![]() I pretty much only ever slot Burning Light on 3. Electric Shock 3, 5 (or a begrudging/foolhardy 1). ![]() IMO, Ice Shard is best slotted on either 2, 4, or 6 in the spellbook. I'm of the opinion that while it's fine to peek at what's in the chest on Floor 1, I never take the spell inside until I've taken and slotted my spell from level up first. The downshot is that if you *don't* roll high? You're doing like no damage and getting slapped in the face. The upshot of that is that when you roll high? You will devour floor 2 enemies. If the spell in the chest on floor 1 is a Magic Shield, there's certainly an argument for choosing Electric Shock over Ice Shard since it's better to have spells that don't compete for the same kinds of dice in general - Electric Shock takes evens while Magic Shield takes odds.īurning Light, on the other hand, is the glass cannon build and you're gambling on dealing more damage instead of controlling how your enemies use their dice. Lightning is better in some situations than ice. That said, there are a couple enemies that damn near hard counter ice on ER/BR:HM so keep that in mind. You're *usually* better served from picking Ice Shard over the others. On average, ice wrecks more enemies than it doesn't. Accepts any dice when upgraded)īurning Light (fire elemental - accepts dice of 4 or higher. Accepts any dice when upgraded)Įlectric Shock (lightning elemental - accepts all even dice. Ice Shard (ice elemental - accepts all odd dice. ![]() On your first level up in most episodes you're offered your choice of two of the following three spells: It's absolutely crucial on Elimination Round and Bonus Round: Hard Mode (albeit maybe Snapdragon as an Infliction equivalent). That guaranteed 3 damage every turn is better than hoping to fish with Cauldron to set an Infliction down and then use it. In most episodes you're best served immediately prepping Infliction and ditching Cauldron for floor 1's enemies. That said you can attempt to stack the odds in your favor: Gotta restart or get clobbered by the minions. The fundamental problem with the Witch is that she's heavily dependent on luck and it's very easy to start building a strategy with her only to find that the crucial missing piece to that build just isn't in the shops and just isn't offered as a spell on level up. Hall of Mirrors or Mirror Cauldron builds can work too, but only if you're also investing in heavy defensive abilities to keep yourself alive while building stock. Snowman and Bounty Hunter can make or break a run based on your build, but for people just trying to brute force her bonus round I'd almost recommend restarting if you don't get Paper Knight as the first rule.Įdit 2: Lucky 7 and Sine Wave can also be a sustaining combo if you've got some other means of dice manipulation or regeneration. Golden run if ever I've seen.Įdit: Brass Cauldron builds are my favourite in general, and Paper Knight is probably the absolute best rule to see as Witch, with Wolf Puppy as a distant second. MS on 2 (overwrote Snapdragon) and Cold Snap on 3. All prepared spells, mostly Cold Snap but occasionally Magic Shield based on the upcoming foe. Floor 2 rule was Paper Knight, which gives you +2 dice to start and steals one per round after until you're down to one. First floor chest contained Magic Shield, and level 2 bonus spell I picked was Cold Snap (MS gives 3 shield for an odd die, Cold Snap does a flat 5 for an odd die.) Scaled perfectly. ![]() I just cleared her bonus round hard mode after starting with Brass Cauldron (Even only, reusable, does 2 damage and gives back an odd die) and Snapdragon. Witch is really all about combos and managing limit breaks.
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