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Necroliter
- Posts: 207
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Re: Combat Guide by Flameturtle & Friends
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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CloudJhi
- Posts: 456
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Re: Combat Guide by Flameturtle & Friends
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.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.
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.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.
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
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Hervarth
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Re: Combat Guide by Flameturtle & Friends
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 :pCloudJhi wrote: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.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.
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.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.
Thanks for the info man.
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Sevenless
- Posts: 7704
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- Location: Canada
Re: Combat Guide by Flameturtle & Friends
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.
Kind of surprised there isn't a move to refresh your current 5 moves to help decks that can lock.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Hervarth
- Posts: 301
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Re: Combat Guide by Flameturtle & Friends
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.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...?
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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Archiplex
- Posts: 1362
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- Location: In the midst of the stars and skies
Re: Combat Guide by Flameturtle & Friends
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.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.
Regardless, it's undeniable that the skill you use impacts what skill you discover; Jorb's earlier post in this thread is proof
Queen of a cold, dead land. Caretaker of the sprucecaps.
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Sevenless
- Posts: 7704
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Re: Combat Guide by Flameturtle & Friends
What post is that? I looked through and don't see any mention of it.Archiplex wrote: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.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.
Regardless, it's undeniable that the skill you use impacts what skill you discover; Jorb's earlier post in this thread is proof
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Archiplex
- Posts: 1362
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- Location: In the midst of the stars and skies
Re: Combat Guide by Flameturtle & Friends
Sevenless wrote:What post is that? I looked through and don't see any mention of it.Archiplex wrote: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.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.
Regardless, it's undeniable that the skill you use impacts what skill you discover; Jorb's earlier post in this thread is proof
viewtopic.php?f=42&t=40466&start=50#p545135
Queen of a cold, dead land. Caretaker of the sprucecaps.
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banok
- Posts: 696
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Re: Combat Guide by Flameturtle & Friends
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
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
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Hervarth
- Posts: 301
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Re: Combat Guide by Flameturtle & Friends
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
I finally unlocked Think, from a boar... any new moves people have?
edit:

this seems very good
I finally unlocked Think, from a boar... any new moves people have?
edit:

this seems very good
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