Auto-Revive: A full Dew Vial and Ankhs.The player can also spawn clones by wearing an armor with a multiplicity glyph. Asteroids Monster: A Swarm of Flies splits into two swarms every time it's hit by a physical attack, each with half of the original swarm's HP.Artifact of Death: The Scroll of Psionic Blast wipes out all nearby enemies, but paralyzes and blinds you, and causes massive damage to your hit points (if it doesn't outright kill you).An Adventurer Is You: The player can be a Warrior, Mage, Rogue, or Huntress.Abandoned Mine: The Caves, third stage of the dungeon.If only huntress had the freerunning subclass. Overall it doesn't feel like enough to make up for her weaknesses, and is my least favorite subclass (and the only subclass I've never won with). Grass armor is short duration and very situational. except now it's best to focus on collecting dewdrops rather than consuming them. Warden is nice, but honestly doesn't seem to really do anything that actually helps. Since huntress has a really hard start, sniper almost feels required to make the class decent. Huntress - Sniper: Huntress's boomerang damage sucks, with sniper it sucks less. And if it's active, it ruins slow wand kiting (which is one of the best dwarf/demon halls strategies). Freerunner is nice at times, but losing it's effect while starving severely limits its late game potential. Assassin+door kiting helps them through the early game and gets them to where they truly shine. Rogue - Assassin: rogue's have good endgame with their increased dodge chance, but their early game is hard. However, going battlemage helps you through the first 5 levels, which are the most luck based in the game. Battlemage is honestly how mage feels like it should be played, but feels too dependent on finding a firebolt wand. Would be ridiculously broken if not for the enemy-level restrictions. Mage - Warlock: generally helpful and useful without having to change your play style. However with a fast weapon/ring and a ring of accuracy it becomes quite potent. It's my understanding that it does nothing until you reach 3 hits in a row, which is hard to reach with dodge/miss. Gladiator doesn't work with door kiting, and is item/luck dependent to be effective. Warrior - Berserker: it saves you from bad situations, and gives you ridiculous damage. No sense in cluttering your inventory when they spawn so rarely and get used up quickly. I finished with a warden by throwing my boomerang away at level 11 or so and upgrading a warhammer. At least warden can mitigate some of huntress's crappy starting hp by dipping into a bush when sewer crabs are chasing you. The boomerang does essentially nothing past lvl 5, even with lots of upgrades and sniper. I really feel like non-wand ranged combat needs some serious revamping. I just finished with freerunner and found it to be pretty handy towards the end of the game, but assassin is great at all levels. Battlemage can be pretty great with wand of disintegration, although lightning/firebolt are okay too (but both have serious down sides). Plus, warlocks are hands down the best subclass in the game for farming flies. Battlemage can be fun, and the warlock perk does nothing endgame, but I find that even after upgrading a wand to +7 or 8 it still hits pretty weak in melee. Berserker is amazing if you get a vampiric weapon, and pretty meh otherwise. When I got to endgame with gladiator I was 2-3-shotting mobs, so the gladiator bit didn't come in handy often. Gladiator is good if you only get scale and have to upgrade it a lot or want to get a good ring or two, so your weapon upgrades suffer.
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