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Bir çeviri sorunu bildirin
Here's an Obelisk win from the Rank 18 run I played earlier this afternoon :
https://steamcommunity.com/sharedfiles/filedetails/?id=3219563260
Every time I used Pilfer, it spawned 3 Orbs. Every Orb granted me +6 Spikes. I gained additional Spikes per turn based on my DR%, and additional DR% based on my Spikes. My shield bash added extra damage per point of shield I had, and when I'm spawning 12-24 orbs per turn with already reduced cooldowns from the Starship set bonus that meant a whole bunch of Shield cast per turn. I had way more gold than I could possibly need by the final Carver, so I rerolled until I had two of the purple vestiges that added +20 Omnipower for each Orb picked up. on the final boss I was able to fully clear every enemy on the field + phase shift the Villain every turn, easy 3 turn clock. Notably, I didn't have any Omnipower at all until I rerolled at the last shop, and didn't even have any +physical power until I grabbed the Bone Dog vestige prior to the Book 2 Guardian. My build and its DPS focus pivoted from mostly hitting with spikes reactively as they hit me, to proactively with the scaling the Bash ascension provided going into the final zone. Beforehand, my build looked like this :
https://steamcommunity.com/sharedfiles/filedetails/?id=3219563871
Once I had whittled down the enemies with 2-3 casts of Cleave, I could use the 3rd ability to net a full cooldown refresh on every kill I scored with it, and because I had taken an augment to reduce the base mana cost to 1 that meant every Smash in the chain beyond the 1st one was entirely will-free to cast.
https://steamcommunity.com/sharedfiles/filedetails/?id=3219564524
https://steamcommunity.com/sharedfiles/filedetails/?id=3219565462
This next Clair build was super wacky, but still got us there in the end. I started out with the Trinket that provides +5 shield per turn at the expense of -25 base HP. I also ended up losing another chunk of HP during Book 1 from the enemies modifier that causes -1 Max HP if they manage to connect with you past your shields, so I had 11 HP by the time I finished this run. To deal with this, I built towards very high DR% and Blur to stay alive, while using Hex+Shatter+Marked to Burst the entire room at once with a combination of fully charged Suction Charge on ability 3 plus a spiced-up AoE from ability 2 once the map was clumped together. It was a pretty tight little 4-Will combo that left me opportunities to use the "Fabled" vestige set bonus to convert unused Will each turn into extra shielding or kwillings.
https://steamcommunity.com/sharedfiles/filedetails/?id=3219566643
So like, be creative and go play the game. There's a whole world of cool ways to win at the moment.
Messed up and didn't get anything to heal or defend with and the multi phase last boss didn't treat me well since I was first turn burst,
The game definitely feels harder but I also feel like there are more options to break the game. I'm still rank 10 but my dailies and rank 0 mess around runs have gone pretty decent
Nice work! Keep at it, you'll definitely get there.
You're right though that it is rarely enough to be all-in on damage without some sort of mitigation to supplement it, or enough ways to break open your action economy such that you have sufficient damage output to fully wipe the board on every turn.
Curious about this Chainbreaker + Unbound combo. Do you just rush to the edge of the arena at the start?
The trick is to only take "Marker of the Unbound" if you see a Book 1 option with the "Gunkfilled" modifier. That makes certain you will have a pool of ink to act within from as early as turn 1 on every combat. This honestly works better on ranged characters, and is absolutely absurd on Clairvoyant.
Chainbreaker does have the hidden benefit of being able to ignore many ground hazards, like ink, regardless of your trinket selection. His primary ability has the "Teleport" tag attached to it, and those types of abilities will not cause you to trigger any floor damage when activated within the hazard zones.
I've got no doubt that they will nerf/buff whatever is needed though
Up to challenge level 10, at challenge level 11 and onwards you can reroll the areas until you'll get the gunkfilled effect.
Losses were with Chainbreaker, Clairvoyant and Mosscloak
Everybody evacuate! We're dealing with terrifying forces beyond our reckoning here!