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by moomin
2155 days ago
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A really important point with card choice: even ignoring your current deck (and you shouldn't ignore your current deck), the best cards are Act dependent. At the start you want to pick flat high-damage cards that are immediately useful. In act 2 you need cards that scale with the number of enemies, because mobs are common. In the final act it's all about card synergy and things that enable you to manage your deck. With that said, as the Defect, Defragment and Capacitor are nearly always a no-brainer. Capacitor not so much in Act1, because nothing lasts long enough for it to pay off. And if you've got anything that adds orb slots, Consume becomes really powerful (even without, you can do 10 damage a turn from two orb slots instead of 9 from three, which isn't nothing). Loop builds are very strong as well, but trickier to get right because you need to pay close attention to your front orb. Finally focus+frost can easily give you so much block most enemies can't cut through. (Watch out for Reptomancer, though, she doesn't respect anyone without DPS.) |
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But I was a little too weak on my defense that go (had some frost generation, but not enough), and I made a dumb mistake attacking the Masked Bandits instead of losing all my gold, who did 50 damage to me before I killed them, bringing me down to 18 health, then I couldn't get to a campfire until I fought 3 more regular enemies, and the next enemy brought me down 6 more, then the second enemy after that got me down the other 12. Oops.