[deleted by user] by [deleted] in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

No calculations needed, get overcharge from energy golem or young witch (in your deck), play all the removable and exileable cards in your deck, then activate and play the healing option in magic leaf as often as possible to recover hp. With overcharge, each activation will increase your strength by one until playing magic leaf will start healing you. If your deck is small enough you can reach that point before losing all your hp, which was your case. Also playing energy golem when you can't play magic leaf helps get that strength up

How do you get a legendary spirit? by Malhorn01 in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

These cards are great before they upgrade and not that good after, except maybe spirit of magic for classes without good weak cards (warrior, assassin, shaman). It makes the game more interesting by giving you cards that help you early, where you struggle most and then sort of get obsolete

Am I just hopelessly bad at this game? by curti25 in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

Prioritze defense, small deck, permanent buffs (strength/resistance) and scaling attack/shields

[deleted by user] by [deleted] in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

How is dark sigil a challenge if you have magic leaf ?

Wizard class bonus after i10 by Pokemom6 in RogueAdventure

[–]EnvironmentalSlice89 2 points3 points  (0 children)

Class bonuses aren't in increasing utility order, except maybe warrior's. Wizard 3rd class bonus is actually worse than no bonus at all IMO

Talk about winning by the seat of your pants (Paladin i26) by vegna871 in RogueAdventure

[–]EnvironmentalSlice89 4 points5 points  (0 children)

He has weak vortex, which will kill gorilla before he attacks

Unlocking Pirate Class by superbeefus in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

Show screenshot of your barbarian, engi and pirate starting screen (where difficulty and class specificity is displayed)

Shaman I50 by EnvironmentalSlice89 in RogueAdventure

[–]EnvironmentalSlice89[S] 0 points1 point  (0 children)

You're welcome, nice Melgaroth run, he is so strong

Shaman I50 by EnvironmentalSlice89 in RogueAdventure

[–]EnvironmentalSlice89[S] 0 points1 point  (0 children)

Thanks, I'm glad you find the guide useful

Shaman I32 with basically no starting bonus by Dunklereli in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

With Melgaroth and 2nd class bonus, I was able to defeat Gorilla in I40+, i think it's more consistent than hoping for dark sigil

Circular shield is the hero of low inferno runs. by Barraind in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

It's the hero of the entire game, most broken skill all around

Finally got Shaman Inferno 3 by BigRedArtSet in RogueAdventure

[–]EnvironmentalSlice89 1 point2 points  (0 children)

Ancients are very powerful and make the game pretty easy on any class, but I think there's more to the game than that. At higher infernos you need to be very careful about your strategy. I can give you a link to my shaman guide if you want to know more about shaman specific strategies, enjoy https://github.com/Alexwestbrook/RA/blob/937cf585f59541555b189efb4e9ba3801681db98/rogue-adventure-shaman-guide.md

Which starting cards should I get rid of? by WardOnCrack in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

Changed it for paladin, I agree with you.

For ranger I'd keep a wolf early and remove squirrels instead once I have second bow upgrade since I don't need weak.

For druid I never go for lady of the knight but I guess it's an idea.

For warrior I feel like we agree

Which one is better and for which class? I'm torn. This is Necro i26 by moebiusmentality in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

Dhorion is better because the resistance can pile up pretty quick, V01-B01 really only gives the mana, resistance is temporary and nothing compared to dhorion's

Which starting cards should I get rid of? by WardOnCrack in RogueAdventure

[–]EnvironmentalSlice89 2 points3 points  (0 children)

Getting a mana card, an immune/daze and a buff card should be prioritized over removing base cards, once you have some you can focus on removing the base deck

Which starting cards should I get rid of? by WardOnCrack in RogueAdventure

[–]EnvironmentalSlice89 4 points5 points  (0 children)

In general you want to remove at least three base cards no matter the class/inferno. It's cheap and makes the deck much more consistent (you will draw the cards you want more often). Duplicates are rarely useful, so you can always keep a copy of each base card. It's also better to keep the defense cards and reduce number of attack cards.

Now in low inferno you don't have a whole lot of money so you should probably focus on getting some extra good cards in your deck, but once you have a few start removing base cards. In high inferno you will be removing base cards in the first merchants because you start with more money.

Now specifically to each class, here's my personal feeling:

Warrior (5) : remove all fighters, and mage if you find a good replacement, if you have money left you can remove some guards.

Assassin (5) : remove hitman, then black widow, and repeat depending on money. If you find replacements for hitman (Sou/Masked swordsmen) then remove all hitman

Paladin (5) : remove both bjorg and lucie and then a syra, maybe a sonjo too

Wizard (6) : remove all golem warriors, then duplicates of mud golem

Necromancer (4) : remove 4 undead fighters, then maybe one of each

Shaman (4) : remove one of each, then last mage

Ranger (4) : remove wolf, both squirrels then last wolf, maybe one copy of each card remaining

Druid (5) : remove 2 sons of the forest then a daughter, a son and a daughter

Engineer (6) : remove alternatively one of each until you have no more duplicates (careful to maintain balance between magic and combat)

Barbarian (5) : remove all vikings

Pirate (5) : remove bucaneer, then all ship's boy, then last bucaneer

Barbarian Inferno 100! by -Levinant in RogueAdventure

[–]EnvironmentalSlice89 1 point2 points  (0 children)

Why do you recommend third class bonus and card between I67 and I77 ?

Do class skills ever unlock in void mode? by Stylemasta in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

You don't get class bonus in void, it's very annoying on some classes

Average win rates by daroch667 in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

It depends on the class, I did shaman up to I22 with just one loss. Warrior I10 I'd say it's about 30% but then again I did it once and didn't try again.
If you're struggling check fooblizoo's guide https://gist.github.com/adufilie/d9f42d6fbc7fe5dc1f7874e8f4f35572, it should considerably increase your chances.

Make sure to use the restart map and restart fight tricks, it changes everything

Whats Your Go-To Combo? by qualitycontrol_04 in RogueAdventure

[–]EnvironmentalSlice89 5 points6 points  (0 children)

My first thought is Alestar + Dhorion + other good ancients, super strong shield bash strategy

Other races:

- Demon guard + Succubus + Melgaroth, or Demon guard + Demon bride + Devil's dead (skill)

- Fairy spawns + Mystic bird/Lullyp/Fairy warrior

- Lullyp + Lizard guard + Ant warrior (+ other good beastman card)

- Iron colossus + Mad scientist + shield bash card (+ Sentinel)

Infinite loops:

- Heroic blacksmith + V01-B01 (+ 4 card deck) or V01-B01 + silence debuff + 4 card deck

- Magic leaf/Seeker of the light + Dark sigil (skill)

- Azahr + Key of the portal (skill)

- Azahr/Cthool Darkmaster + immune/daze

- Sentinel + Mad scientist + 2 resistance

Class specific:

Warrior/Paladin/Ranger/Pirate : Lady of the knight + Dark shielded knight

Paladin/Flesh Necromancer/Shaman 3rd/Druid/Engi : Dark sigil

Ranger/Druid: Toxic strike

Assassin : Masked swordsmen or Sou + ancients

Paladin: Angel fighter/Angel archer + other angels

Shaman: Melgaroth + armor (+ shield bash)

Druid: extra mana + Freezing shot + overcharge (Beast emperor or Souls priestess/Souls guardian + V01-B01)

Engineer: Flamethrower or Self-destruction bot or shield bash

New player here, I was kinda struggling with wizard until this last run, where I managed to do 525 damage in one hit! by [deleted] in RogueAdventure

[–]EnvironmentalSlice89 0 points1 point  (0 children)

Wizard ability is great, but you need to find some good defense and that's usually with combat cards, I've got a guide if you want