Tuesday, March 6, 2012

Divine Commanders: Is Rays of Destiny over-rated?

Screenshot of DCC- Rays of Destiny
When I was still a new player, I have no idea about commanders. Joining the leagues made me realize just how important commanders are. As you all know, MP is needed to draw skill, super, legendary or divine commanders and there are so many of them to choose from (though the choice remains with IGG of course!). One of the most notable commanders I ever claimed is Maletiz. I used this legendary commander to win leagues and his ability to return back the force dealt by the enemy commander is an awesome sight to behold. I always thought Maletiz is the best commander.

But then again, how about Sandora? Sexy beyond belief, you could say there is something quite appealing with this little girl with a lithe figure. I'm not going to dwell on anything sexual (fuck!) but Sandora is one hell of a commander. She's powerful and deadly and pretty too!

Both are awesome commanders to behold! What more, when IGG decided to combine them - they created one of the most powerful of all divine commanders.

Everyone who knows the game want to get them. At a going rate of 1k MP, I had my first Rays of Destiny.

But before that, let us see what makes Rays of Destiny a divine commander to claim and behold...

This commander is a combination of Sandora and Maletiz and is created with the Rays of Judgement Scroll
Judgement: This skill has a chance to deal an additional 30% Scattering damage to all enemy forces and reflect all absorbed damage to its source. (Sandora + Maletiz) Affected by all 4 stats.
Commander's Chance to Trigger Ability
Note: The initial chance is the chance to trigger their ability when the total number of the related stats is 0. As the related stats increase, the chance to trigger commander ability will increase too. Click on the link to see a list and explanation of all Commander's Chance to Trigger Abilities.
Chance to trigger abilities - Rays of Destiny chart from Galaxy Online wiki
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Note on the above chart: According to the latest IGG posting, the ROD trigger abilities has changed, as shown in this post.


The question now is, is it over-rated or just about as expected? After using ROD on league and in different instances, I would have to say - it's worth the hype. But players have different experiences in using this DCC. 

My rating (on the scale of 1-10) would have to be an 8.0 - It is a powerful commander that can win you leagues versus very good and skilled opponents. It can also help you pass difficult instances and in many ways, you can use this commander to attack planets, claim RBPs and just do damage to your enemies in more ways than one.

At the IGG forum, however, there were some discussion about ROD and how it performs vis a vis individual cards - specifically Maletiz and Sandora. Says one of the poster:

Yet your argument has no basis since you don't see the other end of the scale. A 7* ROD was sent into a friendly base on S22 and it proc'd so much we think it's broken cos it procs WAY TOO MUCH.
That single 7* was the only fleet sent and it lasted an absolute age against 20+ fleets on the planet, wrecking havoc. No single commander should be that powerful it's inbalanced beyond belief.
I should also point out that since they proc so much this corp has decided to get more RODs just to send into people's bases to wreak havoc on fleets based there, just by sending 1 fleet with ROD in it.
I would still go with my gut feel and experience, ROD is a dcc worth claiming and keeping - especially during times of war and destruction.

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