I'm still surprised they never made Noxious Fumes rare instead of uncommon. As an uncommon it's an auto-pick
While I'm glad this is true (because Noxious Fumes is a card that's helpful to have reliably accessible), it does make me reflect on Unload and what a strange rare it is. >_>
Just had a unique win with Ironclad. The core idea of the deck was to load it up with Wound cards from Power Through+ and Wild Strike. Then I used Evolve+ to draw 2 cards per status card I drew, which would easily fill up my hand to 10. My damage would come via a full hand Fiend Fire+ or Fire Breathing+ dropping 10 AoE damage per status card. It was pretty nutty.
At the very end of the run, I got Charon’s Ashes for more damage and Barricade/Entrench/Body Slam for extra damage on another target.
I’ve been playing with similar builds, and it’s gets nutty when you’re drawing full hands every turn and doing tons of passive damage.
I haven’t considered using fiend fire to actually burn them for extra damage, though, I’ll keep an eye out next time.
A full hand with Fiend Fire+ on a Vulnerable enemy is a metric fuckton of damage. Base is 7 damage per card, upgraded is 10 damage per card. 9 cards is 90 damage or 135 on a Vulnerable enemy. It also procs your Exhaust abilities (Charon's Ashes, Dead Branch, Feel No Pain, etc) multiple times for some crazy wombo-combo stuff.
Just cleared A4 with a similar build. Most damage coming from the passives, but I also had a shit-ton of defence, from the card that lets you keep your block. Picked up Snecko, and three of the cards that let you double you block, and a few other high cost block cards, like flame wall.
My defence against bosses often hit the 999 limit.
Naturally A5 has been a series of losses, but I remain optimistic !
Just had a unique win with Ironclad. The core idea of the deck was to load it up with Wound cards from Power Through+ and Wild Strike. Then I used Evolve+ to draw 2 cards per status card I drew, which would easily fill up my hand to 10. My damage would come via a full hand Fiend Fire+ or Fire Breathing+ dropping 10 AoE damage per status card. It was pretty nutty.
At the very end of the run, I got Charon’s Ashes for more damage and Barricade/Entrench/Body Slam for extra damage on another target.
I had a run going like that but never got enough block and my cards would draw in the absolute worst order.
I'm still surprised they never made Noxious Fumes rare instead of uncommon. As an uncommon it's an auto-pick
As incredibly strong as it is for an uncommon, it'd be a very weak rare. Like Unload seems weak, but the thing about Unload is it's incredibly efficient damage:energy. 18 damage for 1 energy, no scaling required, is crazy good especially early (Compare Bludgeon+ 42:3, which means 14:1... ontop of being way less flexible). Later on Unload is pretty weak, yes, but not all rares are created equal.
Honestly, unload's real issue is that Tingsha should not be a rare relic, while Snecko Skull should not be a common relic. Snecko should be uncommon, and Tingsha should be Uncommon or common (I'd favour common because Discard is pretty weak vs poison).
Doing A5 with the soldier guy. I get to the the last boss, the two donut fuckers, and I realise I have a Feed card in my deck - one more achievement to tick off ! (Kill Donu with a Feed)
So I get Donu down to 20 health, and my Feed does 15 damage.
Fuck.
So I quit and restart, this time using three +2 strength cards, not two like the first time, thinking the extra damage will help me whittle them down faster, and Feed will do a bit more damage.
But I'm running the above deck, with tons of burst damage being done. I use the fiend card to exhause my hand and kill off the other guy, then draw and entire full hand full of so many status cards Donu is killed automatically.
It happens so fast I don't have time to quit to desktop and retry.
Still, A5 cleared, I guess...
+1
ArcticLancerBest served chilled.Registered Userregular
I'm still surprised they never made Noxious Fumes rare instead of uncommon. As an uncommon it's an auto-pick
As incredibly strong as it is for an uncommon, it'd be a very weak rare. Like Unload seems weak, but the thing about Unload is it's incredibly efficient damage:energy. 18 damage for 1 energy, no scaling required, is crazy good especially early (Compare Bludgeon+ 42:3, which means 14:1... ontop of being way less flexible). Later on Unload is pretty weak, yes, but not all rares are created equal.
Honestly, unload's real issue is that Tingsha should not be a rare relic, while Snecko Skull should not be a common relic. Snecko should be uncommon, and Tingsha should be Uncommon or common (I'd favour common because Discard is pretty weak vs poison).
You're definitely making a case for a card that I never valued all that highly, but I think you're poking at something I've always found a little lackluster in the Silent's card pool, which is that her discard mechanisms feel like there's just a little something missing. Compared to Ironclad having a lot of cards that play around exhaust, and fueling it from within the card pool, Silent has a bunch of cards that discard, some cards that want other cards to be discarded, and a pair of uncommons that feel like the only means of getting anything extra from that without finding relics. And you can make a case, I believe, for them intentionally being little synergies but what I think is missing is that she rarely gets a concrete benefit like the Ironclad does - the entirety of discard turns into draw filtering and the occasional card that gets some minor 1-turn extra benefit. That's not to say these things aren't valuable, but more that I wish it could be a bit more interesting. Bandages and Tingsha are really fun relics that feel very good to have when you have a few cards that trigger them, and I would appreciate being able to find that fun more often.
Doing A5 with the soldier guy. I get to the the last boss, the two donut fuckers, and I realise I have a Feed card in my deck - one more achievement to tick off ! (Kill Donu with a Feed)
So I get Donu down to 20 health, and my Feed does 15 damage.
Fuck.
So I quit and restart, this time using three +2 strength cards, not two like the first time, thinking the extra damage will help me whittle them down faster, and Feed will do a bit more damage.
But I'm running the above deck, with tons of burst damage being done. I use the fiend card to exhause my hand and kill off the other guy, then draw and entire full hand full of so many status cards Donu is killed automatically.
It happens so fast I don't have time to quit to desktop and retry.
I'm still surprised they never made Noxious Fumes rare instead of uncommon. As an uncommon it's an auto-pick
As incredibly strong as it is for an uncommon, it'd be a very weak rare. Like Unload seems weak, but the thing about Unload is it's incredibly efficient damage:energy. 18 damage for 1 energy, no scaling required, is crazy good especially early (Compare Bludgeon+ 42:3, which means 14:1... ontop of being way less flexible). Later on Unload is pretty weak, yes, but not all rares are created equal.
Honestly, unload's real issue is that Tingsha should not be a rare relic, while Snecko Skull should not be a common relic. Snecko should be uncommon, and Tingsha should be Uncommon or common (I'd favour common because Discard is pretty weak vs poison).
You're definitely making a case for a card that I never valued all that highly, but I think you're poking at something I've always found a little lackluster in the Silent's card pool, which is that her discard mechanisms feel like there's just a little something missing. Compared to Ironclad having a lot of cards that play around exhaust, and fueling it from within the card pool, Silent has a bunch of cards that discard, some cards that want other cards to be discarded, and a pair of uncommons that feel like the only means of getting anything extra from that without finding relics. And you can make a case, I believe, for them intentionally being little synergies but what I think is missing is that she rarely gets a concrete benefit like the Ironclad does - the entirety of discard turns into draw filtering and the occasional card that gets some minor 1-turn extra benefit. That's not to say these things aren't valuable, but more that I wish it could be a bit more interesting. Bandages and Tingsha are really fun relics that feel very good to have when you have a few cards that trigger them, and I would appreciate being able to find that fun more often.
I think tough bandages being lower would necessiate nerfing it, it provides a LOt of block from unusal sources. but Tingsha should definitely be lower. The other thing that would help silent with discard is if tactican and.. the other one were playble without being discarded - i'd make them be the equilvent to a strike/defend respectively when played for energy, and keep their current riders.
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
Had a really nice Ironclad run going last night on A7. I basically grabbed every attack I could that had the word "Strike" in it and then loaded up on 3 Perfected Strikes.
I don't know if it was the same run or not, but I know I got to the 2 fuckers and just couldn't DPS them down fast enough versus how much damage they were dealing.
I'm finding that with Ironclad, it's really, really important to keep your deck size down early.
Had a really nice Ironclad run going last night on A7. I basically grabbed every attack I could that had the word "Strike" in it and then loaded up on 3 Perfected Strikes.
I don't know if it was the same run or not, but I know I got to the 2 fuckers and just couldn't DPS them down fast enough versus how much damage they were dealing.
I'm finding that with Ironclad, it's really, really important to keep your deck size down early.
depends on what your deck has for cards/relics and how good your card draw is. if you have stuff like corruption/dark embrace, burning pacts, battle trance, gambling chip, bottled tornado/lightning etc. then you can probably get away with a large deck
I'm still surprised they never made Noxious Fumes rare instead of uncommon. As an uncommon it's an auto-pick
As incredibly strong as it is for an uncommon, it'd be a very weak rare. Like Unload seems weak, but the thing about Unload is it's incredibly efficient damage:energy. 18 damage for 1 energy, no scaling required, is crazy good especially early (Compare Bludgeon+ 42:3, which means 14:1... ontop of being way less flexible). Later on Unload is pretty weak, yes, but not all rares are created equal.
Honestly, unload's real issue is that Tingsha should not be a rare relic, while Snecko Skull should not be a common relic. Snecko should be uncommon, and Tingsha should be Uncommon or common (I'd favour common because Discard is pretty weak vs poison).
You're definitely making a case for a card that I never valued all that highly, but I think you're poking at something I've always found a little lackluster in the Silent's card pool, which is that her discard mechanisms feel like there's just a little something missing. Compared to Ironclad having a lot of cards that play around exhaust, and fueling it from within the card pool, Silent has a bunch of cards that discard, some cards that want other cards to be discarded, and a pair of uncommons that feel like the only means of getting anything extra from that without finding relics. And you can make a case, I believe, for them intentionally being little synergies but what I think is missing is that she rarely gets a concrete benefit like the Ironclad does - the entirety of discard turns into draw filtering and the occasional card that gets some minor 1-turn extra benefit. That's not to say these things aren't valuable, but more that I wish it could be a bit more interesting. Bandages and Tingsha are really fun relics that feel very good to have when you have a few cards that trigger them, and I would appreciate being able to find that fun more often.
I think tough bandages being lower would necessiate nerfing it, it provides a LOt of block from unusal sources. but Tingsha should definitely be lower. The other thing that would help silent with discard is if tactican and.. the other one were playble without being discarded - i'd make them be the equilvent to a strike/defend respectively when played for energy, and keep their current riders.
Quite possibly. I'm not claiming anything is a simple change. Just remarking on how the artifacts are the most "hey this is kind of fun to do" mechanisms available but since you rarely find them discard is often bog-standard-card-game-efficiency-boringness. In line with that, I don't think making Tactician and [Other card I also forget] innately playable really changes that so much as it makes those two cards less bad to take before finding their triggers.
Like, humor this idea not because it would be balanced, but because it would be fun: imagine if A Thousand Cuts or After Image triggered off of playing or discarding a card. That's the kind of feeling I wish you could find a bit more reliably with discard.
I fell in love with Perfected Strike early in my StS days, but never have been able to make it work. The card itself is great, the problem is all the shitty Strike cards you're adding to your deck. Of course, this was before they added that Strike relic to the game, but I don't know if that helped that much.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
0
ArcticLancerBest served chilled.Registered Userregular
You just need to find other strike cards!
Pommel Strike is excellent~ Twin Strike and Wild Strike can both be good depending on your deck otherwise. Swift Strike is nice if you manage to find it. And of course there's always more Perfected Strike!
I don't think it's an all-in card, generally. It's good damage in A1 because of your natural deck composition, but Ironclad just has such good damage scaling options it's kinda gimmicky to try going even harder on it? But I mean, you're blasting around in low ascension again so just go to town and see how high a number you can get.
Just had an interesting win with the Defect. The set-up was this:
I played both Capacitor+ to get to 9 orb slots. Filled them up with Frost and Lightning orbs.
That was it. The craziness came in from the Pain curse I picked up. It dealt one damage to me whenever I played a card. That damage triggered my Emotion Chip relic which triggered all my orbs at the start of the next turn. The Pyramid meant I never discarded Pain causing the Emotion Chip to activate every turn.
I bought two +2 Focus potions and held them for the Shapes. I started each turn with 24-30 block and dealing 28-35 damage. An accidental, but happy build.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
+6
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
I don't think I'm burning out, but I'm getting frustrated as I climb more. Like... I am now trying A7 ironclad and I just can't get things going most of the time.
I don't think I'm burning out, but I'm getting frustrated as I climb more. Like... I am now trying A7 ironclad and I just can't get things going most of the time.
I’m stuck on A9 with the Ironclad.
The problem is I know the build I need, but it’s getting the pieces in place.
I also really need to focus on defence, I think, but there’s nothing I can do when I keep getting offered attack cards, or support cards that don’t help.
The secret isn't to force anything. Take what's offered and focus on killing as many Elites as possible in Act 1. Create a deck during Acts 2 and 3 based around the Relics you find or cards you're offered later.
Oh, and never heal. Always upgrade during Act 1 (and honestly Acts 2-3 as well). If you're having to heal, your run is probably already over.
I remember when we used to do a PA seeded run in the past. Why not give that a try again? Basically, someone creates a seed and pastes the number here. Everyone tries the run and we see how different things turn out.
Anyone want to try?
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
The secret isn't to force anything. Take what's offered and focus on killing as many Elites as possible in Act 1. Create a deck during Acts 2 and 3 based around the Relics you find or cards you're offered later.
Oh, and never heal. Always upgrade during Act 1 (and honestly Acts 2-3 as well). If you're having to heal, your run is probably already over.
I remember when we used to do a PA seeded run in the past. Why not give that a try again? Basically, someone creates a seed and pastes the number here. Everyone tries the run and we see how different things turn out.
Anyone want to try?
I think this isn't true. If resting is what gets you through that third elite and Act1 boss, it's probably the right call and will still get you a strong benefit (another elite fight) over smith and worse pathing? Like, it's obviously not ideal to rest, but I believe it's overly harsh to say "run is probably dead" if you have to consider it. Curious what Zombie thinks though - is this why I'm back to being bad at the game? ;P
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
The only A1 elites I feel comfortable tackling are the 3 sentry things, to be honest. Like... the enrage guy means I can't block and so he hits me with a couple 16-damage rounds in a row, and the shell guy just... 20 damage each and every round is insane when I don't have any early tools to mitigate things.. so they just whittle me down until I'm a shell of a run.
The secret isn't to force anything. Take what's offered and focus on killing as many Elites as possible in Act 1. Create a deck during Acts 2 and 3 based around the Relics you find or cards you're offered later.
Oh, and never heal. Always upgrade during Act 1 (and honestly Acts 2-3 as well). If you're having to heal, your run is probably already over.
I remember when we used to do a PA seeded run in the past. Why not give that a try again? Basically, someone creates a seed and pastes the number here. Everyone tries the run and we see how different things turn out.
Anyone want to try?
I think this isn't true. If resting is what gets you through that third elite and Act1 boss, it's probably the right call and will still get you a strong benefit (another elite fight) over smith and worse pathing? Like, it's obviously not ideal to rest, but I believe it's overly harsh to say "run is probably dead" if you have to consider it. Curious what Zombie thinks though - is this why I'm back to being bad at the game? ;P
Even jorbs rests at campfires. Never heal is not a truism. You can say a run is potentially behind if you're having to heal to continue to go to fights & elites, but it really, really depends on what else is going on in the run. You don't know when you're going to get a specific card, relic, event or something else that will turn it around (or you don't and you lose, which is fine! just start a new run).
OK, maybe saying "NEVER HEAL" isn't quite fair. How about, try really hard not to heal unless you're at 20-30% HP going into an Elite or Boss fight that you don't think you can handle.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
healing vs upgrading (or other, non-resting actions at a campfire like recalling, giyra, shovel, toking) is all about your current strength (do you have other sustain that will trigger before the fight, or during (lizard tail/fairy in a bottle), other mitigation options from relics (incense burner, tough bandages, self-forming clay, cloak clasp, emotion chip, fossilized helix to name a few)), what elites/fights you have coming up beyond the camp fire (you have 20 HP and nob or sentries are next, you just fought lagavulin in act 1), etc. you may have a card upgrade that will make the fight easier or want to try to high roll by taking that upgrade and not resting. it's always a choice. your HP is a resource to use to get stronger, and you get back most or some of it depending on ascension level after an act. if resting will get you through the rest of the act, then resting is the correct choice.
The secret isn't to force anything. Take what's offered and focus on killing as many Elites as possible in Act 1. Create a deck during Acts 2 and 3 based around the Relics you find or cards you're offered later.
Oh, and never heal. Always upgrade during Act 1 (and honestly Acts 2-3 as well). If you're having to heal, your run is probably already over.
I remember when we used to do a PA seeded run in the past. Why not give that a try again? Basically, someone creates a seed and pastes the number here. Everyone tries the run and we see how different things turn out.
Anyone want to try?
I will accept almost any excuse to play more STS, so yes.
healing vs upgrading (or other, non-resting actions at a campfire like recalling, giyra, shovel, toking) is all about your current strength (do you have other sustain that will trigger before the fight, or during (lizard tail/fairy in a bottle), other mitigation options from relics (incense burner, tough bandages, self-forming clay, cloak clasp, emotion chip, fossilized helix to name a few)), what elites/fights you have coming up beyond the camp fire (you have 20 HP and nob or sentries are next, you just fought lagavulin in act 1), etc. you may have a card upgrade that will make the fight easier or want to try to high roll by taking that upgrade and not resting. it's always a choice. your HP is a resource to use to get stronger, and you get back most or some of it depending on ascension level after an act. if resting will get you through the rest of the act, then resting is the correct choice.
healing vs upgrading (or other, non-resting actions at a campfire like recalling, giyra, shovel, toking) is all about your current strength (do you have other sustain that will trigger before the fight, or during (lizard tail/fairy in a bottle), other mitigation options from relics (incense burner, tough bandages, self-forming clay, cloak clasp, emotion chip, fossilized helix to name a few)), what elites/fights you have coming up beyond the camp fire (you have 20 HP and nob or sentries are next, you just fought lagavulin in act 1), etc. you may have a card upgrade that will make the fight easier or want to try to high roll by taking that upgrade and not resting. it's always a choice. your HP is a resource to use to get stronger, and you get back most or some of it depending on ascension level after an act. if resting will get you through the rest of the act, then resting is the correct choice.
How do you know which elite is next ?
Is there a specific order ?
There is no order, but you cannot fight the same elite twice in a row (events that can trigger elites excepting, like the Dead Adventurer event in Act 1). So for Act 1 in example, if you just fought Sentries, your next Elite will be chosen between Lagavulin and Gremlin Nob. If you get Nob, then the next elite will be either Lagavulin or Sentries etc.
So if you have a say, strong Silent poison leaning deck and you're going into your first elite, you want to make sure you have some answer or out for Gremlin Nob or Sentries if you get them instead of Lagavulin (like fire potion/explosive potion/poison potion/attack potion for burst damage, in example).
healing vs upgrading (or other, non-resting actions at a campfire like recalling, giyra, shovel, toking) is all about your current strength (do you have other sustain that will trigger before the fight, or during (lizard tail/fairy in a bottle), other mitigation options from relics (incense burner, tough bandages, self-forming clay, cloak clasp, emotion chip, fossilized helix to name a few)), what elites/fights you have coming up beyond the camp fire (you have 20 HP and nob or sentries are next, you just fought lagavulin in act 1), etc. you may have a card upgrade that will make the fight easier or want to try to high roll by taking that upgrade and not resting. it's always a choice. your HP is a resource to use to get stronger, and you get back most or some of it depending on ascension level after an act. if resting will get you through the rest of the act, then resting is the correct choice.
How do you know which elite is next ?
Is there a specific order ?
There is no order, but you cannot fight the same elite twice in a row (events that can trigger elites excepting, like the Dead Adventurer event in Act 1). So for Act 1 in example, if you just fought Sentries, your next Elite will be chosen between Lagavulin and Gremlin Nob. If you get Nob, then the next elite will be either Lagavulin or Sentries etc.
So if you have a say, strong Silent poison leaning deck and you're going into your first elite, you want to make sure you have some answer or out for Gremlin Nob or Sentries if you get them instead of Lagavulin (like fire potion/explosive potion/poison potion/attack potion for burst damage, in example).
Damn, I was hoping there was some arcane knowledge I was missing out on.
The secret isn't to force anything. Take what's offered and focus on killing as many Elites as possible in Act 1. Create a deck during Acts 2 and 3 based around the Relics you find or cards you're offered later.
Oh, and never heal. Always upgrade during Act 1 (and honestly Acts 2-3 as well). If you're having to heal, your run is probably already over.
I remember when we used to do a PA seeded run in the past. Why not give that a try again? Basically, someone creates a seed and pastes the number here. Everyone tries the run and we see how different things turn out.
Anyone want to try?
I think this isn't true. If resting is what gets you through that third elite and Act1 boss, it's probably the right call and will still get you a strong benefit (another elite fight) over smith and worse pathing? Like, it's obviously not ideal to rest, but I believe it's overly harsh to say "run is probably dead" if you have to consider it. Curious what Zombie thinks though - is this why I'm back to being bad at the game? ;P
I HAVE BEEN SUMMONED
Dovers wrong. Moving on!
=P
@Naphtali provides a great answer here. It's a choice.
The thing about resting vs upgrading is that resting does not make you stronger in the long run. Not directly. It does however give you more hp to trade in various ways that will make you stronger. Relics will alter this
Also in act 1 you may not have any good upgrades. I.e I tend to avoid cost related upgrades because of I see snecko, I take snecko.... Which wastes those upgrades.
Though a strike or defend is not the worst to upgrade in a pinch
One trick: if you have campfire relic campfire as a route on your map, never rest at the first campfire if you can avoid it. This is because there's lots of rest related relics that can be found, increasing the rest benefit.
The new penalty is a curse that doesn't actually do anything, which is perfect as I normally go for the passive damage from status card route.
I'm not looking forward to losing a potion slot, though, next time...
Ascender's Bane exhausts like Daze/Clumsy because it has Ethereal, so don't count on it for Fire Breathing synergy except for the first pass through the deck. It's main purpose is to randomize your draw through your deck a bit more on a first pass (and especially early in Act 1 before you get more cards) so you get wonderful turns against Jaw Worm like drawing four defends and Ascender's bane when it's buffing. :rotate:
Ironclad
Seed: EKDV8V4UQYD2
Recommended Ascension Level 5 (go higher or lower if you choose)
My results:
RIP! I leaned way too heavily into trying to make Fire Breathing + Status cards work. Unfortunately, this left my hand too clogged up that I kept taking lots of damage early in fights. Power Through didn't show up until just before I died. And my relics certainly weren't helping me out at all. In fact, the Frozen Egg had me seeing all those "+" signs and I may have got extra greedy because of it.
That's what I get for trying to force an archetype too early in a run. This set-up would have been a lot better near the end of Act 2 or the start of Act 3. Timing is everything I guess.
Good luck!
MNC Dover on
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
I started over, but knowing even just the initial floors was kinda taking the fun out of it for me. So this will do for now and hopefully we'll see some more seeds!
ArcticLancerBest served chilled.Registered Userregular
edited May 2021
Thanks, Dover. This is exactly what I needed right now~
Boo.
So obviously I made this a bit harder than suggested by playing A10, but *shrug*.
I think the biggest problem was that the deck relied on a lot of 2-energy cards, but there was never any card or relic offered to give more energy (except the no-smith one for the first boss, but I really didn't want to give that up so early and with some choice targets left to treat. Astrolabe delivered a huge bounty, but it left me with the same problem of still relying on 2-energy cards.
Also there were just too many wasted relics. Potion belt is almost hard to leverage when you're used to working around 2, maw bank was overkill as I didn't even spend all my money when I did find a merchant, and blue candle and dream catcher were dead weight. The deck felt really promising early on, but I feel like my power level didn't really increase through act 2.
*flatline noise*
This is a misleading screenshot. I actually lost to the final boss, but I was so close, I figured I'd reload the last fight and try again. It took me two more tries.
Posts
Perhaps I can interest you in my meager selection of pins?
I think the fact it doesn't do anything til the turn after you play it weighs in there.
Just cleared A4 with a similar build. Most damage coming from the passives, but I also had a shit-ton of defence, from the card that lets you keep your block. Picked up Snecko, and three of the cards that let you double you block, and a few other high cost block cards, like flame wall.
My defence against bosses often hit the 999 limit.
Naturally A5 has been a series of losses, but I remain optimistic !
I had a run going like that but never got enough block and my cards would draw in the absolute worst order.
As incredibly strong as it is for an uncommon, it'd be a very weak rare. Like Unload seems weak, but the thing about Unload is it's incredibly efficient damage:energy. 18 damage for 1 energy, no scaling required, is crazy good especially early (Compare Bludgeon+ 42:3, which means 14:1... ontop of being way less flexible). Later on Unload is pretty weak, yes, but not all rares are created equal.
Honestly, unload's real issue is that Tingsha should not be a rare relic, while Snecko Skull should not be a common relic. Snecko should be uncommon, and Tingsha should be Uncommon or common (I'd favour common because Discard is pretty weak vs poison).
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Doing A5 with the soldier guy. I get to the the last boss, the two donut fuckers, and I realise I have a Feed card in my deck - one more achievement to tick off ! (Kill Donu with a Feed)
So I get Donu down to 20 health, and my Feed does 15 damage.
Fuck.
So I quit and restart, this time using three +2 strength cards, not two like the first time, thinking the extra damage will help me whittle them down faster, and Feed will do a bit more damage.
But I'm running the above deck, with tons of burst damage being done. I use the fiend card to exhause my hand and kill off the other guy, then draw and entire full hand full of so many status cards Donu is killed automatically.
It happens so fast I don't have time to quit to desktop and retry.
Still, A5 cleared, I guess...
Perhaps I can interest you in my meager selection of pins?
Did it !
Fuck you donut ! Also, hello A7 !
I think tough bandages being lower would necessiate nerfing it, it provides a LOt of block from unusal sources. but Tingsha should definitely be lower. The other thing that would help silent with discard is if tactican and.. the other one were playble without being discarded - i'd make them be the equilvent to a strike/defend respectively when played for energy, and keep their current riders.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I don't know if it was the same run or not, but I know I got to the 2 fuckers and just couldn't DPS them down fast enough versus how much damage they were dealing.
I'm finding that with Ironclad, it's really, really important to keep your deck size down early.
depends on what your deck has for cards/relics and how good your card draw is. if you have stuff like corruption/dark embrace, burning pacts, battle trance, gambling chip, bottled tornado/lightning etc. then you can probably get away with a large deck
Like, humor this idea not because it would be balanced, but because it would be fun: imagine if A Thousand Cuts or After Image triggered off of playing or discarding a card. That's the kind of feeling I wish you could find a bit more reliably with discard.
Perhaps I can interest you in my meager selection of pins?
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Pommel Strike is excellent~ Twin Strike and Wild Strike can both be good depending on your deck otherwise. Swift Strike is nice if you manage to find it. And of course there's always more Perfected Strike!
I don't think it's an all-in card, generally. It's good damage in A1 because of your natural deck composition, but Ironclad just has such good damage scaling options it's kinda gimmicky to try going even harder on it? But I mean, you're blasting around in low ascension again so just go to town and see how high a number you can get.
Perhaps I can interest you in my meager selection of pins?
I played both Capacitor+ to get to 9 orb slots. Filled them up with Frost and Lightning orbs.
That was it. The craziness came in from the Pain curse I picked up. It dealt one damage to me whenever I played a card. That damage triggered my Emotion Chip relic which triggered all my orbs at the start of the next turn. The Pyramid meant I never discarded Pain causing the Emotion Chip to activate every turn.
I bought two +2 Focus potions and held them for the Shapes. I started each turn with 24-30 block and dealing 28-35 damage. An accidental, but happy build.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I’m stuck on A9 with the Ironclad.
The problem is I know the build I need, but it’s getting the pieces in place.
I also really need to focus on defence, I think, but there’s nothing I can do when I keep getting offered attack cards, or support cards that don’t help.
Oh, and never heal. Always upgrade during Act 1 (and honestly Acts 2-3 as well). If you're having to heal, your run is probably already over.
I remember when we used to do a PA seeded run in the past. Why not give that a try again? Basically, someone creates a seed and pastes the number here. Everyone tries the run and we see how different things turn out.
Anyone want to try?
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Steam: MightyPotatoKing
Perhaps I can interest you in my meager selection of pins?
Even jorbs rests at campfires. Never heal is not a truism. You can say a run is potentially behind if you're having to heal to continue to go to fights & elites, but it really, really depends on what else is going on in the run. You don't know when you're going to get a specific card, relic, event or something else that will turn it around (or you don't and you lose, which is fine! just start a new run).
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I will accept almost any excuse to play more STS, so yes.
How do you know which elite is next ?
Is there a specific order ?
There is no order, but you cannot fight the same elite twice in a row (events that can trigger elites excepting, like the Dead Adventurer event in Act 1). So for Act 1 in example, if you just fought Sentries, your next Elite will be chosen between Lagavulin and Gremlin Nob. If you get Nob, then the next elite will be either Lagavulin or Sentries etc.
So if you have a say, strong Silent poison leaning deck and you're going into your first elite, you want to make sure you have some answer or out for Gremlin Nob or Sentries if you get them instead of Lagavulin (like fire potion/explosive potion/poison potion/attack potion for burst damage, in example).
Damn, I was hoping there was some arcane knowledge I was missing out on.
I HAVE BEEN SUMMONED
Dovers wrong. Moving on!
=P
@Naphtali provides a great answer here. It's a choice.
The thing about resting vs upgrading is that resting does not make you stronger in the long run. Not directly. It does however give you more hp to trade in various ways that will make you stronger. Relics will alter this
Also in act 1 you may not have any good upgrades. I.e I tend to avoid cost related upgrades because of I see snecko, I take snecko.... Which wastes those upgrades.
Though a strike or defend is not the worst to upgrade in a pinch
One trick: if you have campfire relic campfire as a route on your map, never rest at the first campfire if you can avoid it. This is because there's lots of rest related relics that can be found, increasing the rest benefit.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
The new penalty is a curse that doesn't actually do anything, which is perfect as I normally go for the passive damage from status card route.
I'm not looking forward to losing a potion slot, though, next time...
Ascender's Bane exhausts like Daze/Clumsy because it has Ethereal, so don't count on it for Fire Breathing synergy except for the first pass through the deck. It's main purpose is to randomize your draw through your deck a bit more on a first pass (and especially early in Act 1 before you get more cards) so you get wonderful turns against Jaw Worm like drawing four defends and Ascender's bane when it's buffing. :rotate:
Ironclad
Seed: EKDV8V4UQYD2
Recommended Ascension Level 5 (go higher or lower if you choose)
My results:
RIP! I leaned way too heavily into trying to make Fire Breathing + Status cards work. Unfortunately, this left my hand too clogged up that I kept taking lots of damage early in fights. Power Through didn't show up until just before I died. And my relics certainly weren't helping me out at all. In fact, the Frozen Egg had me seeing all those "+" signs and I may have got extra greedy because of it.
That's what I get for trying to force an archetype too early in a run. This set-up would have been a lot better near the end of Act 2 or the start of Act 3. Timing is everything I guess.
Good luck!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I started over, but knowing even just the initial floors was kinda taking the fun out of it for me. So this will do for now and hopefully we'll see some more seeds!
So obviously I made this a bit harder than suggested by playing A10, but *shrug*.
I think the biggest problem was that the deck relied on a lot of 2-energy cards, but there was never any card or relic offered to give more energy (except the no-smith one for the first boss, but I really didn't want to give that up so early and with some choice targets left to treat. Astrolabe delivered a huge bounty, but it left me with the same problem of still relying on 2-energy cards.
Also there were just too many wasted relics. Potion belt is almost hard to leverage when you're used to working around 2, maw bank was overkill as I didn't even spend all my money when I did find a merchant, and blue candle and dream catcher were dead weight. The deck felt really promising early on, but I feel like my power level didn't really increase through act 2.
*flatline noise*
Perhaps I can interest you in my meager selection of pins?
I admit I redid 1 fight on the third act, but that was because I misclicked something.
I got WAY too aggressive at the end. Thought I saw a path that would pay off big, and it turned out it didn't.
Demon form had bottled tornado.
Enlightenment showed up near the end.
Most of the run was built on the back of metamorphosis. The idea was to cycle through attacks as quickly as I could. Which... wasn't good for act 3.
(it's really a corruption/dead branch deck)
Heart couldn't hurt me thanks to bottled impervious, calipers, and 3 exhumes.
Seed if anyone wants all the perfect strikes
This is a misleading screenshot. I actually lost to the final boss, but I was so close, I figured I'd reload the last fight and try again. It took me two more tries.
Steam: MightyPotatoKing
Time Twister: Exists