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yeah ive seen the gem cards, but its still inconsistent as compared to other character's builds
I'll have to take a look at it again, but still it seems rogue has less variety.
For some reason so many can't understand that adding cards to your deck is BAD. 9/10 times adding a card is NO! Accept a legendary or a rare if you need it. Otherwise DON"T ADD CARDS.
Not only this, but the Rogue ALSO has a card that gives your entire team block equal to the incoming damage.
And unlike eternal winter, the stun all/defense for all card's costs don't strain, making the rogue the best potential defender in the game.
Therefore my thoughts on the rogue, are that they are the hardest to begin play with and learn, but the strongest when you understand the mechanics and can get the cards you need.
Bling is really good and it just asks you to have 4 gems. The damage engine can come from another card, or can be on another character entirely. Rogue can control the board quite well with enchufla/bling and other stun/move effects. So even if you don't land in an archetype you're still able to do things like support the others with good card draw (finesse is nutty) and control for turns you're not able to handle entirely.
Rogue is definitely my favourite of the three. I feel she has a reasonable balance on support, control and damage.
That being said I really hope some sort of poison or bleed build is introduced. I really enjoyed playing that in Slay The Spire
with rogues, i've seen gem, arrow and bomb synergies each do very well.
with warriors, there's sword synergies, block synergies, and no-block synergies.
with mages, the rune synergies just seem useless, the status card synergies seem meh, the bolt synergies are decent but the only time i've seen a bolt-heavy deck perform really good is with Rage Cage. the freeze synergies suck, but that doesn't matter because freeze is ridiculously strong even without any synergies, so much that you should basically always take freeze cards if given the choice. when I play mage i usually get a bunch of freeze cards and just steamroll the whole run because nothing can ever actually attack us. nothing else in the game feels similarly overpowered to me except Chainshirt/Clout.
Mage status card synergies are hard to pull off, but can be a game-breaker. I have repeatedly pulled off decks that will give the whole team 60+ block each, just from drawing my hand. (And FAR more if I actually play cards at that point) All it takes is a copy of Grit, a way to play it 5-7 times, and some status cards. Take the pacifist torment and the little helper, thin your deck out, and you'll be drawing hands of 8-10 status cards as soon as your grit gets rolling.
Mages also have more infinite combos than other classes. Shuffle works wonders with status cards, while cheat can be used for a few different infinite builds.
There's also the paper-recycle Bolt Hell combo, where every kill with bolt hell puts it back in your hand, gives you mana, and gives you free scrolls to weaken foes for the next kill, add block, or give your friends mana. I saw that pulled off once to the point where the mage gave 80ish mana to each of the other players, all from scrolls. Really crazy.
I agree, my fav build to go is that same status build. Although you do need some prevention for those damn poison wounds (if you go the pacifist torment). I usually mix it with some mana gain as well. and glass caltrops 😍