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1) Grab defence cards - your best defence is a good... Defence.
2) Learn to leave cards behind that aren't important for the build you're going for.
3) Remove your strikes as you build up your deck to keep the card count down. Less cards = more chance the goods ones come up.
4) Check your runes - these are the things you can't directly control, but as you start to pick them up, ask yourself what they would work well with and build around those if possible.
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With regards to a poison build, it can be difficult because you're primarily waiting for THEM to die, while you hole up behind your defence. Catalyst is your key card here, but it exhausts on use, so it's often a strategy I only really take if Catalyst comes out early and I think I can build around it - other than that, I use poison as a supplementary to beat heavily armoured enemies.
The best strategy I've found is to choose your cards on the basis of:
Defence > Card Draw > Extra Moves > Attack
If you can get a good set of defensive cards (Specific to the Silent, he has some great 2 Cost cards for this that double up as defence and attack) then start to get cards that allow you to draw more, and cards that allow you to play more. You want to be keeping that defence up, but also have the option to strike back with those extra move points.
Hope that helps, but really the thing to remember is: Don't take every card you're offered. You dilute your deck and you end up with no efficiency.
Thank you very much, I'll try that approach!
I would note this strategy probably doesn't work so well for ascension 2 and above. Things just hit way too hard, especially for units who can gain strength.
That will be a whole new problem, I think... I still need to defeat the 3rd boss which I'm nowhere near to just yet.
Good idea, I have had 8 wins as the Silent (lost about 40 at this point) I find Noxious fumes and great defence work well, however without footwork or after image 5 defence for 1 energy(Defend) or 10 defence for 2 energy(Dash) is not enough. I often find myself using every bonfire for healing in the 2nd half of ACT 1 and throughout ACT 2 & 3, therefore not getting many upgrades, how would you suggest countering this if you dont find footoworks or after images early on?
Some general hints:
Never fight elites before campfire.
I always upgrade Neutralize if im going to fight elites, unless i have a Leg Sweep, having 3 turns weakness through a deck cycle is enough imo.
Flying Knee, Dagger throw/spray, Quick slash, pick few of those in early game just to get stronger. The reason why i really like Dagger spray is, if im going to fight 2 elites on act 1, there is a pretty decent chance that i will encounter sentinels (3 pillar), and this card is pretty much the best thing against them. Also 2 out of 3 elites on Act 2 are multiple enemies, 2 out of 3 bosses on Act 2 are Boss+minions, so this card most of the time is very usefull.
Piercing Wail very strong card, having coupe of those in defencive decks never hurt me
Dash is very strong on act 1, but i do not suggest on picking more than one, later on its not that effective imo.
I rarely pick Acrobatics on act 1, if you wont get energy relic from T1 boss, this card will be very slow.
Always pick and upgrade Well laid plans, this card is just so good in mid game.
Relics that im looking for when i play slow defencive decks are:
Oddly Smooth Stone: very cheap 1 dex
Paper Krane: op tier, the amount of survivabiity that you getting from this relic is just insane
Mummified hand: Silent has a lot of strong powers, the problem is, everytime you play any of your power its tempo lost, and if you didnt get energy relic on Act 1 you might have a very hard time to play your powers with atk/def cards to keep your tempo, and this relic pretty much fix this.
Gambling chip/bag of preparation also quite nice, as you will get strong opening hand more often.
Thankyou very much, I can see what your saying, in some of my successful runs, I had some of those present, I will take it all into account.
Edit: I just finished a run using your advice, what a vastly superior gameplay experience, being able to weaken enemies often is brilliant while I wait for the fumes to kill them off, I had the Krane and mummified hand, along with an upgraded Piercing Wail, Upgraded Crippling Poison, Dark shackles, Malaise, upgraded neutralise, leg sweep, only 1 footwork and after image along with an upgraded well laid plans. It just made the Time Warper a cake walk.
Thanks again for this advice.