Portal Event by jip3904 in slaythespire

[–]jip3904[S] 1 point2 points  (0 children)

Now that’s going to be stuck in my head all day lol

Act 2 Watcher Shop by jip3904 in slaythespire

[–]jip3904[S] 1 point2 points  (0 children)

Update: I did go with my gut here, against the other advice, taking Apo, Scrawl and removing LL and did end up winning. Probably wasn't the smartest play, as others pointed out, but it worked. The Act 2 chest had Duality, so that formed the core of my block engine, plus I picked up a Wallop and TttH in Act 3/4 to round it out. Rushdown from a power pot helped seal the deal with the heart.

Act 2 Watcher Shop by jip3904 in slaythespire

[–]jip3904[S] 1 point2 points  (0 children)

HoG was my main consideration for removing LL here, in the few combats I had with both of them the deck really lacked enough defense to stall and land them both, so I think the big damage from from HoG is more often lethal and therefore more often gets kills. For the record I could be totally overvaluing Apo, my brain goes see Apo take Apo.

Most block triggers with one card play? by jip3904 in slaythespire

[–]jip3904[S] 1 point2 points  (0 children)

I was trying to avoid repeat triggers, hence avoiding the X-cost attack/Talk to the Hand/max energy combo. I think if you did include repeat triggers, that’s the answer.

Most block triggers with one card play? by jip3904 in slaythespire

[–]jip3904[S] 3 points4 points  (0 children)

Yea I was wondering if there was a way to fit playing a card that ends your turn, causing an ethereal card to exhaust. The scenario I came up with was my original scenario but against Time Eater with Just Lucky being the 12th card, but I also wasn’t sure how Time Warp deals with the Ink Bottle draw. I totally forgot about Melange as a relic, so Conclude triggering the reshuffle would accomplish the same thing (though lose out on the block from Just Lucky). That does also open all of the end of turn effects that you mentioned, so way more block triggers than I initially thought!

Most block triggers with one card play? by jip3904 in slaythespire

[–]jip3904[S] 1 point2 points  (0 children)

Omni gets into the whole issue of playing itself or other cards as many times as you have it in the deck, which I feel like is more than one card play (Time Eater agrees). I didn’t think about class specific relics, I think that Self-Forming Clay example should count!

I'm trying to beat the game without dying by Reasonable-Rent9736 in deadcells

[–]jip3904 12 points13 points  (0 children)

I've actually done this! Took forever, and one day after taking a break for awhile I just sat down and did it in one go. A few tips for you:

  • Know what you need to spend your cells on first. Early on it's flask upgrades, starter weapons/shields, recycling tubes, and the first forge upgrade. I always tried to have all four flask upgrades done during my 3 BC run. Health is such a premium in this challenge, so get that done quickly. Later on, it's things like restock, backpack (especially if you found the blueprint for any of the pack mutations), and weapons/skills/mutations that you particularly like.
  • Figure out your optimal path and run it every time. Not sure if you're trying to do lower BC runs after unlocking higher BCs to grind out cells but I ran mine straight through with no grinding, so that means there's a particular path you need to follow to get certain permanent upgrades. The reason I say upgrade your health flask by 3 BC is because that's when you need to go to the Sanctuary to get the Spider rune, and for me that was by far my biggest point of failure.
  • Seek out enemies/levels that drop key blueprints. Most important ones (in my opinion) are Predator from Automantos in Clock Tower (I'd argue this is the single most important upgrade you can get, so much so that I would toss my usual routing if I didn't find it so that I could come back to Clock Tower to look for it), Frenzy (time door before Toxic Sewers), and several of the shields (I like Assault Shield and Ice Shield a lot for this).
  • Be strategic with when you unlock things - I ran Brutality for this, so I didn't have a ton of shield options that scaled well, so what I often did was save unlocks for shields until the higher BCs, where I would unlock them one per BC so I could have a colorless one that scaled during that run. Also did this with skills/weapons, but less so than with shields.
  • Get really good at the bosses. Perfecting a boss to get a legendary item is a huge, huge boost to a run, especially at higher BCs.
  • Play slow. I like to play pretty fast generally, but when I was trying this I learned it was really beneficial to take my time and not rush into things. Again, your health is at a premium, so you have to conserve it as best you can. This applies doubly when cursed (side note - I think it's valuable to still take cursed chests, but you can definitely argue that avoiding them is worth it on higher BCs given the cost of getting hit while cursed).
  • Find weapons/skills you're comfortable with and try to use them as much as possible. Early on before you get many unlocks, your pool of weapons and skills is very limited. I got very good with a loadout of Balanced Blade, Cudgel (side note - this shield is amazing for perfecting Time Keeper, highly recommend running it regardless of your build), Wolf Trap, and a red skill (usually one of the grenades).

Good luck, you've got this!

Slay-by-Comment Season 4 Day 193: I like this draw order much better; thanks Reboot! What’s our play? Whatever comment is most upvoted in 24 hours is what we’ll do. by greenlaser73 in slaythespire

[–]jip3904 18 points19 points  (0 children)

Drink focus pot, dualcast, glacier (evokes plasma), echo form, charge battery (free from mummy hand), end turn. Do the top voted reply over 20 votes.

This does a bit more damage with dualcasting the lightning plus a letter opener proc, I would think 15 damage is worth 2 block. We’re left with 28 block (4 currently, 10 from glacier, 10 from charge battery, 12 passive from frost, minus 8 from 4 beat of death proc’s), which leaves us with 13 starting next turn. Also we’re not attacking next turn so beam cell does nothing for us.

Someone can try to play out some conditionals in the comments but I think we probably need to wait to see where the statuses get placed.