![]() ![]() Soothsinger: the impact of power ballad is limited, and it takes 2 cards to setup there might be better things to play instead ![]() Soothsinger: we don't really need that many curses, disorienting device enhancement could be changed to something else Spellweaver: element generation on zephyr could be transferred to other characters / items for additional movement Spellweaver: it would be good to play earlier in turn 2 so that other characters can start cleaning 2nd room already Use your items (sacrificial robes, major power potion) round 3Īfter: duelist advance / throwing knives is a good combo to pick up lootīrute: add strength on the trample turn, can be done with lucky eye for instanceīrute: Defensive tactics is not very impactful, there might be something better to play. Play after Trample, just finish whatever is left. Winged shoes can be activated either on this round or next one, depending on your needs Poison strong enemies, position yourself next to the door but leave the closest space for brute if it can reach it this round. R2: Flanking strike (b), Stiletto storm (t) Scoundrelr1: Single out (b), Watch it burn (t) Use inspiring anthem (b) whenever you have a proper setup due to its infinite range R3: Power ballad (t), whatever is needed (b)Īfter: you will just be picking up loot from now on. R2: Captivating performance (t), Booming proclamation (b) or Provoke terror (b)Ĭhoice of bottom card depends on ally / enemies placement ![]() Summons are strong on soothsinger due to its high damage modifier deck compared to others. The goal of these summons is just to clear first room when all your allies have gone (round 2 onwards) You can activate mountain hammer / ring of skulls although waiting next turn to see if they are needed or not is fine too The reason captivating performance is not played turn 1 is due to a bug preventing scoundrel to play its buffs afterwards. Soothsingerr1: Disorienting dirge (b), Melody and harmony (t) You can use blinking cape / doomed compass to end up next to someone and deal 10+ damage attack with balanced measure.Īfter: use frenzied onslaught and devastating hack to finish whatever is left Your main damage dealing turn, activate enhanced drill / boots of sprinting / major power potion and go through as many opponents as you can. Help to clear up the first room and go next to the door R2: Skirmishing maneuver (t), Hook and chain (b) Use the early initiative to disarm opponents that could immobilize you. Use the giant spider and your mobility to pick-up some loot.īruter1: Defensive tactics (b), Face your end (t) Heavy damage, activate Eagle-eye googles and major power potion and stay invisible.Īfter: use fire orbs to finish whatever is left. You can position yourself and use stone fists to try to keep as many opponents in the room as possible or not.ĭo not forget to activate cloak of invisibility ! (bad things happen if you don't but it's still possible to win) Try to position yourself to hit 2 strong opponents with stone fist, hopefully sending one of them on a trap.Īlso anticipate in which room you will do inferno. Go as far as you can using boots of sprinting, at least opening 3rd room. Go next to the door of first room and charge up elements Spellweaverr1: Reviving ether (b), Chromatic explosion (t) It is not fully optimized, some cards / items could be changed to make it even faster. You can regularly complete some jobs by round 3 and you will very rarely need more than 5 rounds. The main goal of this build is to clear jobs in easy difficulty very quickly. ![]()
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