

or

Beacon's Flame Relic (4 slot) (Yellow - Yellow - Green - Green) (Hardiness)
- Your Basic Attacks against Enemies give you +0.5 Health Regeneration per second, up to a max of +15. Bonus lost on death.

-- Topaz of Tenacity (+5.0% reduction in Controlling Effects duration)
-- Topaz of Tenacity (+5.0% reduction in Controlling Effects duration)
-- Emerald of Vitality (+40.0 points max Health)
-- Emerald of Vitality (+40.0 points max Health)


---------- Explanation ----------

As this build is meant for a team that works together and creates a team build around the success of the team, not one individual player. Which is the biggest flaw of amateur players; they think that just because they get 20 kills that they are the MVP. This is sometimes true, but there is always a team strategy and team composition that is the reasoning behind their success.

That being said, lets continue.

The commands I have chosen are specific for when I will be partnering up with a Defender in a lane, but also work well when soloing the middle lane. The first three are chosen because they help me help my allies, which is my main objective when I play. If your play-style is to help your friends get all the kills and help the team win, Nori is the right Guardian for you. The last command is a very nice CC (Crowd Control) for the end game when there are a lot of team battles.

The potions that you choose, I believe to be very subjective to how you wanna play and what you want to accomplish. I chose the four that I did because I like the movement speed when the game is just starting or IF I die being able to get back into the action ASAP. The Cleanse Potion is for when you get CC'ed by multiple guardians at once, this is a quick fix to get you out of a bind. The tower dive I believe is very warranted for Nori alone because of the amount of increased damage he does to Structures and an extra 5 seconds is all you need sometimes to get a last "Swift Blow" or 5 Basic Swings in to knock it down. The Recovery Potion, I believe, speaks for itself.

The relics that I use for teamwork on a lane are Wisdom's Call and Erebor Axe. These were chosen because they give Nori a maximum amount of Ability Cooldown Reduction (ACR), 25% with gems, and 20% Command Cooldown Reduction (CCR). The gems that I placed inside are to start with some Ability Power to help in the farming process, which I believe to be the most boring, but essential, step to playing Nori with great success. Then the 5.0% ACR gem maxes Nori out on ACR. The last gem slot is used to lower CCR as much as possible. The lowering of ACR and CCR is the most important stat that Nori cause utilize because this enables him to have buffs and debuffs up more often and a continual stream of Commands going off. This relic is absolutely a must if you plan to play Nori as a team support class.

The second and third relic depend on if I am going to be soloing a lane or partnering up with another Guardian.

We will start with the partnering up scenario...

The Erebor Axe Relic is used because it further lowers your ABR values. Now, I know all of you out there that try and discredit strategy makers are thinking, "he is already at the max for cooldown reductions (CR)!" But the CR percentage is only a percentage and the seconds do not apply to that amount. So, if you are killing a lot of soldiers in a lane this becomes very effective at lowering both your Command and Ability cooldowns. Also, since Nori only swings his axe once per second there is no reason to speed it up because it would just mean that you are not maximizing the effectiveness of this relic.

The gems that I placed in the Erebor Axe Relic are for increasing the CCR and decreasing the time I am stuck in controlling effects. I don't think I need to explain any further.

Now we will examine the solo lane scenario...

The Beacon's Flame Relic is a great relic for staying alive for a LONG, LONG, LONG time. With this Health Regen maxed at +15 for the relic, and at a total of 16.8 with Nori's personal health regen. This is very important if you are soloing a lane and here I am going to insert another "Strategy Guide Discredit" - most games will last about 45-50 minutes when you play at a top level, so everyone on the battle field might be level 14 before any towers are even destroyed. So, I know that the Health Regen is the second relic that you will unlock, and will not unlock until level 14, but it is still extremely useful.

The gems that I placed inside are for reducing the time in controlling effects and to increase maximum health. With this build, it is almost impossible to die, unless you are really reckless and do not know how to play.


Leveling Suggestions

Max out Fortitude as soon as possible, this makes farming a whole lot easier and will help to keep defenders out of reach while being able to farm soldiers down. Obviously, unlock the Ultimate Ability as soon as possible. Then switch off between the last three. Depending on how you play and how the progression of the game is going will determine which skill I unlock. If we are pushing really hard, I will select Dwarven Onslaught and Swift Blow and leave Defend the Walls! till the end. If we are having to play defense, then I will most likely max out Defend the Walls! and leave Dwarven Onslaught till later.

In most of the high-end games your selection of abilities will not matter in the slightest, meaning that you will be level 14 before any real progression happens. If you are in a game where it actually matters, either your teammates are not nearly skilled enough to be playing, meaning it doesn't matter what you do, or you are winning so quickly that again it won't matter.

Thank you all for reading this post and I hope that it helps the aspiring Nori players.

If you would please post polite replies, it is always appreciated.

If you would like to see anymore information posted about Nori or my play style please post a reply.

P.S. I will be adding pictures and such to make this post more appealing to the eyes

As always,

Razfyn 

NORI - TACTICIAN

As kin to Thorin Oakenshield, and one of his company of thirteen Dwarves who would venture to the Lonely Mountain to take on the dragon Smaug, Nori is a capable Dwarf adventurer, along with his brother Dori, both distinguished by their purple trekking hoods. Much like his kinsmen, Nori is fond of song and large, frequent meals. But when pushed into a fight, Nori’s knowledge of Dwarven stonecraft and demolition make him a powerful ally. There are few Dwarves who can match his skill at stonemasonry, or his skill with a flute.

Hello all,

If reading is not something you enjoy doing then this will be a TL: DR post and just skip this, but if not please continue.

I am going to preface this by saying that this will be my one and only strategy guide because I do not care about any of the other Guardians, and this is by far the best support class in the game; BY FAR. The strategy guides that are on forum right now do a great job at explaining the basics of how to use your character in a PUG (Pick-up-group) setting. The reason that I can safely say that is because an individual strategy for each class will be determinant on quite a few things including, Guardian Composition, Gems/Relics, Commands, and Player Style. Now, if you don't care about communicating effectively with your teammates and really learning how to build synergy with other classes then this is not the guide for you. But, if you want to really learn how to play Nori at a high level then please read on.



Basic Information about Nori


Nori, brother of Dori and Ori, was one of the thirteen Dwarves who comprised the famed Company of Thorin Oakenshield. Together they quested to reclaim the Lonely Mountain from the Dragon Smaug. Nori is a master stonemason and Dwarf-engineer, skilled at both constructing and dismantling siege-engines and Structures. Though he is an odd character, his peculiar charisma can inspire Allies to greater feats of valor.

With a keen eye for stone and war-machines, this Tactician secures the fortifications of Allies while ravaging those of the Enemy. Nori exerts control over a Lane by buttressing defenses, providing advantage to Allies seeking the ideal moment to advance upon the bulwarks of the Enemy. As a Tactician, Nori can gain a large benefit to Abilities from increased Ability Power.



Nori's Abilities, Ultimate Ability and Passive Ability


Master Mason - Passive Ability
- Feeling the strength of stone about him, Nori gains enhancements to his abilities when he is near a Structure. Additionally, his Basic Attacks add 13 True Damage, increasing by 3 for each Level earned during a Match.

Melee Attack (RT)
- Brandishing a stout Dwarves pickaxe, Nori splinters his Enemies with merciless close-range melee attacks. Foes caught by Nori's onslaught are dealt 16 Basic Damage. As a Tactician, his Basic Damage is increased by a small amount for each Level earned during a Match.

Dwarven Onslaught (A)
- Nori projects the bravery of the Dwarves by giving himself and all Allies within close range an increase to Basic Attack Damage of 4/8/12/16 for 6.0 seconds. If the "Master Mason" Ability is active, the Basic Damage enhancement is increased to 7/15/23/31. This Ability gains a large benefit from increased Ability Power.

Man the Walls! (X)
- With his knowledge of stone, walls, and battle, Nori gives Allied Structures and units within close range 75% Resistance to Basic and Ability Damage for 1.2/1.4/1.6/1.8 seconds. If the "Master Mason" Ability is active, the Resistance duration increased to 2.0/2.6/3.2/3.8 seconds. This Ability gains no benefit from increased Ability Power.

Fortitude (B)
- To gain advantage on the field of battle, Nori creates an area effect that persist for 10.0 seconds, inflicting 5/7/9/11 Ability Damage per second to Enemies within medium range and Slowing them by reducing their Movement Speed by 15%. Additionally, Nori activates his "Master Mason" Passive Ability while within range of the effect, thereby increasing the Ability Damage dealt to nearby Enemies to 15/20/25/30 per second and Slowing them by 30%. This Ability gains a large benefit from increased Ability Power.

Swift Blow (Y) - Ultimate Ability
- Nori uses stone and earth to deliver a devastating blow, instantly moving across the field of battle by Teleporting to a location within medium range. Upon arrival, Nori Knocks Enemies within medium range into the air to briefly immobilize them, and deals 70/120/170/220 Ability Damage to them as well. If the "Master Mason" Ability is active, the Ability Damage increases to 130/220/310/400, and Enemy Structures lose 10%/15%/20%/25% of their total Health. This ability gains a large benefit from increased Ability Power.



Nori's Stat Card


Max Health: 338
Basic Ability Damage: 16.2
Ability Power: 0
Basic Attack Resistance % (75 cap): 10
Ability Resistance % (75 cap): 10
Move Speed % (diminishing returns): 15.2
Attacks Per Second: 1
Attack Speed Bonus % (100 cap): 0
Critical Strike %: 0
Basic Attack Penetration (90 cap): 0
Ability Penetration (90 cap): 0
Basic Attack Life Steal %: 0
Ability Life Steal %: 0
CC Reduction %: 0
Ability Cooldown Reduced % (25 cap): 0
Critical Strike Damage %: 150
Health Regen: 1.8
Experience Gain %: 100



Nori's Challenges


Battle Engineer - Build 6 Tower Upgrades in one Match
-- 200g and 15 XP

Strategic Demolition - Destroy 3 Soldier Upgrades in one Match
-- 400g and 20 XP

Death Bringer - Kill 100 Soldiers in one Match
-- 200g and 15 XP

Effective Teamwork - Score 10 Assists in one Match
-- 200g and 15 XP

Tear Down the Towers - Destroy 10 Towers
-- 200g and 15 XP

Legion Commander - Build 20 Soldier Upgrades
-- 400g and 20 XP

Successful Sacking -- Destroy a Tower with the "Swift Blow" Ability
-- 400g and 20 XP

Field Engineer - Earn the "Builder" Accolade 10 times
-- 600g and 25 XP

Brick Breaker - Earn the "Total War" Accolade 10 times
-- 600g and 25 XP

Supremacy - Win 20 Matches
-- 1000g and 30 XP



Nori Individual Build for Team Play


Commands

Tier 1: Heal
- Instantly recover 200 Health plus 10% of your maximum Health. Also provides minor healing for nearby Allies and Pets. 240 second Cooldown.

Tier 2: Refresh
- 45% of existing Ability Cooldowns are refreshed, instantly, 35% Cooldown refresh for nearby Allied Guardians. 180 second Cooldown.

Tier 3: War Cry
- You and nearby Allies, including Soldiers, get +10% Movement Speed, +30% Attack Speed, and Bonus Damage of 1 plus 1 per Level. These Allies also receive 20% Life Steal for Basic Attacks. Duration of 5 seconds. 300 second Cooldown.

Tier 4: Flash of Light
- Enemies within 6 meters are Slowed by 50%, Blinded, and Silenced for 1.5 seconds. 300 second Cooldown.


Potions (All Mithril Quality)

Dash Potion (Finesse)
+50% Movement Speed for 12 seconds. 10 second Cooldown

Cleanse Potion (Finesse)
Removes all Controlling Effects and gives immunity to them for 3 seconds. 10 second Cooldown

Recovery Potion (Hardiness)
Heal for 50% of Max Health over 12 seconds. 12 second Cooldown

Tower Dive Potion (Utility)
Towers are unable to hit you for 5 seconds. 10 second Cooldown


Relics and Gems (All Mithril Quality)

Wisdom's Call Relic (3 slot) (Blue - Purple - Purple) (Utility)
- If you receive no damage for 4 seconds, you gain +20% Ability Cooldown Reduction and +20% Command Cooldown Reduction.

-- Sapphire of Power (+24 points Ability Power)
-- Amethyst of Rejuvenation (5.0% Ability Cooldown Reduction)
-- Amethyst of Renewal (8.0 second Command Cooldown Reduction)

and

Erebor Axe Relic (4 slot) (Purple - Yellow - Purple - Yellow) (Utility)
- Hitting Enemies with Basic Attacks reduces your active Command and Ability Cooldowns by 0.5 seconds. This can only happen once each second.

-- Amethyst of Renewal (8.0 second Command Cooldown Reduction)
-- Topaz of Tenacity (+5.0% reduction in Controlling Effects duration)
-- Amethyst of Renewal (8.0 second Command Cooldown Reduction)
-- Topaz of Tenacity (+5.0% reduction in Controlling Effects duration)

or

Beacon's Flame Relic (4 slot) (Yellow - Yellow - Green - Green) (Hardiness)
- Your Basic Attacks against Enemies give you +0.5 Health Regeneration per second, up to a max of +15. Bonus lost on death.

-- Topaz of Tenacity (+5.0% reduction in Controlling Effects duration)
-- Topaz of Tenacity (+5.0% reduction in Controlling Effects duration)
-- Emerald of Vitality (+40.0 points max Health)
-- Emerald of Vitality (+40.0 points max Health)


---------- Explanation ----------

As this build is meant for a team that works together and creates a team build around the success of the team, not one individual player. Which is the biggest flaw of amateur players; they think that just because they get 20 kills that they are the MVP. This is sometimes true, but there is always a team strategy and team composition that is the reasoning behind their success.

That being said, lets continue.

The commands I have chosen are specific for when I will be partnering up with a Defender in a lane, but also work well when soloing the middle lane. The first three are chosen because they help me help my allies, which is my main objective when I play. If your play-style is to help your friends get all the kills and help the team win, Nori is the right Guardian for you. The last command is a very nice CC (Crowd Control) for the end game when there are a lot of team battles.

The potions that you choose, I believe to be very subjective to how you wanna play and what you want to accomplish. I chose the four that I did because I like the movement speed when the game is just starting or IF I die being able to get back into the action ASAP. The Cleanse Potion is for when you get CC'ed by multiple guardians at once, this is a quick fix to get you out of a bind. The tower dive I believe is very warranted for Nori alone because of the amount of increased damage he does to Structures and an extra 5 seconds is all you need sometimes to get a last "Swift Blow" or 5 Basic Swings in to knock it down. The Recovery Potion, I believe, speaks for itself.

The relics that I use for teamwork on a lane are Wisdom's Call and Erebor Axe. These were chosen because they give Nori a maximum amount of Ability Cooldown Reduction (ACR), 25% with gems, and 20% Command Cooldown Reduction (CCR). The gems that I placed inside are to start with some Ability Power to help in the farming process, which I believe to be the most boring, but essential, step to playing Nori with great success. Then the 5.0% ACR gem maxes Nori out on ACR. The last gem slot is used to lower CCR as much as possible. The lowering of ACR and CCR is the most important stat that Nori cause utilize because this enables him to have buffs and debuffs up more often and a continual stream of Commands going off. This relic is absolutely a must if you plan to play Nori as a team support class.

The second and third relic depend on if I am going to be soloing a lane or partnering up with another Guardian.

We will start with the partnering up scenario...

The Erebor Axe Relic is used because it further lowers your ABR values. Now, I know all of you out there that try and discredit strategy makers are thinking, "he is already at the max for cooldown reductions (CR)!" But the CR percentage is only a percentage and the seconds do not apply to that amount. So, if you are killing a lot of soldiers in a lane this becomes very effective at lowering both your Command and Ability cooldowns. Also, since Nori only swings his axe once per second there is no reason to speed it up because it would just mean that you are not maximizing the effectiveness of this relic.

The gems that I placed in the Erebor Axe Relic are for increasing the CCR and decreasing the time I am stuck in controlling effects. I don't think I need to explain any further.

Now we will examine the solo lane scenario...

The Beacon's Flame Relic is a great relic for staying alive for a LONG, LONG, LONG time. With this Health Regen maxed at +15 for the relic, and at a total of 16.8 with Nori's personal health regen. This is very important if you are soloing a lane and here I am going to insert another "Strategy Guide Discredit" - most games will last about 45-50 minutes when you play at a top level, so everyone on the battle field might be level 14 before any towers are even destroyed. So, I know that the Health Regen is the second relic that you will unlock, and will not unlock until level 14, but it is still extremely useful.

The gems that I placed inside are for reducing the time in controlling effects and to increase maximum health. With this build, it is almost impossible to die, unless you are really reckless and do not know how to play.


Leveling Suggestions

Max out Fortitude as soon as possible, this makes farming a whole lot easier and will help to keep defenders out of reach while being able to farm soldiers down. Obviously, unlock the Ultimate Ability as soon as possible. Then switch off between the last three. Depending on how you play and how the progression of the game is going will determine which skill I unlock. If we are pushing really hard, I will select Dwarven Onslaught and Swift Blow and leave Defend the Walls! till the end. If we are having to play defense, then I will most likely max out Defend the Walls! and leave Dwarven Onslaught till later.

In most of the high-end games your selection of abilities will not matter in the slightest, meaning that you will be level 14 before any real progression happens. If you are in a game where it actually matters, either your teammates are not nearly skilled enough to be playing, meaning it doesn't matter what you do, or you are winning so quickly that again it won't matter.

Thank you all for reading this post and I hope that it helps the aspiring Nori players.

If you would please post polite replies, it is always appreciated.

If you would like to see anymore information posted about Nori or my play style please post a reply.

P.S. I will be adding pictures and such to make this post more appealing to the eyes

As always,

Razfyn


2 comments:

James Hessin said...

You realize this guide was written twice?

James Hessin said...

You realize this guide was posted twice?