Sometimes this won't happen (Alchemists are gonna RNG), but you do have some decent control over what an Alchemist can roll with the Lock upgrade and saving all your Gems to roll all at once on one specific pool. I tend to try to run 4 shields, sometimes paring down to 3 by late game if I have some CD reduction. So you can symbol climb by building a level 2 unit, then selling it. Mostly, you got as far as you did due to fast level 2 gold units + Mirror + Sun which is a generally broken symbol, but it was going to be inevitable that you were going to die in later labyrinth.Īlso, you might not be aware considering that you don't have many symbols a level 2 unit permanently adds their symbols to your pool. And the units themselves appear to have no synergy (such as no healer to work with Nun, no Purple to improve all that magic damage or Orange 3 to guarantee it for mob encounters, etc.). Re: FluffyMikeB's comp, you have too many bronze gold units, many of which don't have particularly good scaling (Carnelia doesn't get too much, the spear girl only scales if you are heavily incentivizing Burn with a lot of Truestrike, mirror guy gets very little out of being gold), and you don't have enough symbols by the end-game. This isn't to say you shouldn't be open to start the game, but having a strong plan does keep you on track on what kind of units you're looking for and what's safe to keep vs what's safe to skip. Usually, enemy mob encounters can be solved with generally powerful symbols (Shield, Sun, Blue if it's early, maybe White 2 + Orange 3 if you have other sustain to help you and got further Truestrike setup, etc.), so by using those symbols to carry your mob encounters, you can buy yourself enough time to get to a Traveling, and then use the Traveling to force your planned comp to handle the upcoming boss. The other thing is that the SECOND the game starts, you should have a plan in mind by looking at what the Traveling Merchants/gold units for floor rewards are/what are the bosses/what is your first accessory. That can't be said for most Silver units unless they're very vital to how your comp will run (even broken ones, such as Reno). Usually, you want to be a little more picky than that, especially if you plan on improving to get up to WM 5+ level of play.įor example, level 3 Pinto solves a lot of sustain issues, so she can be worth 3 starring if you are in a situation where it's feasible (usually requiring Traveling). In general, the strategy of just throwing a bunch of gold units or level 3 units CAN work in WM 1 (it's probably how most people brute force WM 1, really), but you have to be somewhat fast and rely heavily on sustain symbols (and even then, it stops being as effective starting in WM 5). Especially because the best units that work with Shock aren't in Yellow, they're in Red (Rubiela and whatever that ninja girl was called). A lot of playing Shock is figuring out what units you can keep on your team and when you can transition, and how you can keep getting Yellow up while having sufficient defenses. Shock is weird in that the Yellow units are all kind of bad, but Shock itself is a good effect. Generally, WM is when you have to start paying attention to your compsĪn example is Shock.
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