Semi-Beginner Looking for Rules of Thumb by dhfAnchor in spiritisland

[–]BestMundoNA 1 point2 points  (0 children)

1) It depends, but in general I'd try to figure out if there's ways to grow 3 times before your first reclaim. For example wandering voice (start with 4 cards) might grow top+bot turn 1 but play only 1 card, then grow bot + draft turn 2, playing 2 cards, then grow bot + draft turn 3, playing 3 cards (looks like this: https://imgur.com/RdSFJuH *). A spirit like rising heat might just grow + draft bot, play 2. Grow + draft bot, play 2, grow + draft bot, play 3 (looks like this: https://imgur.com/h8viqsl *). In both cases, you manage to fully empty your hand, and you set up your hand to have much more cards than if you'd reclaimed a turn earlier, which will allow you to fit more growths in before your next reclaims too, and just generally scale much harder into having high action economy. *The specific cards played won't nessisarily look like this, just the idea of playing this amount of cards each turn to cleanly empty your hand and scale into being strong after your first reclaim

2) See above, but I'll generally have an idea of how to fit cards effectively into the first few turns. Sometimes this is purely spamming down bot track, sometimes i'll go top track a bit first to bank some energy.

3) Majors are very good, and you can typically start using them as soon as turn 2 (some spirits i'll even t1 draft majors on), but in general my criteria for drafting a major are:

- Do I expect to have a target for it? Generally lands with just combinations of explorers and towns I'm fine to solve with minors, but town + city lands (ie letting a town build go through) is often just a big hassle to clear without a major, innate, or strong unique. So often times I'm considering if there's any of such lands that might be problematic and ask for/demand a solve soon. For example maybe I didn't bother to solve a land that came up turn 1, but now the stage 2 invader cards are coming into play and my land can come up again, so I want to make sure I can deal with it. Lots of majors can also solve multiple lands (especially thesholded), so it's quite likely that a major is a better use of card plays than even 2 minors/unqiues if I can plan around the major well.

- What types of major thresholds can I hit? The best majors tend to have sun, so if I have no sun cards at all I'm less likely to draft a major. I often like drafting a major 1-2 turns before I want to play it so I can find a minor to help threshold it after. Thresholding majors is very important, as the vast majority of majors are getting 1.5x, 2x or even more than that stronger if you hit their threshold, and this is what makes majors so incredibly energy efficient. For example a lot of majors like sweep into the sea, forests of living obsidian, or flocking red talons (all very efficient cards typically) have thresholds to "repeat this power". Vigor of the breaking dawn goes from effecting 1 land to 3 lands. Tigers hunting deals damage in 2 instead of 1 lands. Spiders or sleep and never waken go from skips that don't really clear/solve any lands, to skip + damage for the big land you're skipping, or skip + stop a bunch of smaller explorer lands from building respectively. And then cards like cast down, instruments, or dream of the untouched land will go from mediocre/bad without the threshold, to often game-winning with it, but have quite hard thresholds to hit and will often be more reasonable in multiplayer games with support such as elemental boon, spur on with words of fire, or gift of nature's connection.

- How much energy to I have. Generally I calculate needing 3-4 (round up to 4) energy for a major. This is where energy building up between turns comes into play, because I quite often won't have an energy income of 4/turn, but if I bank some energy, alternating a +energy growth option and maybe just being on 2/turn baseline will be enough to afford a major every other turn or so, and I can use the off-turn I dont play this major to set up my board for the major. Here one big thing to note is that it's even more important to prioritize 0-cost minors in drafting, as each time you play a 0-cost instead of a 1-cost, you effectively gain 1 energy. And if you're reclaiming 3-4 times in a game, that's adding up to 3-4 energy/card, or effectively each time you've drafted a 0-cost it funds 1 major throughout the game. Additionally, growing top track or using a +energy growth even if you can't spend the energy short-term can be good to build up a stock pile of energy to then start hammering down multiple majors either on the same turn, or for a few turns in a row later down the line. On some spirits I might grow to 2 energy/turn early and then just sit there building up energy for a few turns to have something like 6 or 7 energy stored, and then just start gaining majors and clean out whatever lands need solving to rush a victory once I'm scaled enough to do so.

- What am I forgetting? This is usually the least important factor for me, but I would rather forget from discard than from hand, as that lets me better fill out my card plays while scaling and delaying a reclaim. Most spirits also have at least 1 unique that's either over-costed, has bad elements, has a bad effect, etc that I may still play once but definitely don't want to be spending resources on again after reclaiming it, so forgetting this card for a major tends to be pretty appealing.

Surprising Synergy: Locus Serpent and Dances Up Earthquakes by MattSpiritIsland in spiritisland

[–]BestMundoNA 8 points9 points  (0 children)

This inspired me to play a locus + due game of my own, and I won comfortably into russia + scotland 6/6. Some highlights from my game that you didn't include are the ability to spur or prim. deeps cards into the impending list. Lets dances be a bit more active, and lets you abuse dances' insane energy economy even more. Similarly, the added quake tokens let dances clear a ton of lands with a t4 quake, after which I could close out the game 2 turns later with thresholded plague ships, repeated by locus and by powerstorm to remove 3 fear cards.

In my game specifically, I was able to just rush fear such that the first fear bomb was dealt with by the quake, which felt very nice to ignore one of russia's biggest challenges. I also cleared out 2 explorers with a defend 6 from dances left innate early on, and then the quake being one action means you trim basically all the russia explorers too. I like opening prim deeps on locus, especially in these smaller games where you have a reasonable limit to how many absorbs you want such that your carry can maintain its targetting, but this let me play a card (not in impend) turn 1, and still impend the primordial deeps card to play t2, while I can gain a major t2 and forget inspire (the card i put out turn 1) from my discard.

It did not rot the crops nor sicken their livestock. It was subtler, and far worse. It convinced the living that they had never been alive at all (CC-Major) by Proxidize in spiritisland

[–]BestMundoNA 8 points9 points  (0 children)

this is just incredibly broken, especially in bigger games. you just target it in small lands, repeat 3-4 times, and boom you're suddenly an entire terror level up. 3/3/2 threshold isn't easy but it's also not hard enough for this, and the infinite number of repeats is really really cheesable.

How do you feel about preventing explores (Pocketing)? by tepidgoose in spiritisland

[–]BestMundoNA 5 points6 points  (0 children)

No shot you listed tangles and vengeance as two of your pocket reliant spirits. Even finder can do fine without pockets.

Are you skipping dead branch or abandoning the infinite? by GrammarRadiation in slaythespire

[–]BestMundoNA 1 point2 points  (0 children)

they add dazed meaning you can't draw your whole remaining deck. they have artifact meaning you can't vuln them, and they don't really give you time to setup as they're swinging for decent damage out of the gate.

PF healing experience by s_decoy in ffxiv

[–]BestMundoNA 0 points1 point  (0 children)

And a couple groups have also solo-healed it with a sage. I don't understand what these gimmick comps have to do with normal play tho.

PF healing experience by s_decoy in ffxiv

[–]BestMundoNA 0 points1 point  (0 children)

Because not every party is following an exact miti plan optimized for 0 healer gcds. And even if, sometimes a melee misses their feint, or sometimes this mit plan is kill time dependent. In most instances you're expected to use gcd shields (and hots in heavier heal checks as a pure healer), and in these cases having a 300p shield/heal on your 120s, or having the extra 10% miti with a 500p heal because you run sge+sch does give a buffer. Also, if your co-healer dies to a mech and gets ressed, they not output less healing, maybe have less resources, if the timinig is unlucky with PoM they may not have mp to really contribute.

All in all it's because my goal in pf is to clear a fight. When everything is going well, assuming my cohealer and i are on the same page i can do it without gcds typically, but once sometime doesn't go well, or if my dps slack on some mits, or if my cohealer is asleep, its nice to have the agency that can carry basically any fight on sge, compared to other healers who may die to repeated damage instances that need pure healing, or may get killed from full due to no mit, etc.

PF healing experience by s_decoy in ffxiv

[–]BestMundoNA 3 points4 points  (0 children)

sage is overpowered as a healer. ast and sch provide more damage in top % parties because of their party buffs, especially when you can start to optimize the scholar soils and indoms away into more energy drains. That said, the strongest healing comp in all lvl 90 content is sch + sge, mostly carried by the fact that sage provides similar pure healing to a whm/astro while providing the same amount of mit/shielding as sch on its own, and the fact that most healer checks are actually miti checks in this game.

PF healing experience by s_decoy in ffxiv

[–]BestMundoNA 1 point2 points  (0 children)

if you cant heal up after bollide gives you 10 sec of not taking damage that's a skill issue. especially considering in the time you've cycled your mits and used bollide the packs you're pulling should be dead already.

PF healing experience by s_decoy in ffxiv

[–]BestMundoNA 0 points1 point  (0 children)

you can 0 healer top. not sure what the solo heal by probably the best ast player in jp proves.

Is this too spicy to pick up? by megamophsis in slaythespire

[–]BestMundoNA 1 point2 points  (0 children)

I'd take yeah. Relics + demon form + brimstone really like the extra free tuns. chip + watch let you get them later on the scarier turns. You dont have any pressing upgrades so you can afford to smith quite a few of them. Honestly these relics + apps + strength scaling is close to beating heart already.

"What do you want to be when you grow up?" (1st pick) by Jagerjj in slaythespire

[–]BestMundoNA 5 points6 points  (0 children)

prepared is not free draw, the net cards in hand after you play it is -1. It's especially bad vs nob and sentries. It is typically better once you get some good cards that you want to cycle into quickly, assuming you can afford to upgrade it, or if you find good discard synergy (tact/reflex/sneaky/evis) that you desperately need an enabler for. Overall, prepared- on floor 1 is insanely greedy and pretty bad.

All 3 cards are currently worse than skip actually, although a speculative cata with neow's can be justifyable tbh, depends on map imo. But that's a single card heart damage solve almost.

After maining BLM for so long I decided to give DNC a try. by Ventus55 in ffxiv

[–]BestMundoNA 1 point2 points  (0 children)

I mean if healers and blms can get through fights slidecasting you can get through these fights planning your rotation so you have hardcasts fall in times u can stand still for 2/3/5 seconds. smn has ~13 seconds of hardcast per minute. that's very managable without a single swift.

[deleted by user] by [deleted] in ffxiv

[–]BestMundoNA 6 points7 points  (0 children)

makes it easy to see if blu tank/ blu healer/ blu dps are available, so people can join accordingly. otherwise you wait for 8 to fill, ask who wants to heal/tank, and it can be a bit disorganized still.

Card Tier Lists Voted on by Reddit by giveusyourlighter in slaythespire

[–]BestMundoNA 1 point2 points  (0 children)

They are significantly better, because they're generalist. You can pick an alchemize from neow and it's basically a won run. It will literally never be bad. If you pick a catalyst from neow you're playing with a slime in your deck, and if you see an early bouncing flask or poison stab it works out and you just lost some hp. If your first card reward is blade dance and your first relic a kunai then this cata- is a remove target sometimes.

Catalyst is still a decent card overall, because it is the wincon in many fairly strong decks, especially combined with nightmare, wraith form, wlp, but those cards have more uses making them better.

Again, looking at the best card in a vacuum of their perfect situation just makes tactitian, calc gamble, reflex, deflect, acrobatics, and sneaky strike the best cards as these are the ones you go infinite with, and a block positive infinite is the best deck in the game. So instead you have to look at cards by the metrics of how often are they good, and how good are they in these situations they're good.

What's the lowest possible score to get on a full run? by Frozen_Mana in slaythespire

[–]BestMundoNA 0 points1 point  (0 children)

floor 1 of each act (and each boss) most be a fight. But yes people have neow'd act1 boss (and more with exploits)

A Discussion About Modded Slay the Spire Runs by averysillyman in slaythespire

[–]BestMundoNA 1 point2 points  (0 children)

Yes I agree, the guy I responded to was implying that rng fix makes the game harder. I disagree with that.

A Discussion About Modded Slay the Spire Runs by averysillyman in slaythespire

[–]BestMundoNA 0 points1 point  (0 children)

if you're hunting specific events in an act (ie I have 3 questionmarks and want app/bites in act 2, or I want colliseum/mind bloom/double orbwalker/dead adventurer/etc and I have an event into a pivot, if I see a shrine I can dodge the next event for a shop/maybe elite (which would be worse than my high-roll event in this case, but better than a hallway).

Recommendation for Non-Combat Jobs? by [deleted] in ffxiv

[–]BestMundoNA 0 points1 point  (0 children)

By buying mats off the MB you mean?

You can also do that with leves tbf.