2) My most common keepsake plan: Act1: Greed play, something that helps the rest of your run. Usually Coin Purse. Act2-3: God Keepsakes, to advance whichever gods are most central to your build. Act4: Combat benefit that helps you most for final rooms/boss. Usually Acorn.
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3) The biggest point of synergy to notice is that boons which add % damage are best with slow attacks/specials (e.g. Aphrodite), and boons with add a fixed-damage proc are best with fast attacks/specials (e.g. Zeus).
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4) The first boss is usually* in room 14, second boss in room 24 (act2 is very short), third boss in room 36. *If you take a Chaos or Erebus room in room 13, everything for the rest of the game is delayed by a room.
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5) You get offered two shops in every floor, one at the midpoint, one just before the boss. If you take a _non_shop room before the boss, it will be a free reward, so this is often an attractive alternative to the shop. Only the midpoint shop can offer the optional shop fight.
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6) You can 2 Hammers total in a run, and 2 Hermes boons before Act4. These are both strong rewards, but not always critical to pick, due to the limit--a god you really want might be a better pick, and get your Hermes or Hammer later.
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7) Nearly every meta-progression problem (want to progress a certain character for story or reward reasons) just solves itself as you play more. There's some randomness, and everything appears at some point if you play more runs.
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8) Mirror Talents: Shadow/Fiery: does your weapon do an initial big hit? Chthonic/Dark: Dark is far more total healing, Chthonic works in Act4 Death/Stubborn: Stubborn while learning, Stubborn at very high heat (LastingCons.), Death in between, when you only die to bosses.
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8.2) Greater/Ruthless: 1 dash is tough times at final boss, so Ruthless can be a gamble for extra dashes. Boiling/Abyssal: offense/defense, but Abyssal is multiplicative and generally always helpful. Infernal/Stygian: pretty open based on eventual build
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8.3) Deep/Golden: Golden is more value but requires skipping early shops. Thick/High. Thick Skin unless you really know what you're doing. Privileged/FF. Privileged is higher peak power in the right build, FF is good with anything.
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8.4) Final three rows are quite open, but I currently default to: Dark Foresight: more total power in runs. God's Pride: I want either rare chance or epic chance to minimize white boons. Leg. chance is quite appealing if you have a build target. I run F.Persuasion.
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9) So you're ready to start using Heat: The most "free" point of Heat after the 1.0 patch changes is Tight Deadline 1. None of your wins probably take 36 minutes (if you don't stand around).
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9.2) More broadly, start using the Heats that change/add content, because they become "normal" parts of the game as you learn them. Extreme Measures*, Benefits Package, Middle Management. *At least up to 3. EM3 is a very hard fight. (But also hilarious and awesome).
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11) Probably the single best boon for learning and getting comfortable is Divine Dash (it's very good at all points in progression). Don't rely on it, don't force Athena every run or something...but, it's good.
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12) Take Chaos gates in act1. Not only are they very strong with the whole run ahead of you, you'll learn to be a bit familiar with the downsides, and basically anything is manageable in act1. Take them in later acts too, based on context and once you're used to them.
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13) Theseus (phase 2) walks backwards 3 paces after catching his spear, every time. LOS the spear, then pop out and fire all your ranged attacks. Also, Artemis cast/call are unblockable.
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14) Weapons that you can get very good value out of for 3-4 Titan's Blood: Chaos Shield, Eris Gun, Talos Fist, Nemesis Sword, Poseidon Sword. Maybe Achilles Spear--it was a big early winner for me, less so now. Weapon that's super solid once you can invest 6 or 10: Chiron Bow.
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15) If your goal is to survive/solidify a Hades kill: --Skelly keepsake is 100HP, plus a little overflow --Cerberus is 125 if you have all 3 lives --Acorn avoids 5 hits. 200HP or more if you mostly get hit by sweeps. Still probably well over 100. Also scales with Hard Labor.
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16) 3 prophecies that encourage you to vary your playstyle (all weapons, all Heats, all Mirror talents) give you 33 Titan's Blood between them, a huge amount. When working up the low Heats and things aren't too hard yet, try to vary your setup to knock these out.
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17) There's a specific play you can make with Bone Hourglass (Keepsake). Pick it at the start of Act3, then buy buffs at the Well. After Act3, buy more buffs, then swap your keepsake for Act4. You can keep a lot of Well buffs stacked up. Fated Persuasion lets you get even more.
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18) If you have an Act without a particular god pick in mind, things to try are: --Bone Hourglass if it's Act3 --Athena, because Divine Dash, and the chance to have Last Stand available --Artemis, for general DPS increase from Pressure Points+Hunter's Mark
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19) If you're playing a Cast build, Hermes Legendaries can be outstanding. There are two ways to enable them: --take a cast bonus from first Hermes boon --equip Lambent Plume Lambent Plume Act2 can be kind of an ersatz "god keepsake" for Hermes in this way.
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20) There's a typical structure to Boon requirements, it's not just arbitrary and obscure. --Every god has 5 "core" boons (Attack/Special/Cast/Dash/Call), that usually share a mechanic. --Then has boons that modify that mechanic (colloquially called "Tier 2" boons)
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20.2) Tier 2s can only drop if you have a core boon (logical, since otherwise they wouldn't do anything). e.g. Lightning zaps are bigger, Weak lasts longer, etc. A God's Legendary generally requires 1-2 of their Tier 2 boons. Not obvious, but makes you invest deeper for a Leg.
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20.3) Duos generally require a core boon from each of the two gods. Exceptions where logical (e.g. Duos that modify a specific cast require that cast). Before long you'll know what legendaries/duos you're unlocking with certain picks during a run.
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21) Once you've accepted boons from 4 gods (excluding Hermes), your "pool" is closed for the run, and the remainder will come from those 4. You can force additional gods into the run with keepsakes, still.
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22) Apparently (I just found this out), Duo boons will not drop from Trial of the Gods rooms.
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23) Once you start unlocking summons, I’d consider focusing on Shady or Battie. Shady is great for resource management—getting life back when you choose can save DDs. Battie though—once you’re used to one-shotting boss phases, it’s hard to give up.
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23.2) You can’t use damage summons on final boss until a late unlock. Until then, that’s a big point in favor of Shady.
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24) If you’re at point where low heat is reliably winnable, but are grinding up Heats one-by-one, consider buying the Titan’s Blood in Act4 to get more out of each run. If you start Coin Purse, and use Golden Touch talent, it’s surprisingly easy to get to 1200 gold.
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