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no honestly i am lost i played so many games but i can not for the life of myself get the witch to work; she just doesn´t do anything and is completely reliant on having a lucky run;
For the poisoners, focus on ice attacks. With some exceptions, most poison users need high-rank dice, and freeze will keep them from building up on you.
Edit: Brass Cauldron builds are my favourite in general, and Paper Knight is probably the absolute best rule to see as Witch, with Wolf Puppy as a distant second. Snowman and Bounty Hunter can make or break a run based on your build, but for people just trying to brute force her bonus round I'd almost recommend restarting if you don't get Paper Knight as the first rule.
Edit 2: Lucky 7 and Sine Wave can also be a sustaining combo if you've got some other means of dice manipulation or regeneration. Hall of Mirrors or Mirror Cauldron builds can work too, but only if you're also investing in heavy defensive abilities to keep yourself alive while building stock.
The other builds that are reliable or interesting are things like upgraded Magic Missile, and the magic dagger machine gun builds.
She's my favourite class, and the main problem I have with her is that runs with her are really hit and miss. She has a lot of lousy skills, so if you get them, your run is pretty much over.
2. Duplicate is your god. Hall of Mirrors+ is your king. Together they lead you to victory.
3. Go for upgraded slots not prepped ones. Slots are given to you for one dice. Upgrades aren't available otherwise, and she has some amazing upgraded spells. For perspective, a prepped spell slot is worth one dice on turn one. Upgrades are worth at least one dice for the entire combat through HoM+, and then whatever value you get from other spells.
4. There is a 'best' dice slot for every spell. EVEN goes on odd dice, ODD goes on even dice. Duplicate goes on 2-3 and HoM goes on 5 or 3 (since it's upgrade is Even, and 1 is dedicated to rerolls).
Too bad, so sad. Gotta restart or get clobbered by the minions.
That said you can attempt to stack the odds in your favor:
In most episodes you're best served immediately prepping Infliction and ditching Cauldron for floor 1's enemies. That guaranteed 3 damage every turn is better than hoping to fish with Cauldron to set an Infliction down and then use it. It's just nice in general. It's absolutely crucial on Elimination Round and Bonus Round: Hard Mode (albeit maybe Snapdragon as an Infliction equivalent).
On your first level up in most episodes you're offered your choice of two of the following three spells:
Ice Shard (ice elemental -- accepts all odd dice. Accepts any dice when upgraded)
Electric Shock (lightning elemental -- accepts all even dice. Accepts any dice when upgraded)
Burning Light (fire elemental -- accepts dice of 4 or higher. Accepts any dice when upgraded)
On average, ice wrecks more enemies than it doesn't. You're *usually* better served from picking Ice Shard over the others. That said, there are a couple enemies that damn near hard counter ice on ER/BR:HM so keep that in mind.
Lightning is better in some situations than ice. If the spell in the chest on floor 1 is a Magic Shield, there's certainly an argument for choosing Electric Shock over Ice Shard since it's better to have spells that don't compete for the same kinds of dice in general -- Electric Shock takes evens while Magic Shield takes odds.
Burning Light, on the other hand, is the glass cannon build and you're gambling on dealing more damage instead of controlling how your enemies use their dice. The upshot of that is that when you roll high? You will devour floor 2 enemies. The downshot is that if you *don't* roll high? You're doing like no damage and getting slapped in the face. Doubly so on EM/BR:HM.
I'm of the opinion that while it's fine to peek at what's in the chest on Floor 1, I never take the spell inside until I've taken and slotted my spell from level up first.
IMO, Ice Shard is best slotted on either 2, 4, or 6 in the spellbook. Electric Shock 3, 5 (or a begrudging/foolhardy 1).
I pretty much only ever slot Burning Light on 3. I don't have the cajones to get rid of Infliction because some fights you just don't roll high and Infliction can carry you to a slow victory if nothing else. I don't like slotting over Cauldron unless I'm sure I no longer need it.
After all that? It really just depends on what you find in the shops and on level up. If you happen to pick up Magic Key? And you then happen to come upon Magic Dagger? Pick up an upgraded slots and you can chuck dice into Magic Dagger and deal some decent damage midgame.
Find Life Drain? Instant purchase, no question about it.
Glass Cauldron? Very few reasons not to pick that up if for no other reason the ice effect.
General battle tactics? You have to stop and study your Spellbook. Like take for example a Magic Missile: it only takes even dice. So clearly if your aim is to chuck even dice into a Magic Missile you don't want to be short even dice once you summon it, right? So it makes the most amount of sense to put it on an odd slot in your Spellbook, a 1, 3, or a 5. If Magic Missile happens to be your bread and butter spell? Make sure your even slots on your spellbook aren't where other amazing spells you might want out in the same combat.
Like if you're running both Ice Shard and Magic Missile? Nothing wrong with that, but realize you're going to want to chuck every 5 you roll into an Ice Shard. *Bad Idea* to then put Magic Missile on slot 5 in your spellbook -- it necessarily restricts your options.
That all said, let's talk about Parallel Universe and Bonus Round: Now in these modes the game adds a new mechanic to the Witch: Mana. There's certain spells that give the Witch Mana which activates certain secondary effects on some Spells. You will only find these types of spells in Parallel Universe. In Bonus Round? You'll find all the plain jane stuff and the Parallel Universe stuff.
The thing about both suites of spells is often they have little synergy with each other. Like a Magnifying Glass is, for all intents and purposes, just a better Doppledice (except in those situations in which you have Mana and you need that Mana for later in your turn, but dammit if you don't need to use Magnifying Glass first to make all the magic happen and you're kicking yourself for not picking Doppledice).
Point is that instead of Ice Shard, Electric Shock, and Burning Light, there's also Cold Snap, Lucky 7, and Sun Beam.
Lucky 7 is both easier and harder to set up than you'd think, but when it sucks? It *really* sucks.
Sun Beam is alright.
Cold Snap is where it's at because it only requires your Mana be at a certain level. It doesn't actually consume Mana -- I mean it's still little recompense when you can't roll a 6 to save your life for Snapdragon, but at least it's there.