Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
the pyre booze just plain suck, as far as I can tell.
That changes the situation quite a lot. The upgrades are great too. A soft limit of 4, with possibilities of duplicating more in a fight if so desired? (I'm assuming the event does not interrupt the fight.)
Interesting.
My favorite run where I got that event, I put +10A stone and +5A/+10H stone on my first Spikedriver Colony and was able to get from 3 of them up to 7 of them in the battle against Fel. That gave me seven 36A/11H Multistrike Colonies for the last couple of battles.
The Automatic Railspikes are more conditional on what you're running, but I had them with "The First Hellpact" artifact (+3 to X when playing X-cost spells) with an Incant deck, and they were amazing. That's a lot of free damage and Incant triggers.
-----
I have no advice to offer on the Boneshine / Bone Rattler event, though, I'm afraid. That's my least favorite event, too.
That said, the devs have made updates to some of the events already, so it's possible this one will get a fresh coat of paint at some point.
As for the Blacksmith, well, I did what you did at first and didn't take either option. I thought the same thing, "what am I missing here". On a Red/Blue run, I chose the multi spike robots and the upgrade conditions are super easy to complete. I think I had 8 copies and you only need 4 to get the upgrade (you get too keep them all, 8 is probably too many). Multistrike is under-costed in this game (look at Hearthstone, Windfury costs ~2 mana alone) and you can upgrade these bots. 42 damage a turn for a 0 cost minion is pretty efficient if you can keep them alive. I took 2 space upgrades to squeeze more of them on the board. The run ended in success, but it was only covenant 1 since I just started this game tonight.
Automatic Railspikes I tend to find as a neat bonus rather than a staple to my deck, due to how rarely I've taken them. While in agreement with gruetoo's above point, I would take it a step further and say that it can be a godsend since you won't always be playing Umbra (and thus lack Mine Collapse): Remnant suddenly has a backline-targeting spell period; Hellhorned suddenly has an offensive spell that doesn't require serious investment to be useful late-game (Torch) or have serious risks (Inferno); Stygian suddenly has another (self-replicating) Incant weapon in its arsenal, and something focused to either supplement or replace Flash Freeze.
Railspike Colony is arguably one of my favorite cards in the game: it nabbed me my 1st Custom Challenge victory and has outright won me (though not on its own) one of the Inferno Cup Ranks (though I forget which one(s)). Get a Strengthstone + Speedstone on it before the event upgrade, and...well, even four-five of those shred through things pretty fast...and I had the benefit of seven of them once, utterly mauling enemies and Fel, softening up Living Armor so that my top floor could topple him after with a stiff breeze, and even handily handling Temperant Seraph. This is way easier to accomplish with Awoken or Stygian, since you have spells available to somewhat help control how fast they die while you try and get the purchased upgrades on them.
https://imgur.com/a/4fc9pvO
I have 2 spooders, one naked and one with extra Multistrike and +10 attack. A monster in his own right already.
However, now I face the option to give it the Monster Railspike - +20/+20 and Purge.
I'm in a bit of a tight spot on a streak so I would like this to play out in my favour. Anybody got any knowledge how this interaction works before I go yolo and pray?
This is all speculation but I would expect it would make a copy as it purges (assuming it dies to make a copy, so you always run the risk of it surviving the battle and disapearing). However if you reach the 4 of them needed to get their special upgrade, that (according to the wiki) removes their self copy extinquish, and then its just gone.
I suppose the purgy boi will be useful with the Preserve I just picked up as an emergency resort.
https://imgur.com/a/snPtL8G
Edit:
Spooderboi ended up carryying the deck. There was only one good unit on the bottom floor.
https://imgur.com/a/cKWZirh
Jokes aside, I would most certainly have lost in circle 4 against the tanky Protectors of the Clipped if it was not for the power spike one upgraded spider provided. If not for the discussion of this thread, I would have passed, stumbled and lost - so I'm grateful to you all.
I gave my spikedriver colony +10 attack and +5/+5/burnout 1 before going into Fel, and I ended up with ten of them by the end of the fight (kind of a whoops, probably more like 6 would have been better). But I mean, they were 1 space 36x2 attack units that got +15 attack from Rector Flicker reform and +10 attack from Resin Block every time they came back. Just let them chump block for each other or fight behind Lady of the House while killing enough stuff to get Big Sludge going. These things are insane with reform (as are most fragile, high-attack units).
The spell version of the event is less commonly desirable, but it's not bad if you are lacking in targeted or full-floor damage. You do need something to deal with Purifiers and the like. It's ultimately not TOO much of a commitment to take (worst case it's like 4 mediocre cards you can play for 0 and they're gone, kinda like leaving Dregs in your deck if you don't use randomly selecting reform), and there's some other nice things about having consume cards in your deck.