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Een vertaalprobleem melden
-- Room Selection --
Prioritize Relics > Spells > Hearts > Money. Don't bother with shops and forging. Maybe forge once at towards the very end of the game. Don't take shortcut rooms since it limits your options.
-- Relics --
In the first act, prioritize relics which grant additional spell/relic options or re-rolls. After that, prioritize damage defensive relics.
Damage Relics: Anything that gives raw damage such as % damage increase, extra chance to cast, bonus elemental effects, etc. Extra damage based on your coins is extremely good since you will avoid shops and forged when selecting rooms.
Defensive Relics: Movement speed, % damage reduction, dodge, etc. Flying and trap damage reduction from traps are also very useful when starting out.
Avoid: Circumstantial stuff like crit bonus, spell radius increase, second slot charge rate, etc.
-- Wands and Spells --
Don't worry too much about upgrading and forging spells. Just work with what you have, even if it's level 1 stuff. Build out all of you wands. If your main wand is mana hungry, simply rotate through them during combat while holding left click so that you are always casting. If mana is not an issue, slot your backup wands with spirits or secondary slots that passively charge.
Avoid spells with heavy recoil that make your character hard to control and move. The same goes for indiscriminate damage or poison on spells that may cause self harm. Summons tend not to scale as well as straight damage spells, so avoid them if possible.
-- Potions --
Assuming you will find the relic that grants damage based on coins, potions which give additional coins are very useful. If you save them toward the end of the run, you can get large amounts.
You can also save potions which grants temporary shield based on missing health for the bosses that give you trouble.
-- Chests --
Use keys on chest only when you have plenty. Otherwise, save keys for bonus rooms as they generally give you better rewards. Stay away from curses unless you know you can remove them.
That's interesting, I have been trying not to to skip any shop, especially if I have the Black Mark relic. Maybe this is just a newbie mistake because shops are exciting with all the spell options, as well as refresh. By not going to shops and forges, doesn't it make it a bit harder to kinda craft the "build" you want?
Good tips on wands, I've noticed I've been doing that a bit. I rotate thru them if my mana regen isn't great, but once I do get a great wand I try to set up my other wands with either resonance runes or wand spirits.
As an example, I finished a Nightmare 3 run today with an 8 slot wand. All the wand did was spin lvl 1 boomerangs around me with +5 penetration, so each boomerang gets 6 hits before disappearing. On top of that, I had 1200 coins, so 400% increased damage + the other relics I gathered through the run that increased damage further. You would need 40 curses + Mask of the Hexer (a rare relic) to match 400% damage. I had other wands running some passive spells, but the boomerangs were doing the most work.
Another way to think about it is like this... If there was a potion in the shop that cost 3 gold and increased your damage permanently by 1%, how many of those potions would you be willing to buy?
I imagine it can be abused as well. There's a potion that doubles all coins on the ground. Seems like you would be able to throw all your coins on the ground after clearing a room and them double them.
Because there's no real hint for this in the game: There's a rare map feature or three that have special interactions.... If something on a map looks particularly odd, and doesn't seem to have a purpose, it might just offer rewards you for doing the correct thing.
I wouldn't say avoid shops so much as be sparing with them - most of the time coins only become power when you spend them. The pick's great, but it's far from a certainty, and it's also much less strong when you haven't maxed out the coin-related metaprogress. The right purchase may well double your overall power, but shops only make you stronger if they have what you need and you've got the coin to spend. Any shop you enter without buying is a room fight that could have gotten you a relic, money, health, etc instead.... Balance is key.
A couple vague hints towards combos:
The spells that make your other wands do work are great, absolute great in their own very different ways.
Infinite pierce + anything that allows you to keep it on target, with optional poison...
If you practice at dodging (the game can be a bullet hell at times at the high levels), you can make it through the game relying on shields to take what damage you do suffer and using health as another currency for relics in the crimson rooms after each chapter boss. Some of those relics are very handy. the one that periodically duplicates your spell is cheap for it's effect. The reset key is something you should always take if it shows up in the first two chapters. Chapter 3 is a bit more situational. If you got a good wand reward and have a 10k+ DPS build by then, I would not use it, but if your build is not yet performing a reset could still be very beneficial.
I found using the soul set the easiest. You can focus on defense/dodging while the wand spirits handle the offense. Play the other sets once you understand the enemies and their attack patterns better and can dodge more easily while attacking.
TBH i kinda just brute forced him on my first kill. I have a screenshot of the spells i was using if you want me to link it but it doesn't have to be as crazy as my setup is on this current run to hit 10-20k dmg. Poison is a big factor if you can use the Reaper outfit