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https://ibb.co/ZY7T3DR
https://steamcommunity.com/sharedfiles/filedetails/?id=2519757511
I really like the ''mirror'' guy also lol. I feel he's way too good for a brown, but also a brown so upgrading him does not feel as effective.
It took me a couple of tries (and hours) also. Try to rush more defensive symbols, green (the hp is insane +60-300+ for every member), illusion = pink, etc.
An example is Shock. Shock is weird in that the Yellow units are all kind of bad, but Shock itself is a good effect. A lot of playing Shock is figuring out what units you can keep on your team and when you can transition, and how you can keep getting Yellow up while having sufficient defenses. Especially because the best units that work with Shock aren't in Yellow, they're in Red (Rubiela and whatever that ninja girl was called).
In general, the strategy of just throwing a bunch of gold units or level 3 units CAN work in WM 1 (it's probably how most people brute force WM 1, really), but you have to be somewhat fast and rely heavily on sustain symbols (and even then, it stops being as effective starting in WM 5). Usually, you want to be a little more picky than that, especially if you plan on improving to get up to WM 5+ level of play.
For example, level 3 Pinto solves a lot of sustain issues, so she can be worth 3 starring if you are in a situation where it's feasible (usually requiring Traveling). That can't be said for most Silver units unless they're very vital to how your comp will run (even broken ones, such as Reno).
The other thing is that the SECOND the game starts, you should have a plan in mind by looking at what the Traveling Merchants/gold units for floor rewards are/what are the bosses/what is your first accessory. Usually, enemy mob encounters can be solved with generally powerful symbols (Shield, Sun, Blue if it's early, maybe White 2 + Orange 3 if you have other sustain to help you and got further Truestrike setup, etc.), so by using those symbols to carry your mob encounters, you can buy yourself enough time to get to a Traveling, and then use the Traveling to force your planned comp to handle the upcoming boss.
This isn't to say you shouldn't be open to start the game, but having a strong plan does keep you on track on what kind of units you're looking for and what's safe to keep vs what's safe to skip.
Re: FluffyMikeB's comp, you have too many bronze gold units, many of which don't have particularly good scaling (Carnelia doesn't get too much, the spear girl only scales if you are heavily incentivizing Burn with a lot of Truestrike, mirror guy gets very little out of being gold), and you don't have enough symbols by the end-game. And the units themselves appear to have no synergy (such as no healer to work with Nun, no Purple to improve all that magic damage or Orange 3 to guarantee it for mob encounters, etc.). Mostly, you got as far as you did due to fast level 2 gold units + Mirror + Sun which is a generally broken symbol, but it was going to be inevitable that you were going to die in later labyrinth.
Also, you might not be aware considering that you don't have many symbols; a level 2 unit permanently adds their symbols to your pool. So you can symbol climb by building a level 2 unit, then selling it.
Lastly, 2 shields is usually not enough. I tend to try to run 4 shields, sometimes paring down to 3 by late game if I have some CD reduction. Sometimes this won't happen (Alchemists are gonna RNG), but you do have some decent control over what an Alchemist can roll with the Lock upgrade and saving all your Gems to roll all at once on one specific pool. And even if you don't get Shields specifically, there's a fair number of defensive upgrades that can work in a pinch (stuff like Illusion gem or Armor gem).
And I spent every last crystal I had trying to get the gold spike shield but couldn't get the RNG to pick it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2521699200
Alternatively, if you can get 5/7 Illusion by the third boss, along with one of the above, you're basically guaranteed to clear because you won't take damage. This is obviously best with a magic team.
Here's my run. Having shields and godspeed was really nice i think. There were some issues along the way but the final boss went down very easily, didn't even get anyone close to dying at all. And i'm pretty sure my guys weren't optimal at all.
Nice! I´m surprised at howmany Gold units you were able to get. Tho looking at the amount of symbols it makes sense.
https://steamcommunity.com/sharedfiles/filedetails/?id=2523770847
2nd character is interesting. Still trying to figure out if she's hard mode or easy mode.
Yea the second char is interesting. I was not sure what to expect, I like her a ton, but at the same time wish she had more slots. She feels OP and Hard at the same time
Yes, that's exactly how I feel about her.