Thursday, August 11, 2016






Revisión de las cartas de Una Noche en Karazhan, parte 3 – Libro parlanchín, Diablillo de Malchezaar y más.

(Título Original: One Night in Karazhan Card Review Part 3 – Babbling Book, Malchezaar’s Imp & More. By Skiffington – traducido por Pepino)

Las cartas para clases del set Una Noche en Karazhan han sido controversiales, por llamarles de alguna manera. En la parte 3 de nuestra revisión de estas cartas le echaremos un vistazo a cuatro cartas más: Vendedora Etérea, Diablillo de Malcherzaar, Libro Parlanchín y ¡Proteged al Rey!

Indice:
  • -      Vendedora Etérea
  • -      Diablillo de Malchezaar
  • -      Libro Parlanchín
  • -      ¡Proteged al Rey!


Vendedora Etérea

Vendedora Etérea: 5 maná, 5/6,
Grito de Batalla: Las cartas
 de otras
Clases en tu mano valen 2 cristales
menos (Pícaro)
Para que la Vendedora Etérea sea buena tiene que estar un mazo experto en robar cartas de otras clases. Lo cual puede hacer a través de Pillaje y el Charlatán de Entrañas. El último de estos dos mencionados es el único que se ve en juego consistentemente, pero, aún si las dos cartas estuvieran en el mazo, la Etérea probablemente no tenga todavía suficiente sinergia para garantizar su inclusión. Si comenzáramos a igualarnos a niveles de Sacerdote en el campo de copiar cartas, esta podría ser una historia muy diferente.

Con lo que respecta a sus números, un 5/6 que cuesta 5 maná no es tan malo después de todo y cae apropiadamente en la curva – al menos en estos momentos – donde tienes la expectativa de tener cartas de otras clases en tu mano.

A menos que Blizzard saque más cartas que hagan sinergia con esta, pues simplemente no vislumbramos que sea usada.

Veredicto: Mala
____

Diablillo de Malchezaar

Diablillo de Malchezaar: Demonio,
1 Mana, 1/3, Cada vez que descartas
una carta, roba una carta (Brujo)

¡Ah! Las mecánicas de descarte de Brujo, muchas personas en reacciones súbitas hablan acerca de lo poco útil que este diablillo es en comparación con el Diablillo de Llamas ya que es el mejor esbirro que cuesta un solo maná en el juego, va a ser difícil luchar por el control de esa plaza. Habiendo dicho esto, No vemos que el Diablillo de Malchezaar sea la criatura que bajas teniendo un solo mana. De seguro puedes jugártelo, luego invocar a la Bibliotecaria de Villa Oscura o la Súcubo al segundo turno, pero este no es realmente el escenario en donde esta carta brillaría.

El Guardia apocalíptico es una carta fantástica, pega decentemente duro con 5 de ataque y con sus 7 de resistencia vivirá lo suficiente para matar uno o dos esbirros más antes de caer. Sin embargo, el mayor riesgo con él siempre ha sido quedarte en una posición muy desventajosa al tener que botar tus cartas de la mano o quedarte casi sin cartas. Por supuesto que Transfusión de Vida funciona como una manera adecuada para ponerte a la par, pero imagina ahora que juegas al Diablillo de Malchezaar y luego el Guardia apocalíptico al sexto turno y que todavía te queden cartas en la mano.

Pensamos que el estereotipo del “Zoológico” está lleno de cartas valuables (1) en el momento. Si esta carta fuese estrenada para la primavera del 2017, cuando varios sets de cartas quedarán fuera de la rotación Estándar, esta podría ser una inclusión sencilla en la mayoría de los mazos "zoológico" de Brujos. Puede que esto sea un incentivo para que pongas aunque sea un solo Diablillo de Malchezaar en tu mazo ya que el Guardia es la única carta que la mayoría de la gente usa en el metajuego de hoy en día que te hace botar cartas - aparte del ocasional Fuego de Alma
.
Veredicto: Situacional.

(1) (NdT: el término inglés “Value” o Valor: se aplica a cartas que tienen un valor agregado mayor que simplemente la suma de su ataque y su defensa, por ejemplo: Minibot Escudado suma 4 en su total de vida y ataque, pero al poseer Escudo Divino y teniendo un valor tan bajo hace que sea una carta de valor 6 o 7, siendo así extremadamente valiosa porque tiene muchos usos y mata como mínimo 2 esbirros contrarios a costo de 2 maná)

____


Libro Parlanchín

Hay muchos hechizos para Mago, 28 para ser exactos. De todos ellos hay muy, muy pocos que resultan siendo decepcionantes. Está claro que la Lanza de hielo nunca ha sido el mejor hechizo y Destrozar puede llegar a ser totalmente inútil si no tienes efectos de Congelamiento a la mano, pero por cada uno de esos hechizos hay otras bellezas como Fogonazo, Bola de Fuego y Tomo de Cabalista.

Libro Parlanchín: 1 maná, 1/1, Grito de Batalla:
Agrega un hechizo de Mago aleatorio
a tu mano. (Mago)
Estás usando un maná por tener la oportunidad de robar una carta más valiosa y de paso estás poniendo una criatura 1/1 al mismo tiempo. Podemos decir fácilmente que esto es bueno para los mazos de Mago tipo Control, los cuales son básicamente inexistentes al momento, estos mazos realmente no tienen nada para hacer al primer turno. Y con esto, la pregunta se mantiene ¿Es suficientemente bueno como para darle cabida y quitarle el puesto a otra carta? Si puedes remover algo que es bueno, pero no asombroso como el Vendedor de refrigerios, podríamos pensar que hay algo de espacio para que cartas como el Libro Parlanchín se metan.

Teniendo esto en claro, para los Magos Tempo el librito probablemente caiga como muy lento, el arquetipo en verdad lo que quiere jugar es un Vermis de Mana más bien para el primer turno junto con hechizos de alto valor. Por otro lado, la lista de cartas que el Mago de Congelamiento usa se ha sellado sólidamente desde el principio del arquetipo. Una carta tiene que ser algo especial para llegar a ser meramente considerada para su inclusión.

Veredicto: Situacional.

____



¡Proteged al Rey!

¡Proteged al Rey!: 3 mana, Invoca un Peon 1/1
con Provocar por cada esbirro enemigo (Guerrero)
“¡Soltad los escudos!” En el mundo correcto esta podría llegar a ser una carta buena. ¿La razón? Soltad a los perros es buena y puedes usar inmediatamente a los perros que saca para matar esbirros enemigos o hacer daño. ¡Proteged al Rey! te deja con la esperanza de que los peones sobrevivan hasta el siguiente turno. Ni aún Reforzar garantiza la supervivencia de los peoncitos ya que hay suficientes herramientas para limpiar la mesa que hacen 3 o más puntos de daño en los momentos.


En la mayoría de las listas de mazos de Guerrero se prefiere invocar un esbirro grande con Provocar que un montón de fichas. Hay, no obstante, contextos donde puede ser provechoso bloquear varias fuentes de daño grande con esbirros con los que puedes contar, pero ¿cuantas cartas hay en Hearthstone en los momentos que producen toquecitos de un punto de daño? Es difícil imaginar esta carta siendo incluida consistentemente en un futuro cercano.

Veredicto: Mala




“Skiffington”es el escritor original del artículo en inglés y es el total responsable de dichas opiniones traducidas por mi persona. Estas traducciones han sido hechas por mi plena y propia volición sin previa petición de ninguna parte interesada, ni el consentimiento de Skiffington ni de ningún miembro del equipo de Hearthhead.com, filial de Zam Networks ni de Blizzard Entertainment, Inc. Los puntos de vistas u opiniones que se emiten en esta traducción no reflejan total o parcialmente el punto de vista del traductor. Esta traducción no fue hecha tampoco con la finalidad de lucro, plagio o promoción y fue hecha de modo gratuito para el beneficio de la comunidad hispanoparlante.

José Ramón “Pepino” Ojeda © 2016
@soyelgranpepino

Monday, April 4, 2016

Timing Hero Cheats and Tricks!

UPDATE: 21-4-2016, This guide and tricks are STILL VALID for Timing Hero V.2.1.2, it seems it is still largely unaddressed, good for me :)

Videos about this are on the way.


Timing Hero is a game created by Korean developers Buff Studio and 21.C Ducks Indie-Game Studio available at the App Store and Play Store for smartphones and tablets. Is the English language port of a Korean dungeon crawler retro game (용사는 타이밍) which quickly caught my eye. The game itself is quite simple in design and is fun to try. Despite the monochrome palette may bore you quick, for me is quite a good FTP title that has consumed my poor batteries for the last week. You can find 21.C Ducks' FB group here.

After less than two days playing it at its painfully slow rhythm of 3 hits between enemy strikes I painstakingly unlocked Raid and Colosseum modes which gave the game more depth. In the process I discovered a cheat that will make some of your characters immortal and other tips that will reduce the amount of time you spend farming credits as well as pumping up your adrenaline while playing it.

I hope you enjoy this guide and use any tips found here, some of these tips are speculations, but most of it I've tested myself and I can certify are true unless I say they're not. In this guide I'm not going to bother reviewing the game since there are already several professional critics around to give you an accurate idea of what the game is like, such as this review from Hardcore Droid, but if you want me to give you my personal point of view I can tell you this game is pretty absorbing and sometimes you'll anxiously wait till your Raid or Colosseum timers have reset. So I hope you enjoy these discoveries and the game.


Index:
[1.-] The trick: SWAP CANCEL!
[2.-] Attack MANY times more than how's supposed to be.
[3.-] Using SWAP CANCEL in Classic Mode.
[4.-] Rezzing dead characters.
[5.-] Using DD abilities while dead and rezzing next round.
[6.-] Strategies and Tips.
[7.-] Conclussions, legal disclaimer and contact.
[8.-] Golssary.


Contents:
 
[1.-] The trick: SWAP CANCEL!

The trick is quite simple in itself and I discovered it while playing the Colosseum.

As you can notice while playing Raid or Colo, at the upper left corner of the screen there's the "Swap" button that displays the current cooldown of your inactive party members' abilities and their head icons. Pressing that button will swap your character to the next. So the next character will spawn at your initial spot to the left of the screen, kinda like Tagging in UMVC3.

Say you're fighting a pesky Alchemist which attack pattern is mostly curvy and slow attacks. But sometimes he feels like throwing a quick forward thrust and this can catch you with your guard low. In that occurence you are deep whiffing an axe at him and he -dodging you already- is certain to whack you silly the next split second. Unless you have a defensive ability like Block ready (and the lightning reflexes to push the button) you will most likely eat damage or die. So all you have to do when this happens is quickly SWAP CANCEL your current missed swing and the next character in your party will appear immediately at the initial left spot and can either take the damage instead, dodge on time or use an ability to counter the incoming damage.

TL;DR - pressing swap button takes you instantly back to the left.

Now this is just the tip of what you can do with this technology. Get a load o' this. - - you can attack over 6 times before the enemy launches its next strike - - yep!

[2.-] Attack MANY times more than how's supposed to be.

Using SWAP CANCEL you:

  1. launch an attack
  2. hit confirm
  3. SWAP CANCEL
  4. Repeat in rapid fashion without having to wait until your character gets back to the left, yay!

Like this you exponentially increase the amount of DPS dealt to enemies and monsters by repeatedly hitting much more times than the originally intended amount. It's honestly a frenetic screen mashing which is fun cause you still have to time well your hits, your resets and incoming enemy hits/abilities.

If you SWAP CANCEL before the hit active frames confirm the hit you'll lose the thrust and won't deal damage, if you press it too fast your character simply will not leave the left corner. There's no point on doing the mashing slow either. So be quick and be aware of incoming strikes.

One thing to keep in mind is that you should get used to end all your sequences pressing the Swap button so your toon is back at a neutral state and therefore you can do whatever is needed. If you start mashing mindlessly the enemy will eventually attack and if you're throwing an attack it can hurt you good. So end your sequences at neutral state and dodge if you must.

The rhythm of this new attack pattern can be quite mind absorbing and you sometimes do it carelessly without keeping an eye on the enemy. Also, the font and size of the damage output lettering makes it quite difficult to spot the enemy behind, actually these numbers will often cover the whole boss when you have high crit ratings, so all of the enemy you can see is a little bit below the knee, there's where I fix my gaze at while playing.

You have to be familiar with enemies attack timing at the Colosseum, too. The sequence they do is:
  • Strike x 2
  • Ability
  • Strike x 8
  • Ability
Knowing this can give you an edge against the computer and counter it. Now the thing doesn't end here. Check this out - - You can use SWAP CANCEL at Classic Mode, too - -

[3.-] Using SWAP CANCEL in Classic Mode.

The devs set the code of Classic Mode on stone but left the button on the upper left corner active. It's above the credits counter. Even though doesn't appear to be anything IT IS also there, and you can press it to do SWAP CANCELs. There won't appear another character in this mode like in Colo but your toon will just reset its position and you will be ready to strike again and again and again quickly.

Meaning that you can basicly - provided a good amount of credits spent on attack and crit stats - wipe a dungeon (the 10 stages) in less than 5 minutes. I was fascinated to do my first Demonlord kill in less than one minute using this tech with a wimpy lvl 37 Novice. Later the common enemy health numbers will just ramp up and even having mastered the SWAP CANCEL you will eventually have to die/give up/end the game, go to the upgrading screen and spend your credits on offensive stats to be at par with the enemy levels to go at it again.

Oh! But you thought that was it? Nnnnope! There's still more - - YOU CAN REVIVE YOUR CHARACTERS - -

[4.-] Rezzing dead characters.

Using this SWAP CANCEL tech you will realize of the importance of the unattended Swap button. When your character dies the game cues a Mega-Man-ish blast sound effect and your particles will scatter around. When that happens you must run to spam the Swap button ASAP and continuously press it from that point. Upon doing so you will hear the echoing blast sound again and again, you will soon realize the game won't end until you stop mashing the button. And the best part, the cooldowns of your ability buttons will keep filling!

This following trick is reserved for characters with healing abilities and those are: Novice, Priest, Alchemist, Wizard, Ranger, Paladin, Valkirie, Necromancer, Warchief, Bard and Chef. You can use this trick in any mode.

The trick consists of 2 simple steps keeping in mind that involves a lot of Swap button spamming, so once dead, start mashing Swap button and:
  1. wait until a healing ability is ready to use.
  2. choose a good moment to respawn.
Example:

1) So you died from a sneaky attack from a Dryad and you just used your heals, No problem! As soon as you hear your death's blast sound quickly start pressing the Swap button, keep on pressing it until your healing ability is ready again and...

2) Wait for the moment the enemy is getting back to the right side after it launching a strike (without stopping the Swap mashing all the while) then press the Heal ability and your character will respawn back to life.

You must choose a good time to re-pop, otherwise a very untimely reappearing will be right on the top of an attacking monster and you will die again, so choose wisely.

Even though, there is a small gap of "input block" after pressing Swap button so sometimes you push the heal but it won't trigger so you will have to push it and push it again until you come back to life without forgetting about the Swap mashing.

There's another risk while using this shenanigan, say you died to a Stun character like the Sniper, for ability she uses Shackles, so if you rez after she activated her stun you will successfully resurect but will spawn shackled and won't be able to move, probably leading you to another unwanted death. So watch carefully when you come back to life.

But wait! There's even more, hold tight! - - You can kill... FROM THE GRAVE... AND RAISE FROM THE BLOOD OF THE VANQUISHED - -

[5.-] Using DD abilities while dead and rezzing next round.

The next trick is exclusive to characters with DD abilities. These are: Martial Artist, Sorcerer, Warlock, Alchemist, Wizard, Hunter, Sniper, Assassin, Knight, Valkyrie, Necromancer, Voodoo Shaman, Warchief, Thief and Chef. And can be used at any game mode as well.

So Dragon's being naughty and dealt you an unexpected whammy, knocking you dead when it was 10% life left.

Having any Damage Dealing (DD) ability ready like Power Strike, Backstab, Judgement, Lightning or even DOTs like Poison or Bleed are necessary for this part of the trick.
You must press the Swap button to avoid the game over as soon as you drop, then while mashing Swap button you can activate these abilities being off the screen after dieing. 

There's a small window through which these can be activated like the rezzing ones of the last chapter. So you can press them while being dead as long as you are "active" mashing the Swap button. Keep that in mind...

So the enemy will receive damage and will die without being able to kill you since you're already dead, you will see it whiffing attacks after attacks while you wait for your CD to refresh. The tradeoff is that if the enemy has a big amount of health you will have to use your ability, mash Swap until the cooldown is ready again and repeat this several opportunities. This may take a lot of time and finger effort.

I do not suggest using this trick on characters with HOT abilities (Heal Over Time) like Paladin, Bard, Alchemist or Priest because they can regain health faster than you can damage them, in those cases I just call it quits.




Now the next part of this trick also requires to have some credits placed on health regeneration skill on your toons as well as some Artifacts that help you regain health after combats.

For example: You're running a Warlock with just 1 level spent on health regen. You go Classic Mode and make it to the last stage. While fighting a couple minutes against the Dragon you died to it, but used the SWAP CANCEL tech to keep yourself "active", then you put a Curse on it from beyond the grave. The DOT on the dieing Dragon will cause damage and eventually its death. Then the Dragon dissapears popping you back to life through life regen stats and artifacts that regenerate health after killing bosses. Here's the breakdown.

  1. die
  2. quickly press Swap button before the death blast SFX ends
  3. keep mashing Swap button until your damage dealing skill cooldown is up again
  4. without stop the Swap button mashing - press DD Ability buttons
  5. repeat from step #2 until is dead
  6. pop back to life

[6.-] Strategies and Tips.

♥ If you're stuck on Raid bosses that regenerate health like Medusa and Air Spirit this may help you. If your Stun button is grayed out and you are not able to interrupt their Healing Aura or Song, then as soon as they successfully trigger these healing Abilities or right when they're about to use them quit the run to avoid their health going further and lose all the damage dealt. Like this you'll somehow "save" your progression.

Easy bosses like Death Dragon or Fire Spirit AFAIK do not have health regenerating abilities in any of their phases so you will get lucky to get them.

♥ If you manage to perform a OHKO it will display "Overkill!" and the next character will spawn in 2 seconds not at 4 seconds as usual.

♥ When you perform a sucessful dodge a Rage bar above the characters will fill up to the point of a Counter-Attack and you will be able to strike with a very increased speed. You must do a swipe to the right and you basically can go nuts... but using SWAP CANCEL you can go Nutella. By attacking faster and scoring crits you slow the bar's depleting. Actually the mashing will even slightly refill the bar keeping you for longer at Rage state.

Nevertheless, There is a way to make the rage timer even longer: Altogether with the mashing you can throw a DOT while the Counter-Attack is up. Characters with DOT abilities like Bleed or Curse must be used here. Cause every tick plus the Swap Attack mashing aided by eventual critical strikes will fill up the bar and you will kill the enemy in a berzerker fashion.

With the chaotic nature of this finger pressing you have to push the sequence very fast and making sure you hit the target, otherwise the bar will seep empty without advice regardless of DOTs and crits.

♥ Another point about Rage is that if you fill the bar and the words "Counter-Attack" flash in the screen, then unintentionally you press Swap button before swiping to the right, this unfortunately will make you lose the rage chance and the bar will reset to 0.

Then, to avoid any misshaps don't push Swap when you are about to get the Counter-Attack or you can lose the chance if you're not aware. After the swipe it's ok, Swap attack to your hearth contempt and go Nutella... yum...

♥ At Colo you will face tough heroes with health regen abilities like Healing Aura or Song, if you somehow through raw power out DPS them and manage to pull the kill while they still had the buff active they will pass the remnant time of the HOT onto the next contender, so your inital attacks will all be wasted because the buff will heal them as quick as you harm them. So you may want to slow your attacks for a while, wait till the buff is gone, kill the healing guy and deal with the next one.

♥ The bow and arrow classes (Archer, Hunter and Sniper) are the iconic Stun characters of the game, but when you fight against them at Colo you will realize that Hunter uses Bleed instead of Stun, so you may want to counter her by using a Stun. Just a heads-up.

♥ Before the beginning of a new round at Colo you may want to put the highest damage dealing toon up front to attempt to get the highest "Just" damage bonus to start the fight with the right foot.

♥ At Colo you will get used to the initial timing of the enemy heroes in which they use their abilities as stated before. They go: Strike - Strike - Ability, and so on. But more importantly; before using their ability they do an easily recognizable rocking motion, from left to right twice and quick. Right when they shake is exactly when you must do your counter ability. Imagine you're fighting against a Chef, he uses Cook ability which basically chops you a great chunk of damage and heals himself. If you Stun him before he shakes then his Cooldown will still be up and will use it right when your Stun effect has faded, so it's imperative to use any Stun ability right when they are shaking, not before... and definetly not after.

Stun > Shackle, because Stun will also enable a Rage bar and über attacking speed just like when Counter-Attacks happen. JFYI.

♥ If any of your characters at Colo has taken damage and survived you can swap them up after the combat is over to heal them, artifacts and health regeneration abilities trigger right before the start of the next round.

♥ I suggest you to unlock as much Artifact slots as you can instead of unlocking Heroes, because Artifact effects are global to all your party and the hero is just it. But if you still got the itch of unlocking a hero of 35 gems I recommend you trying the Sniper.

♥ On Artifacts I prefer to stack Boss themed items instead of Regular Monsters since those fights are longer, more difficult and yield much more Credits.

♥ Usually I play with my left middle finger on the upper left side of the screen, the left index ready at the directional buttons and right index at the lower right side of the screen. With this comfy hand positioning you can do the sequence "Swap-Attack" quickly and making sure to do it in equal intervals.

♥ At Colo or Classic. Right when a combat ends, you can count 4 seconds and the next enemy will appear, mumbling "one, two, three, Go!" Also helps, this is to help you getting Just strikes which roughly scores double damage on the enemy.

[7.-] Conclussions, legal disclaimer, glossary and contact.

As a conclussion I think Timing Hero is a great game that has a lot of potential, may not have a deep story plot and the heroes are the classic cliches we have seen countless times... (I'm a little bit impressed there arent any Ninja or Pirate at the heroes roster) but it doesn't need to be original character-wise to be a fun game. The mechanics of TH makes it a challenge for your reflexes and an acute test for your response skills under pressure. It's themed with epic characters which is my favorite fantasy and it reminds me of the amber/green era of PC gaming which was awesome.

I'm quite sad because of the sorry state of the economy of my country which doesn't allow me to purchase gems/credits with money in order to support the devs as an appreciation token for their wonderful app. So if you, the reader are capable of making a purchase for this game, do it for the both of us, you and me. We don't know what 21c Ducks and Buff have planned for the future for patrons like possibly you.

I also think that even when my discoveries are groundbreaking are not game-breaking and devs should leave this trick un-nerfed... unless guys like Biffotasty/Desk, professional pianists or DDR maniacs use it to tear down the leaderboards... and even if they do it employing my tricks, so what? they would prove the world their awesome dactilar and mental skills and that would be amazing... anyway I'm a little cloth-handed because I would love to contribute to these developing studios and putting this guide up is as I see it a part of a small contribution to improve the game.

Is worth making clear that this guide wasn't done as a mean for monetizing or profitting (*) neither with the intention of promote/demote the previously quoted games and products from other franchises. Those were mentioned with strict referencial purposes.

The copy/pasting of this material on other blogs, forums, printed and broadcasted media and/or websites is strictly forbidden unless an explicit request letter is sent to me and I concent. Any sightings of my material without my permission will be prosecuted and deleted without further advice. So just ask me first okay? ;)

And the usual legal disclaimer:
Every logo, name and/or character or mechanism described in this guide belong to their respective authors and were used only for reference ends. Any quote written in this guide being alredy intellectual property of any instituition or author was added merely coincidentially. Nutella, their logo, image and their typography are delicious properties of  Ferrero. The App Store, their logo and products are copyrighted protected material belonging to Apple Computers, The Play Store, their distinctive logo and typography is copyrighted protected property of Google Inc. Ultimate Marvel vs. Capcom III (UMVC3) all their characters, mechanisms, logos and typography are intellectual properties of Capcom America and Marvel Entertainment USA. DDR (Dance Dance Revolution) is copyright of Konami and Bemani. Megaman is copyright of Capcom America and was created by Keiji Inafune and property of Capcom USA. yadah yadah yadah, blah blah... nobody cares

If you want to pinpoint anything that needs correction and/or would like to do a suggestion or contribution relevant to this guide you can hit me up @soyelgranpepino on Tweeter or send me a mail at soyelgranpepino@gmail.com for discussion on this topic and/or requests.

[0.- Glossary]

AFAIK: As Far As I Know - Term usually coined when you have a certain knowledge within the confines of your experience.
CD: Cooldown - Is the time you have to wait for an ability to be able to be used again, which starts counting from the momento you press that ability button. In Timing Hero the CD of every attack is approximately 1 second.
Colo: Colosseum - Personal colloqual term for the longer word. A game mode where you're fighting other computer controlled heroes.
Crit: Critical Hit - A random occurence in games where you deal more damage than a regular hit
DD: Damage Dealer - An ability or any character class that focuses on dealing damage instead of healing, tanking or supporting party members. In the case of Timing Hero a DD ability would be Backstab, Lightning or Judgement.
DOT: Damage Over Time - An ability that deals damage distributed in an amount of time, every determined time that the ability does damage is called "tick"
DPS: Damage Per Second - A measure of your ability to deal damage in a lapse of time. This term was deviated in WoW where the DD classes such as Hunter or Mage were labelled as DPS.
HOT: Heal Over Time - An ability that heals damage distributed in an amount of time, every determined time that the ability heals is called also "tick"
JFYI: Just For Your Information - Term usually put in mails, when someone is giving you some additional information on a subject.
lvl: Level - A popular acronym for the word "level".
OHKO: One Hit Knock Out - Term that describes a gigantic hit that packs an colossal amount of damage bigger than the receiving character's health pool causing it to die using only one hit. Like Fissure or Horn Drill in Pokémon.
Rez: Resurrect - Short term for the verb "resurrect", when you get back to life from the dead. The term is also know as an unofficial verb. There are sets of abilities in many games that allow you to get back to life.
SFX: Sound Effect - Sound sample for any action.
TL;DR: Too Long; Didn't Read - Internet slang to put long explanations in a very shortened way.
UMVC3: Ultimate Marvel vs. Capcom III - A popular fighting game title.



This guide was written using WPS Office Writer on a Samsung S3 Mini and is valid for Buff Studio - 21C.Ducks Indie-Game Studio's Timing Hero game V. 2.0.1

3-4-2016 - Valencia, Venezuela.

(*): I won't complain and will not hurt either about receiving Bitcoin or any currency donations to my person in appreciation for the effort put in this material, though. Thanks!