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For my Yujin I've been getting a lot done with 3x Overcome Crisis, 3x Faint Memories, 2x Sparking Spear and Boundary of Death as a little trump card. Faint Memories is ridiculous on Yujin thanks to that 5-11 evade roll and my Yujin consistently facetanks heavy hitters and wins especially now that Gluttony gives them even more sustain.
The main thing you get from a Sayo deck is the crazy amount of bleed it can pile up in short notice.
Personally in fights I use my first dice as my main attack and my second dice for utility purposes (playing a light gen card, or a draw card) to ensure I can sustain in a more drawn-out fight.
Well that's why I left 3 slots open which I usually fill with draw/light gen cards. I will say the Observe into Wrath of Torment/Opportunity Spotted does lead to dead hands usually on turn 3 but it hits so hard the enemy should be dead on turn 3. I mean the perfect example is the Tomerry and the Shi Act 2 fight as I can kill Tomerry before turn 3, and Shi Act 2 Fight usually is down to 2 members turn 3.
As listed above I agree; the reason why I didn't have number of cards to the Shi Association decks I mentioned was for preference. And I left some slots open again for preference of more light regen or draw power.
Edit: I will note the point of strength decks is not to drag out fights, but to end them quickly or cripple the enemy to the point where if the fight drags out it becomes a 4 versus 2 scenario.
Also to hammer home the point and beat a dead horse: This is Shi Act 2 Fight Scene 3
https://steamuserimages-a.akamaihd.net/ugc/1335831000030394158/0C89A1F77F88FED4D27D7DA1255B8D6D13D0D904/
Perhaps sooner or later we'll get more interesting defence cards, perhaps cards with DEF>DEF>Counter or the likes?
Edit: Some cards with a counter-defence would be neat too, to keep it at the ready for additional attackers instead of using it up as a regular defence roll mid-clash.
Oh, counter-based cards should be very interesting either way when we get more encounters using them...
My own decks rely a lot on agression too, i suppose...
Geon Mi: Brawl(3) x3, D. Decision(3) x3, Scratch That(3) x1, Puppet Blockade(0) x2.
Meow/Puppet pg. 2/Mars: Collission(3) x3, Wrath of Torment(3) x1, Creak(2) x1, Gigigig(1) x1.
Sayo: Clean Up(1) x2, Puppet Blockade(0) x2, Beyond the Shadows(2) x2, Collission(3) x3.
Olga: Collission(3) x3, D. Decision(3) x2, Puppet Blockade(0) x3, Gigigig(1) x1.
Salvador: Crack of Dawn(3) x1, Collission(3) x3, Puppet Blockade(0) x3, Searing Sword(2) x2.
Oscar: Collission(3) x3, Transpierce(3) x1, Sparking Spear(2) x1, Gigigig(1) x1, Puppet Blockade(0) x3.
Yujin: To Overcome Crisis(0) x2, Puppet Blockade(0) x2, Collission(3) x3, Tailoring(4) x2.
Tenma: Puppet Blockade(0) x3, Gigigig(1), x1, Wrath of Torment(3) x2, Collission(3) x3.
Shi Association Fixer: Gigigig(1) x3, Endless Battle(2) x3, Collission(3) x3.
Valentin: To Overcome Crisis(0) x3, Rules of the Backstreet(0) x1, Extreme Edge(2) x2, Binding Arms(3) x1, Collission(3) x2.
I think the pattern is obvious; that i thoroughly abuse Collission to win atleast one clash with a 4-8 roll, and follow it up with a light-regen card so next turn i'm up to 3 (or more) light again.
So far i haven't found anything better, it just wins clashes and deals fairly big damage while keeping light high. Sometimes alternating with a 2-cost card and a regen card.
Honestly the more I think about it the more I wish they made Philips Shield Mode an equip page we can get. I'm NOT saying I want this equip page I want a weaker version where if the enemy attacks your character you inflict one paralysis, feeble or heck even damage back like a Porcupine when blocking (AND NO DON'T ADD THAT POINTLESS PASSIVE MEOW HAS WHERE IT CAN ONLY PROC ONCE PER SCENE). It would allow defensive characters to inflict a small degree of damage which helps their teams out while also being defensive. Or In the case of paralysis spreading so that your team can clash better.
I somewhat dislike Collision, my Korean friend loves the card and she uses it in alot of her decks. I just can't, there's a chance of you rolling a 4 or heck just lower than your opponent means you spent 3 light got hit and didn't gain light back.
Special-Defence ?-?. If attacked: Inflict X [debuff] to attacker. (These "special-defence" dice persist until the end of the round and will attempt to block any dice.)
Or adding "If attacked: Inflict X [debuff]" to regular defence dice, instead of stuff like Feather Shield's "On Clash Win:" effect, since you don't always win a clash, especially not with defence.
Heck, often the whole point of defence is to soften a blow you cannot hope to stop in a clash.
And personally i use stuff like Collission because i wish to avoid too much bad RNG, it will atleast roll a 4, and has a very high chance of rolling higher, which is why i mainly use it. It can consistently win a clash, you just have to pick wisely sometimes who you collide- er, clash with.
Beats the many 3-7 rolls cards have, even some of the 3-cost puppet cards have failed me in clashes, so a 4-8 seems pretty reliable to me. Edit: And the enemy often has downtime and plays 1-2 cost cards, which are easy to win if you use Collission on them, which in turn may kill or stagger them and well, yeah...
Granted, it has nothing on Wrath of Torment or Brawl for raw damage, but it's been keeping the DPS high since light remains available in high amounts, whereas Wrath would give you a turn of downtime most likely (the 7HP cost adds up fast, too).
Edit: My bad 26
https://steamuserimages-a.akamaihd.net/ugc/1335831000030816390/0541B4BAC3A937CD9D3B5F723F7414A430678536/
Again I've heard good things from Collission but my issue with it is simply the lowest number 4 is too low. Compare that to Red Notes team where a character can gain 3-8 strength from their allies turning the card Red Notes 1-5, 1-4 1 Light Cost into a 6-10, 6-9 1 Cost that also buffs other teammates. See the problem is I guess I've been so jaded by the number of times the AI best me in a 4-8 vs 3-7 that I just think any number below 7 is weak.
https://steamcommunity.com/sharedfiles/filedetails/?id=2164267770
https://steamcommunity.com/sharedfiles/filedetails/?id=2164267913
https://steamcommunity.com/sharedfiles/filedetails/?id=2164268017
Here's my kether team, when I deck build I usually think about combos between key pages-combat pages or abnos.
For example: Roland with yujin has those cards because of lies, which might give him 2+ costs pretty much for free.
Valentin librarian with those because of aspiration, which means that she can hit over 10+ dices with sharpen and 7+ speed card also because of leftover dice might get the +2 power buff,
Which means that she might get a 6~9 dodge or 6~7 block.
Meow librarian is a buffer and puppet debuffs and buffs.
I might want to get paralyze because of the absurd max dice ranges that enemies have now.
But that's the idea in general, look at your abnos and key pages and try to combo them to have absurd results.
One combo that I can give which is kind of op right now, is roland with yujin, lies and full of draws like sparkling spear or the 3 costs draws and for the cherry on top, ink over.
Hey Yhune I did test out the combo in your comment posted in the new invitiation puppet discussion. I got unlucky and didn't roll into Lies repeatedly, and just gave up on the strategy, but that's just my crummy luck. Also the speed thing is something I'm testing right now will tell how I feel about it once I got more time with it.
As for my Floor of General Works. I run x3 Red Notes and x3 Unforgettable Memories and nab Pulsation for that extra +1-2 Strength. Nothing hurts more than a 3-5, 2-6 becoming a 11-13, 10-14.
Also not a fan of pulsation, I usually end up losing a lot of health because of a unlucky roll that didn't finish an enemy and the act which means that other 3 librarians will end up losing 20% hp.
But that seems a pretty nice strategy in general, though seems that it might be more efective in 1 act battles, otherwise you might have the same problem I have with pulsation lol.
Yeah it does mess me over at times, but the strategy is powerful enough to muscle through alot of fights with Pulsation hampering them at times.
Keter Floor Puppet Fight All 3 Acts:
https://steamuserimages-a.akamaihd.net/ugc/1335830850554308426/9EFC07FD41D602BE2C97EFAF02A2FD85AB8FEACC/
Health at the End:
https://steamuserimages-a.akamaihd.net/ugc/1335831000030916342/C393C60011FAEA91C24938A8FEA5EB1B1BB08BCC/
3 Act Fight 1 Floor No Problems
Edit: If Tendon Chords was a 1 Cost I would happily swap it over, but Right now Double Melody hits so hard with a nice block in between.
For me I can do both Shi acts deathless on a single floor though the deathless part is mostly down to luck, 1-floor is 100% consistent though thanks to Yujin being a crazy sustainable page.
I tend to use Malkuth's floor especially now that Gluttony is really good, though mind you there are probably more optimal floors for my death squad consisting of Oscar, Salvador, Yujin and Sayo.
Personally, I like to build my floors around thematics rather than making them particularly synergetic.
For example, since Yesod wanted to stop people from dying, I gave him a defensive-focus with Walter while turning their floor into a "Fixer floor" with a traditional spear and shield strategy
1. Yesod on Walter: 1x Puppet Blockade, 2x Taste My Flaming Bat, 2x Silent Night, 2x Flash of Sunup (because there are few cards that draw and block) and lastly 2x Combat Preparation
2. Mars, though the list of replacement books are long: 2x Puppet Blockade, 2x Silent Night, 2x Flash of Sunup, 1x Zzzap, 2x Automated Movement.
These two act as tanks while building up a good amount of endurance on themselves so they can intercept attacks aimed at the two DPSes. Their goal is to drag out a fight to raise the opponent's emotion level (and thus the reward for beating them) while minimizing damage taken and allowing the two DPSes to take out anyone whose books you don't want.
Silent Night is a weak card overall, but it is extremely efficient endurance generation which allows you to chain them together more effectively.
Flaming Bat, on the other hand, feels like a bit of a sleeper. It starts with a block die to guarantee eating an opponent's defensive die, followed by a fairly high evade that will enhance the finishing attack for every attack it eats.
3. Oscar: 3x High-Speed Stabbing, 2x You're a Hindrance, 1x Zzzap, 2x Sparking Spear, 1x Collision
Oscar focuses solely on piercing damage. He has some utility thanks to incidental paralysis caused by Hindrance and Zzzap, a byproduct of the lack of playable pure-pierce cards. Oscar's job is simply to make one-sided attacks against some of the more threatening targets to gain a numbers advantage more quickly. Since your tanks won't always roll higher speed die than your opponents, holding onto the 1 of Zzzap allows him to take advantage of some of the endurance generation if you need him to clash, while Collision lets you take advantage of weaker attacks aimed at him.
4. Salvador: 3x To Overcome Crisis, 2x Guardian, 3x Sunlight Sword, 1x Searing Sword.
Salvador's role is purely that of DPS, looking to take advantage of his increased stagger damage to disable a target as soon as possible. He comes with a pair of Guardians to give a support option for the tanks, and Sunlight Sword is opted in numbers over Searing Sword because they result in the same amount of burn, but hitting the target more times allows Sunlight Sword to take better advantage of Salvador's passive.
A build like this is a bit clunky, but it uses the same principles as a strength build, to rapidly build up incredible numbers, and applies them to set up different roles within a team. Since defensive die don't really end a fight any faster, they have to be supplemented by DPS setups, but if you do they can consistently nullify opposing turns and leave them open to a proper attack.
I prefer the method of hours over efficiency, but your method is most definatiely better than mines.
Since I build teams that can murder in a blink of an eye I just murder 10x more. It's why while I never drag out battles I have over 100+ of each book and 600+ of easier to obtain books because well... you can win one long drag out battle for better rewards or 10 2 minute battles with garbage rewards. I prefer the latter cause... um... *Shrug*
Edit: Also @bgammax
I do like the idea of building teams/decks based on the character, but I still can't get over the fact that everyone regrets killing off all those employees in lobotomy corp. YET THEY COMPLAINED ABOUT HOW CRUDDY OF A MANAGER I WAS. Regret my butt you just blamed Ayin!
[The funny thing to note is that there are already defensive cards that have countering effects, like "Your Shield" which starts with a block that does damage on a clash win, or "Zzap" which brings two block die that will cause paralysis when a clash is one, so its not like there aren't any payoffs.]
Like CarThief already pointed out those require you to clash AND WIN I want on hit not clash; as right now it's too inconsistent to keep the entire enemy team paralyzed I mean look at how weak Gaze is.
Ok just wanted to see if I can do it, and with plenty of Hp to spare wonder if I could have taken another floor or 2.
Shi Association Fight: Keter Floor Deathless
https://steamuserimages-a.akamaihd.net/ugc/1335831000031094895/3722DF2BAD30ECEEF8FFAE7626102A9C3DF132B2/
https://steamuserimages-a.akamaihd.net/ugc/1335831000031098289/71EE94B8C94131EDBAFA842B372B6F231CA1158B/
One of the most unethical and nasty floors I came up with used purely 4 characters with red notes in them. I'll let you guys think about which characters I used. It allowed me to do puppets all 3 floors with no deaths.
For the Shi Association you listed, I started with the same thing but soon came to realize there are other, more frightening builds that you can make around yujin and tenma in particular, creating some insanely nasty synergized decks.
The yujin I'd like to mention is a pure draw deck that utilizes the new objet d'art puppet page along with 1x of the other puppet draw page, 3x overcome crisis, 3x sparking spear, and an ink over. It's easy to fill your hand up since shi association can take advantage of overcome crisis.
I wouldn't say defensive decks are bad in any way, just that their use is limited. I still prefer to take one tank that has defensive cards to take agro for my other 3 dps. Plus I'm 100% certain that Hod's 'shyness' abnormality card is bugged and is giving my walter 18 block rolls on feather shield when it shouldn't be even near that much, and that can be taken advantage of.