Feels bad man... This particular playthrough shows how just the right combination of modifiers and build can also be a perfect storm in a bad way. I like that you explained which mechanics made things difficult in this situation and then highlighted what could have been good in the end. I think it's a good combination of comments on strengths and weaknesses.
so at 41:21, only the damaged illusion healed - maybe the fight was actually a little bit easier because you could always have an illusion 'block the heal'? If Flame Storm didn't mess with it randomly. Regardless I don't think it would be possible with this combo of absolutely insane modifiers, that breaker one was absolutely savage too
I did a similar wound build the other day on a lower mutation. Was doable with Vindictive, my problem was that the original 3 spells MUST be kept to make it viable. Leech especially! Ty for the vid. Was fun to watch. Wp.
Yo retromation, You gotta try a run with Azar and weak stacking. It's absolutely broken. Superheat: Deal 5 + 5 x weak, Kairotic Moment: inflict 8 weak on all enemies (3 charges, unrestorable), Heatstroke: Double weak on target ( I ended up not using it for many fights). I was able to turn 1 Boss 1 AND boss 2 as well as most elites.
There's also an artifact that applies 4 damage when you apply weak. And the AoE weakness to all spell. I did 356 damage in one shot on phase 3 of the last boss when I ran it
It could be argued the "break your spells" mod is properly valued at 7 points (or at least not 12, but probably an 8 or 9) considering the "-1 charge to all spells" mod is valued at 10, since the break mod can function like a soft version of the -1 charge mod if you just leave 1 charge in each of your spells. I'd imagine that it would be best to treat it like the -1 charge mod (other than not prioritizing deplete effects), but maybe choose to break one of your spells if you got a substantial benefit or could fix it that turn. Goes without saying though that the starting build having only 2 charges in each spell, while also being scaling, made that impractical at best.
The spell break on depletion is absurd. It's a severe punishment for having a good build that utilises all your spell charges, which makes builds that need set-up turns infinitely worse. But it also sucks on single charge spells. That's the type of modifier that I personally would never take. I think the enemy heal for 10 isn't too bad, unless you're doing a lot of small hits.
What in the world was that set of mutations offered? That was horrifying, not gonna lie. Like yikes, there was no clean way to play around that one I feel. Diminishment+++ seemed possible to play around but the guaranteed loss potential if you run into Chaos Angel (and being unable to play 1-charge spells AT ALL) is painful. Some of those mutation point totals should be higher lol
Man, the Djinn not having a CD on his illusory mechanic and tripling is just so toxic. I tried very hard to not look at the time remaining on your video so to not spoil the fight, in hopes you smashed him.
Both the "break your spells" mod and the "heal the enemy every turn" mod seem to be very undervalued for heat points imo.
That 10-heal modifier is brutal, it really seems like it's way too punishing compared to the other things at that point score.
NIce Try Retro!
Crazy brutal curses!!!
Feels bad man... This particular playthrough shows how just the right combination of modifiers and build can also be a perfect storm in a bad way. I like that you explained which mechanics made things difficult in this situation and then highlighted what could have been good in the end. I think it's a good combination of comments on strengths and weaknesses.
Those were some brutal choices.
Those mutation modifiers were unreal. That must have been the literal worst roll
so at 41:21, only the damaged illusion healed - maybe the fight was actually a little bit easier because you could always have an illusion 'block the heal'? If Flame Storm didn't mess with it randomly. Regardless I don't think it would be possible with this combo of absolutely insane modifiers, that breaker one was absolutely savage too
That mutations were really brutal
I did a similar wound build the other day on a lower mutation. Was doable with Vindictive, my problem was that the original 3 spells MUST be kept to make it viable. Leech especially! Ty for the vid. Was fun to watch. Wp.
You said everything needing saying at the end there. Fully agreed.
Yo retromation, You gotta try a run with Azar and weak stacking. It's absolutely broken. Superheat: Deal 5 + 5 x weak, Kairotic Moment: inflict 8 weak on all enemies (3 charges, unrestorable), Heatstroke: Double weak on target ( I ended up not using it for many fights). I was able to turn 1 Boss 1 AND boss 2 as well as most elites.
That's a great suggestion, I was looking for a build to do the 'Kill a boss on Turn 1' unlock.
How does stacking weak kill the bosses?
Yeah not only is the weakness build super strong, it’s also super safe; one of the easiest builds to take zero damage with IMO.
@@JezzyHsuWith superheat. it deals (5 + 5 times weak on unit) damage. So early game with 5 weak, you hit for 30 (and turn off their damage) .
There's also an artifact that applies 4 damage when you apply weak. And the AoE weakness to all spell. I did 356 damage in one shot on phase 3 of the last boss when I ran it
It could be argued the "break your spells" mod is properly valued at 7 points (or at least not 12, but probably an 8 or 9) considering the "-1 charge to all spells" mod is valued at 10, since the break mod can function like a soft version of the -1 charge mod if you just leave 1 charge in each of your spells. I'd imagine that it would be best to treat it like the -1 charge mod (other than not prioritizing deplete effects), but maybe choose to break one of your spells if you got a substantial benefit or could fix it that turn. Goes without saying though that the starting build having only 2 charges in each spell, while also being scaling, made that impractical at best.
yes but the -1 charge to all spells is absurdly undervalued at 10 so it is moot
@@Retromation Fair
Would it be better, at 19:50, to leach -> extract the 15hp, and then finish off the 13 hp?
The spell break on depletion is absurd. It's a severe punishment for having a good build that utilises all your spell charges, which makes builds that need set-up turns infinitely worse. But it also sucks on single charge spells. That's the type of modifier that I personally would never take. I think the enemy heal for 10 isn't too bad, unless you're doing a lot of small hits.
What in the world was that set of mutations offered? That was horrifying, not gonna lie. Like yikes, there was no clean way to play around that one I feel.
Diminishment+++ seemed possible to play around but the guaranteed loss potential if you run into Chaos Angel (and being unable to play 1-charge spells AT ALL) is painful. Some of those mutation point totals should be higher lol
Dang. I see the theme of today's run is suffering
Man, the Djinn not having a CD on his illusory mechanic and tripling is just so toxic. I tried very hard to not look at the time remaining on your video so to not spoil the fight, in hopes you smashed him.
Self harm suffering for the Algorithm.
rough start yeesh
so you're at 5/6 wins at mutator 6. I believe my current record is 1/7 wins. Oooffff.
I'll be honest, I saw the runtime and thought, "Ooh, short episode. Sounds like it's gonna be a steamroll."
And, I mean, it was...
For the algorithm
Owwwie