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ImpAtom
May 24, 2007

Flasks are already the absolute bottom tier when it comes to ways to improve your overall health so sure let's toss in another reason they suck.

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ImpAtom
May 24, 2007

My first bard win was just getting Song of Hubris and stacking Auras so it is obviously OP and needs nerfs.

ImpAtom
May 24, 2007

Pollyanna posted:

Any tips for a Thief build? Tried stacking attack speed + crit chance, going all in on dex and Alacrity/Agility/whatever it's called, etc. but I still can't beat Burning Hells.

The honest answer is don't try to shoehorn yourself into a melee build. Most dex ranged weapons are going to just be a ton easier to win with even if you're building crit.

ImpAtom
May 24, 2007

Yeah, Swagger is generally great for anything that triggers off crits.

ImpAtom
May 24, 2007

SKULL.GIF posted:

Thief has a decent amount of hidden strength in that being able to ignore keys for most of the game means you're pathing towards stuff that gives you way more resources or directly makes you more powerful. Once you start wanting to move on from the lockpicking set you'll likely have enough gold anyway that you can pick up enough keys to last you through the rest of the game via buying Santa boxes and such.

After flasks, Keys are probably the weakest room reward. You're giving up one full room worth of rewards for *maybe* being able to open a chest that *might* give you something you can actually use. Gold, bombs, souls, consumables all have much more reliable payoffs (or varied uses outside being spent), and then obviously stat food and armory rooms and event rooms directly make you more powerful.

Keys are insurance but they're important insurance. You don't take them over anything better if you have a choice but there are plenty of choices where it's just better to take a key (non-mimic chest rooms, bomb rooms when you already have an overabundance, etc) especially because on some classes (Alchemist) having a key is the difference between massively overpowered or not.

ImpAtom
May 24, 2007

Pollyanna posted:

I really want to like unarmed Monk, but this attack range is loving pitiful.

Does anyone have any builds that make Monk's passive really work? I've gotten wins with Monk but it always feels in spite of its passive.

Pollyanna posted:

Bard is also complete garbage, I have no idea what the point of its gimmick is. It doesn't provide any real advantage in power or survivability, and it doesn't change the game in an interesting way.

Bard's gimmick is basically that it gives you a 'free' trait/attribute in exchange for an inventory slot and having to have some form of sound damage. You need to find something that compliments the rest of your build but a lot of the bardsongs are actually extremely good at giving you effectively a free buff/debuff without having to blow an equip slot on it. The limit to sound weapons sucks but you can slot Radio or use the Mastery that makes weapon drops more likely to be the same as your starting weapon type to get around that, and some of the sound weapons are very good.

It's something that requires more babying than other passives but it can be pretty effective.

ImpAtom fucked around with this message at 17:17 on Jan 29, 2024

ImpAtom
May 24, 2007

the holy poopacy posted:

Most bard songs are pretty much equivalent to a mediocre class passive (there is one that literally does the same thing as Soldier, and it's generally comparable to most other songs.) The songs that grant +100% effect to other buffs/debuffs can lead to fun interesting builds but they're not at all dependable since you need to actually find multiple other sources of the right buffs/debuffs (because doubling a single status effect has roughly the same impact as the status effect had in the first place, which is what most of the songs do in the first place.) And of course there's an aura buff which is quite effective but auras sleepwalk through the game anyhow.

Oh yeah, I'm not arguing it is Demon Hunter tier or anything, just that it can be useful with some babying, compared to Monk where you basically have to cripple yourself to use it.

ImpAtom
May 24, 2007

PostNouveau posted:

I think companions could really use a buff. I just did a run where I took every possible companion buffer, wound up with 5 of them in the end but I wouldn't say they were super helpful. My weapon still wound up being the main damage dealer. Maybe I just didn't hit the magic pickup/trait that makes the come together.

Also I have zero clue how you can possibly get the "beat death with 10 companions" achievement. I had 5 with room for a 6th.

did it and lol

Something that is easy to miss is that companions have weight and you can summon as many companions as you have companion weight available. Some companions only have a .5 or .25 weight which means you can have 2/4 of them out for 1 weight. (Also in case it wasn't obvious you can summon multiple companions from 1 item.)

There's also classes that have a 'free' companion or can get companions as a trait (such as Esper's double machine guns) which give you free bonus companions without needing the spend weight.

ImpAtom
May 24, 2007

I usually just go until it breaks unless I'm for whatever reason low on cash. It pretty much always pays off.

ImpAtom
May 24, 2007

Futaba Anzu posted:

does anyone have any pointers for good paths to take in the mastery tree and also which traits of each color are generally considered the best?

In terms of good paths:

The free revival one is basically a must get.
The path that gets you "blacksmith can always upgrade to level 4" is generally
Secret Rooms Don't Contain Locked Items is just nice.
Always A Secret Room is also great.
Double rewards from bombing is amazing
Some people swear by the -1 alignment reward but I don't particularly care for it.


Traits are a lot harder because it depends heavily on your character and build.
Swagger, for example, makes anything with on dash effects way better and is good for things that proc off crits, but if neither of those apply then it's kind of eh.

ImpAtom
May 24, 2007

WarpedLichen posted:

Think the masteries are highly dependent on how many cinders you go for. The hitless boss reward ones are amazing on low cinder but can be useless on high cinder (depending on how skilled you are). Likewise, revive is amazing on high cinder but overkill on low cinder. Agree that I almost always take level 4 blacksmith along with cheaper upgrades though.

Traits are a giant mixed bag overall but I think earlier in the thread a goon posted the list of almost always good ones like Transcendence, Mage Blood, Auras, Best Friends Forever etc.

Yes but I am too lazy to constantly reshuffle my masteries for a marginal advantage.

ImpAtom
May 24, 2007

Einwand posted:

Random thing that I'm curious about, what do people use for their campfire gift? I've been exclusively using the bomb bag because missing out on early secret rooms due to not having bombs is awful.

I use the dice bag because starting with a handful of rerolls is absurdly loving good, to the point where if I try something else I feel horribly gimped in the early game.

ImpAtom
May 24, 2007

SKULL.GIF posted:

I have the paragon perk that guarantees a secret room per floor so I go with the bombs, yeah. Dice are helpful but between arcade machines, the black market, the farmer, and plain old room rewards I can usually get enough dice.

My feeling there is that the odds of getting a bomb room early on are significantly higher than getting a dice room and you get enough free dice that you could burn a reroll or two to get one and still come out a net positive.

ImpAtom
May 24, 2007


"Monk: Now only consumes Ki-Charges if you hit an enemy with a primary attack shortly after dashing. Previously consumed them on dash. Now also recovers all your stamina points when consuming your Ki-Charges."

Oh thank god. Still not great but much better now.

ImpAtom
May 24, 2007

I'm sad Hero ate the nerf bat whole but his ability was pretty broken and needlessly confusing for new players.

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ImpAtom
May 24, 2007

No Wave posted:

Red dice got buffed?? Well I'm not gonna complain.

Kind of a mix buff/nerf. It can erase cursed rooms now but since cursed rooms are always the higher reward versions it means you can't reroll to try to get a more favorable buffed curse reward.

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