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    Masteries Guide – Marvel’s Contest of Champions

    Today we present you a guide to the Masteries in Marvel’s game Contest of Champions. Like most new players, we found that guides and information to be scattered and to be difficult to completely understand at our level. We’ve summarized what we’ve found for your convenience with the goal in mind of min / max’ing game for the end-game. We think this will help new players and alliance leaders understand the end-game expectations to succeed.


    Masteries Guide for Marvel’s Contest of Champions

    1. The right masteries will make the game easier
    2. They will increase your PI and help you fight harder opponents and earn more points in Arena
    3. The right masteries cost a lot of units
    4. The wrong masteries cost even more units
    5. Good Alliances will expect you to perform in Alliance Quest and these easy steps below will make you the candidate they want!
    Step 1
    Your first three mastery points are in Utility:
    masteries-guide-1
    You will now be able to Parry and Evade.
    Step 2
    Your next 15 mastery points are in Offense:
    masteries-guide-2
    You will do considerably more damage and end fights faster.
    Step 3
    Your next 15 mastery points are in Defense:
    masteries-guide-3
    You now have 4/4 Block Proficiency for Realm of Legends “Perfect Block*” and Alliance Quest Teams (*This is misnamed and you should not confuse with the Perfect Block Mastery)
    Note A. Build Salve 3/3 first – this will help you win 2* Arena immediately
    Note B. Then build 2/5 Stand Your Ground – this will give you a large PI increase (no further increase after 2/5 )
    Note C. Recovery 3/3 is last and is synergistic with Willpower Mastery
    In total you have used 33 mastery points and are level 38.
    Step 4
    You now have two options. We strongly suggest doing Option 2 then Option 1 – Willpower is sexy, but not as useful as stunning your opponent for 2.5 seconds. Option 2 will help you with all situations and game modes. Option 1 is more situational and costs more units to complete.
    Option 1. You have 2200 units for 4 Carbonadium Cores and 90 units to unlock 3/3 Ranks of Willpower – alternatively, 1650 units for 2 Carbonadium Cores and 60 units to unlock 2/3 Ranks of Willpower to start (and finish last 3/3 Rank after finishing Option 2).
    masteries-guide-4
    You now will regenerate health very quickly when receiving a negative debuff ie. poison, armor break or bleed.
    You then proceed to do Option 2.
    Option 2. You will continue to build up your Utility.

    masteries-guide-5
    You now can Parry and can stun your enemy for 2.5 seconds and after Evading, you will have a bonus 25% critical chance to your next attack. Eventually, you will want 25% increased chance to crit after evading – this is pretty much a guarantee crit!
    The key is that your Parry now stuns up to 2.5 seconds. This will allow you to regenerate health, avoid being hit for 2.5 seconds, and unleash difficult combinations* of attacks or use your heavy attack and L2 Special.
    *Without limber, you can do M-M then M-L-L-L-M.
    In particular, this will allow you to stun Juggernaut in Realm of Legends and in Alliance Quest for the almost the full duration of his Unstoppable Ability.
    Facing an opponent with max Limber of 50%, you will still stun for up to 1.25 seconds.
    Note: You can delay Dexterity 2/3 or keep at 1/3 – mastery points are hard to come by after level 46.
    You then proceed to do Option 1.
    Congratulations! You have now completed the foundations of a strong mastery setup. This setup will carry you through Realm of Legends and through Alliance Quests.

    The remaining Mastery Points

    Continue to read further below and we will explain some options and variations with your remaining mastery points as you reach Level 58+.
    Step 5
    Extra masteries can be spent in each of the three trees.
    Option 1: Utility
    If you have a 4* Dr. Strange, we highly recommend you consider building into Mystic Dispersion. You will be able to use your L3 Special much more frequently.
    masteries-guide-6
    Option 2: Offense
    Some players put 3 points into Pierce so that Critical Hits ignore 15% armor. My testing has not shown the damage to be significant. Before level 48, mastery points are precious and slow to obtain after level 40. We recommend only 1 point in courage for the Pi Boost now.
    masteries-guide-7
    We no longer recommend more than 1 point into Courage at this time. Before level 48, mastery points are precious and slow to obtain after level 40. We recommend only 1 point in courage for the Pi Boost now.
    masteries-guide-8
    Finally, some players consider Double Edge and Liquid Courage. Willpower will negate some of their negative effects for large increases in Attack Power. However, in Alliance Quest, when you face a Heal-Block node or get affected by Heal Block, you can lose health and die quickly.
    If you have made up your mind to put points down this path, we suggest you stick to 3/3 Double Edge only. We also suggest a maximum of 1/3 in Glass Cannon. Recoil is 1/3. Before you do so, you will need Coagulate (ideally 3/3 to make you gain health, 1/3 to break even – see more below).
    Repeat: 3/3 Double Edge only. 1/3 Glass Cannon. 1/3 Recoil. And Coagulate before! You have been warned twice.
    masteries-guide-9
    Double edge gives you 30% Attack Power for 30% health loss. Willpower will allow you to heal up at the beginning of the match (assuming no heal block). Recoil will still take 5% of your health for every L1-3 Special use (do not kill yourself).
    People have been asking 3/3 Double Edge only. Liquid Courage 3/3.  1/3 Glass Cannon. 1/3 Recoil: my opinion is that if you are not doing Alliance Quest Maps 4 and 5 – maps that do not have heal block or tech symboids that cause heal block – then this combination is okay to consider. Also, if you are a heavy arena grinder, then this combination is help you max your PI and earn more points.
    Option 3: Defense
    Coagulate decrease enemy bleed damage by 30%. Consider 3/3 here – this will make DE 3/3 still a net gain of health *usually*. Repeat for emphasis: *usually*.  Suture reduces duration of enemy bleeds, including that of Liquid Courage by up to 20% at Rank 3/3.
    masteries-guide-10
    Thanks to user MavRCK for helping to create this Masteries Guide.

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