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If frost orbs aren't offering you the defense you would like, take a look at how you're playing -- is there anything you could do to capitalize on them? Having extra focus quickly makes frost orbs powerful! That plus the other block cards (leap, auto-shields, stack, etc.) quickly provide some good defense for the Defect.
Glacier is a key card when trying to master the frost orbs. Couple this with the Cool Headed (gain a frost and draw 1(2) cards), plus Blizzard -- you can stack defense and do some offense, while cycling through your deck.
I personally like frost orbs, as they quickly amount to being an impenetrable turtle.
The only problem with Frost is that the only exceptional Frost card is Glacier.
I just recently got that card but I have not encountered it yet in my runs. So far I've been having a difficult time setting up the orb slots while maintaining enough health waiting for the ice orbs to stack, especially while going through normal rooms. Without Glacier I end up using offensive frost cards or cards that draw, which is pretty useless on the first floor.
Do you think envoking them right away is a better strat then keeping them up? I'm not too sure if I should be maintaining their passives or envoking but I always try to keep them up.
Also I might be messing up by adding a bunch of defend cards so when I end up going against an enemy that blocks or has plated armor I could barely ever dish any damage. I'm guessing rainbow would solve this situation by adding in that single dark orb.
Yeah it was just a suggestion I thought would be cool. With the focus mechanic in play this will probably never go into effect but who knows, maybe a fourth character can use this algorithm.
I want to like frost orbs too so that I can become an impenetrable fortress but it just doesn't seem to work for me. Maybe a few more runs then I'll see it.
Neither. My best runs have been with a very small number of Orb slots (4 max) and then you keep channeling Orbs, ideally as a secondary effect of something else, but not necessary. This way, your new Orbs keep pushing your old ones out and you get multiple free Evokes.
Once that slaver is dead, you can take all the time in the world to stall against the parasite.
Hm but if you're saying that a low amount of orb slots is the better way to play, wouldn't it mean that they need to buff runs where you have a lot of orb slots? Also is conduit the skill that envokes all your channeled orbs and gains that many orb slots? I accidentally got a second one with hello world or something and it was such a dead card, especially after I found out the 10 orb limit.
Edit: I can't seem to find this card anymore. Must be removed and most likely not called conduit.
Whether or not to evoke or leave orbs in a given turn is a part of the Defect decision making process and depends on your specific situation. Generally, my strategy with Frost is to fill up as many slots with Frost to reduce the chip damage you take per turn and thus per battle and evoke them as necessary with channeling cards if you need the extra block on a given turn. I think taking a few extra block cards early is okay, but my priorities early on tend to be offense - Streamline, Beam Cell, Go For The Eyes, maybe Claw or Sunder if lucky or Ball Lightning or Cold Snap if I have to. It doesn't really matter how you do it - you need to be able to do a bit of damage while still maintaining your block.
The beauty of Glacier is that playing Glacier when you're playing Frost is almost never bad. It gives you large amounts of Frost orbs, potentially evokes extra Frost orbs or other orbs, and gives you block on top of that - it's literally everything you want to do while you stall and hopefully build up towards a state with no fail scenario because you cannot be killed.
And as for buffing the 10-Orb build. Nope. You should only be going for a large number of Orb slots if you get cards that increment your Focus reliably in the first place. Then you can hang 10 Orbs up there and go make coffee while you passively murder everything while generating 60 Block per turn.
You mean the easiest boss to stall against?
I have literally no idea what that means. I just kill ♥♥♥♥ gud.
he is saying that the awakened is the easiest boss to stall against.
the awkened(as long as you are not running a metric ton of powers) can be stalled out on his first form extremely easily until you ramp up. then you kill his first form and laugh at the fact that his second form either dies in one turn or can no longer hurt you.