Combat Guide by Flameturtle

Ask, answer and discuss any and all topics about the hows, whys, wheres and whens of playing Haven & Hearth.

Re: Combat Guide by Flameturtle & Friends

Postby Necroliter » Tue Sep 15, 2015 2:24 pm

I`m curious if skills you get still depend of your current skillset or enemy you fight. I was unable to get Kick despite getting tons of other combat skills.
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Re: Combat Guide by Flameturtle & Friends

Postby CloudJhi » Tue Sep 15, 2015 2:53 pm

Necroliter wrote:I`m curious if skills you get still depend of your current skillset or enemy you fight. I was unable to get Kick despite getting tons of other combat skills.

That's one theory, though not one I support. I'm for the theory that each animal can give you only so much moves after farming them. I got Kick from ants and foxes though, if that helps.

Hervarth wrote:How do you avoid starting out with nothing you can actually do with 0ip? Do you run multiple copies of some cards? I'm really interested to learn how you've made this work.

In my deck, there are only four moves that use IP. In the event of an unlucky start, I'd be locked out of four of my moves, but I can survive cycling through one card until I get IP. I only use one copy of each card, since I don't see any use in using more than one copy of each. Defensive types stack, but moves only replace themselves, which can render some others ineffective.
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Re: Combat Guide by Flameturtle & Friends

Postby Hervarth » Tue Sep 15, 2015 8:49 pm

CloudJhi wrote:
Necroliter wrote:I`m curious if skills you get still depend of your current skillset or enemy you fight. I was unable to get Kick despite getting tons of other combat skills.

That's one theory, though not one I support. I'm for the theory that each animal can give you only so much moves after farming them. I got Kick from ants and foxes though, if that helps.

Hervarth wrote:How do you avoid starting out with nothing you can actually do with 0ip? Do you run multiple copies of some cards? I'm really interested to learn how you've made this work.

In my deck, there are only four moves that use IP. In the event of an unlucky start, I'd be locked out of four of my moves, but I can survive cycling through one card until I get IP. I only use one copy of each card, since I don't see any use in using more than one copy of each. Defensive types stack, but moves only replace themselves, which can render some others ineffective.


Hm, so I guess you only use IP requiring attacks? Since if your cycle card was an attack you're screwed... which means my mc style kindof sucks for now :p
Thanks for the info man.
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Re: Combat Guide by Flameturtle & Friends

Postby Sevenless » Tue Sep 15, 2015 8:51 pm

I could see multiple cards being used to modify ratios of moves for more complex decks. Multiple of the basic defense moves would encourage a healthy flow of those while you farm IP...?

Kind of surprised there isn't a move to refresh your current 5 moves to help decks that can lock.
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Re: Combat Guide by Flameturtle & Friends

Postby Hervarth » Tue Sep 15, 2015 8:54 pm

Sevenless wrote:I could see multiple cards being used to modify ratios of moves for more complex decks. Multiple of the basic defense moves would encourage a healthy flow of those while you farm IP...?


Thats a really great idea, i would worry about the deck becoming too slow though? (Lol, aggro vs control decks in haven!) I will definitely try it out.
Atm with a 5 card deck i can spam punch until def is down then chop, very reliably - but I'm bored of it.
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Re: Combat Guide by Flameturtle & Friends

Postby Archiplex » Wed Sep 16, 2015 2:19 am

Necroliter wrote:I`m curious if skills you get still depend of your current skillset or enemy you fight. I was unable to get Kick despite getting tons of other combat skills.


I used to believe it was based on the animal, but now I believe it is based on both, the skill you USE that unlocks the discovery, and the animal.

Regardless, it's undeniable that the skill you use impacts what skill you discover; Jorb's earlier post in this thread is proof
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Re: Combat Guide by Flameturtle & Friends

Postby Sevenless » Wed Sep 16, 2015 2:30 am

Archiplex wrote:
Necroliter wrote:I`m curious if skills you get still depend of your current skillset or enemy you fight. I was unable to get Kick despite getting tons of other combat skills.


I used to believe it was based on the animal, but now I believe it is based on both, the skill you USE that unlocks the discovery, and the animal.

Regardless, it's undeniable that the skill you use impacts what skill you discover; Jorb's earlier post in this thread is proof


What post is that? I looked through and don't see any mention of it.
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Re: Combat Guide by Flameturtle & Friends

Postby Archiplex » Wed Sep 16, 2015 2:47 am

Sevenless wrote:
Archiplex wrote:
Necroliter wrote:I`m curious if skills you get still depend of your current skillset or enemy you fight. I was unable to get Kick despite getting tons of other combat skills.


I used to believe it was based on the animal, but now I believe it is based on both, the skill you USE that unlocks the discovery, and the animal.

Regardless, it's undeniable that the skill you use impacts what skill you discover; Jorb's earlier post in this thread is proof


What post is that? I looked through and don't see any mention of it.



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Re: Combat Guide by Flameturtle & Friends

Postby banok » Wed Sep 16, 2015 10:31 am

I can confirm that CloudJhi seemed stronk at using a huge deck, when I was still trying to figure out the basics. I might be fated as a small deck noob as a non multitasker, but I think with right skills you can still make a small deck than uses IP.

for instance with small deck you can garentee take aim to initiate, unlike your 9 deck. which means I can use artful from the get go, and use IP moves with only my preferred 6 cards. I need to play around with it more got wounded really bad last night :lol:
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Re: Combat Guide by Flameturtle & Friends

Postby Hervarth » Wed Sep 16, 2015 1:00 pm

Following CloudJhi's post I changed to 7-8 card chop/punch decks, and they are strong against animals for sure - I don't have many players to mess around with though :roll:

I finally unlocked Think, from a boar... any new moves people have?

edit:

Image

this seems very good :)
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