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Personally I always run the first blocker pet that gives the 1 energy to Pochette each round. That energy bumps you to the normal 3 points per round, and when you've got a buffed attacker pet or good weapon you can put that energy wherever you want rather than having to buff each pet you want to attack with individually.
The zero cost to summon also enables bouncing builds for Pochette, where you play them each turn to generate block/haste onto another pet or Pochette. Combined with the pet that does fire when a pet is summoned for an easy combo. The legendary that causes sleep when summoned is an instant win.
Frozen Heart - you don't actually have to go there EVER, or even unlock it, though I personally find it easier than Magma Core for most situations. (CR-8, Satchel, and Archery builds are the main exceptions, because the Polar Bear ice hazards tend to block necessary items or empty space on those.) You have to beat EITHER third area (Frozen Heart OR Magma Core) once to prove you can with each hero, and again to rescue Louis and get into the fourth area. If you haven't already been down there with the other four heroes before you rescue Louis, you'll have to go a third time with Purse to unlock the fourth area.
Grandmaster's massive health is balanced by his frequent rest breaks. I generally find him easier to beat than King and his annoying anger issues.
So you're saying I have to clear floor 9 with each character? So it doesn't HAVE to be Frozen Heart, I can just ignore that zone? And can I go find Louis and fight Disorder in a single Run as Purse, while traveling through Magma Core after clearing floor 9 and it's boss with each character before doing so with Purse?
I didn't have trouble with CR-8 - as long as I can get three corners and a Heat Switch to set up a loop, I can generally beat anybody. But if you have trouble with Tote, try Matthew's Item Set (there's only one for Tote), then look for all the Saps you can get, especially defensive (block or dodge). If you can find a Wiz Buckler, that helps a lot, too.
I then did Pouchette to Magma Core, cleared it. Then did the CR-8 Wiring Tutorial, then made the Beacon. I then did Satchel with Instruments to Magma Core, cleared that as well. I then did CR-8, I struggled a bit, got to Magma Core and found King, got slaughted because I apparently didn't have enough damage and block, even though I was doing 40 something in damage and getting 55 block a turn, with a Shield Spirit Relic, and Humble Offering. I quit it to start over.
I cheesed it with Belt of Knives, thankfully it worked. When I got back to Havensack Hill, Mathew cam up and talked to me about how King would come back endlessly. He also said that you FIVE have gone deeper than he ever have. Biut you need to go deeper to the corruption to cure the Dungeon of it.
Is this my conversation marker saying the Door to the Deepest level is going to be open when I get there with Purse again? Because I've only cleared the Floor 9 runs with everyone now except for Tote so far. Her Mosy Mace is good, I just don't know about how I'm supposed to build her carvings for getting and clearing Floor 9's boss, especially if it ends up being King again? Maybe if I could find a phyiscal shield with Tote on my run that isn't a Swamp Buckler?
So to the Final Boss, I was thinking if I could get Double Poison Potion and dupe it with Coral, I could then use it for Floor 9 Boss if needed, and also the Final Bosss.
So during Phase 1, does the boss deal Poison damage during that stage? If I just dump my Double Poison Potions onto them on Turn 1, will they purge it during the change to Phase 2? I know I'll need 7 minimum to kill them in a reasonable amount of time.
1. +3 x2 equals 6
2. 6+3 x2 equals 18
3. 18+3 x2 equals 42
4. 42+3 x2 equals 90
5. 90+3 x2 equals 186
6. 186+3 x2 equals 378
7. 378+3 x2 equals 764
If this is all correct, and that's only the Double Poison Potion itself.
Sorry to beat a dead horse over and over again with asking about the same question over and over again, but I'm kinda feeling zapped, with the needless grind it feels like to me right now at least.
So for my Tote run, I'd think I'd take the Mossy Mace item set, farm boss 1 for Reversal Hourglass, then farm boss 2 for Ice Cream, and then hope that Magma Core isn't King as the Boss I end up with? I pretty much completely focus only on gathering Oak hatchets and Acorn Caps for that build.
I thought it was, but you said you haven't made it with Tote yet. Go talk to Constance, the NPC who gave you blueprints for the Beacon. She'll give you a hero-by-hero rundown of which have made it and which have not.
I really think that the Mossy Mace set plus Saps is the way to go. Get all the Acorn Saps and Vine Saps you can, and add in damage saps (especially Sunsaps and Root Saps which stack poison and burn) in smaller numbers. Save as many Manastones as you have room for in hopes of getting a Wiz Buckler. Second best is a Wooden Buckler, but that requires you to leave a column open, which means it maxes out at 21 shield per energy. Whichever shield you get, forge it to make it Natural, and then - this is the key - NEVER TOSS ITEMS. That's why you want saps - they remove themselves into the discard pile where they boost Mossy Mace damage. Once you get enough saps to reliably get shielding and dodges, start getting rid of the Acorn Caps. Then just keep collecting saps - the more the better, because each turn they'll make your discard pile larger and your mace more effective. The shield - whichever it is - is just there for emergencies, when the RNG puts your short on blocking saps.
With this build, your relic priorities are Spare Glasses and Reverse Hourglass. Wasp Honey isn't bad, and Mortar can help in the 2nd area, where you might still have some Acorn Caps to clear out. For other items...as few as possible. Animated Textbook and Pot Carvings can help you get more saps in your hand. If you've got enough room for them without messing up your basic sap-based strategy, Sun Card, Wooden Shiv, and Thorn Shiv can get played into your backpack and then just sit there, getting stronger every turn while not taking any energy. Green Hearts are your preferred healing items, since they also remove themselves. Keep those to a minimum, though, as they tale up space in your hand that you need for more saps.
This build is very Frozen Core-friendly. You should have a fair amount of room to place ice hazards. You can even put them on top of your manastones - they will keep you from using the mana for your Annotated Textbook, but they will NOT reduce the effectiveness of your Wiz Buckler, as long as you don't place the ice right next to the Buckler, breaking the connection.
One last tip - don't forget that you can link up to five saps at once. Play two next to each other, then another two next to each other but one space away from the first pair, then the last one between the two pair to activate and remove all five at once. (You can do more, theoretically up to nine - but anything more than five you could do as two separate sets, so there's no point.)
If King is giving you problems, I strongly suggest you open up the Frozen Core and thus avoid him entirely. But the key to beating him is getting lots of burn or poison on him, and hitting him as few times as possible to keep his Rage down to reasonable numbers.
It wasn't the Dark Lady thankfully, since she apparently has a Transision phase. So with Farseerer, I toook m Cool Drink, used my 2 Acdicic potions, empied my Energy with Mossy Mace which was 8 or 9 at the time since I used Mossy Carving for some Health, and then dropped from 83 Gold to 25 Gold to Kill Farseerer first Turn, thank you Easy Mode.
I guess I should run with Purse now, Constance only comments about Louis right now, since I haven't been down there yet since Building the Beacon. Hopefully I can just automatically go into the final section of the Dungeon now. Now I just need to sit at the start farming for Coral Relic, then farm for Double Poison Potion on 1st or maybe 2nd Floor.
The Frozen Heart Boss was Poisoned to Death, thank you Double Poison Potions. The Door was able to be opened, and Disorder was Double Poison Potioned to death as well. Thankfully, because my armor was poor, between a Right Glove, and a Shoe Hat that gave me 12 block a turn, it was poor as you can imagine. Though I did get the Story Mode Credits bug.
All I have left now is the Quick Run achievements, and the Hardmode one as well.
Thanks for your help.