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She has fantastic powers, I'll give you that, but absolutely none of the sustainability to use them. And when I say none, I mean *NONE.* The Silent takes wounds like the Titanic takes icebergs. Every single game I play with her, health regen potions are clung to like gold, because the only other ways for her to gain that health back is random trinket drops (lol, RNG being merciful) a vampire pact (and good luck with getting through the game with 55 max health) or mandatory resting whenever possible (but again, that means not upgrading your cards, which means taking more damage later, which means more resting, which eventually collapses into unsustainable failure.) Her damage output isn't the problem- her defense is just LACKING. If you're deck isn't absolutely ♥♥♥♥♥♥♥ loaded to the brim with Leg Sweep+ and Dash+, you're screwed. For God's sake, The ironclad has a card that lets him increase his HP every time he kills a non-minion and a charm that regenerates 6 hp every end of combat. Does the Silent have anything even remotely similar?
Yeah Silent just dont take damage. Thats her survivability. She is superior in everything quite literally. More often than not 1 footwork is already enough for a win run. 1 damn card. Backflip is insane. A better block with Draw. Sign me up. And the cards i said. Dash is insane. Predator is insane. Outmanever helps with tons of crazy ♥♥♥♥. But mostly Footworks man. Silent has a lot of power and very good balance of defense and offense. Just take good solid cards and youll be fine every time.
My winning build was a TON of poisons, and I even only got one Catalyst all run, yet was still getting 80+ stacks fairly consistently and almost never took full damage because of applying weakness. Probably won the run because the first relic I got was the one where enemies' attacks go down to 25% rather than 50% when weakened.
Burst+ and Bouncing Flask+ and Bouncing Flask+ after a turn with outmaneuver is crazy fun.
I like almost everything about Ironclad, but I'm having problems getting into Silent.
If you have 3-4 backflip in your deck, you can't lose.
ironclad is the only one ive reached the heart with so far, that was when i threw caution to the wind and went on a perfected strike burst build
Cards to put in any Silent deck:
Apotheosis: Still the best card in the game, without question. The nerf means you may want to spend an upgrade on it, but it's still hella busted at 2.
Neutralize+: 0 cost card that deals damage and gets a heavy damage dealer off your back for a couple turns? A near must have. I usually pick up at least one or two other sources of weak throughout the game to suppliment.
Footwork: Dexterity is important no matter what build you're going for. Upgrading 2 of these makes it very hard for you to take damage most of the time.
Tools of the Trade: It gets you extra options and allows you to discard undesirables. The only reason it's this far down is because you've got slightly more reliable options for card draw than the effects above, but this is a great card.
Quick Slash/Escape Plan: Card draw is important in general, but you want to get something out of it, and these two deliver most consistently. Escape plan seems worthless until you consider that it costs 0 and gets better with dexterity.
Beyond those, put in cards that further your win condition or shore up glaring weaknesses, but don't feel obliged to pick up a card just because you can, you'll end up with a bloated mess if you do that.
Gameplay wise, the Silent is about biding your time and waiting for opportunities to absolutely unload on the foe. If your options are "take 2 damage, deal 6" or "take 12 damage, do 18," you should always be prioritizing the former. Every enemy (except cultists, bandits, one of the T3 hedron monsters and several imps) has a break in their attacks. Some are random, some are scripted, but you're looking to deal chip damage until one of those lines up with a handful of strikes or better.
I'll say this right now: you should not take more than 2 points of damage total before you reach the first chest unless you fight a miniboss. That's how predictable and manageable the patterns of early monsters are. Success with Silent is all about extrapolating that minimal expenditure playstyle out to all 3 levels. Also, don't forget to unload potions frequently. From the sound of it you use them often enough, but I can't count the number of times I died that a potion would have saved me.
I had some good relics though, the one which draws 2 extra cards and confuses you. Had some back luck, but mostly you have good luck with all your card draw. Really rare not to have some cheap cards. You can just def up all the time and use something like Shiv cards or your 0 cost attacks to build up poison and just take no dmg. Or if you don't get Envenom, just wait with the 3 poison per round from Noxious Fumes.
On top of that you have so many weaks, that the enemy never runs out. I got it ramped up up to 20 rounds on bosses :O
http://steamcommunity.com/sharedfiles/filedetails/?id=1275573060
In my opinion it is much harder to get a good combo on silent.