enjoying this educational series a lot! really appreciating how your commentary makes the positioning easy to follow, in terms of the overall picture, without looking at the screen. comment for the algorithm.
Also, double commenting to say that the ambusher set effect is insane. If you get the candy giving 3 sugar rush on turn one, that becomes 3 sugar rush every turn for the whole combat. There are so many good turn one items, a lot of them are defensive/survivability.
Apparently the upgrade on quicken that gives you unlimited movement that turn synergizes with the shield move the consumes your movement for more block. It gives you like 115 block, and you get to keep moving.
Augments available to the weaver's starting bindings can provide much of the scaling damage and sustain necessary for a successful run. This makes Glyphs (for re-rolling augments) a little more valuable to the weaver, and gold (for re-rolling vestiges) a little less so. Mobility is the sore spot that the weaver's starting kit fails to address. Still, in my opinion, no other class is more self-sufficient in their starting kit than the weaver.
I just wanted to say, that while I don't play this game (I realy don't like analog movement in turn based games) I enjoy watching you playing it and explaining your decisions.
I am by no means a weaver player. (Probably second weakest next to clairvoyant) but one of my favorite combos ive found has been, Take the trinket that garentees quicken, then stack physical buffs Now you can bind everyone, constrict to pull them together, stich for big damage if a lot of enemies are alive, quicken to constrict again, and finally pick up an orb to constrict again.
Going through old videos, and I find it really funny how you say that Vigorous is a bummer of a set but seem to go in on it very often at rank 20, I wonder how your stance on Vigorous has changed now.
Shielding applies shield only once, so Unearthed Relic gains at most 20 omni damage from it no matter what your shielding is, so long as it is at least 1.
Does gossamer dream stack? Because it's turn based and lasts until end of combat. So If I'm understanding it correctly for each turn you don't take damage you get the bonus until the end of the fight.
I've played inbound from its first open alpha testing, the game has gotten progressively harder every new patch. A few aspects IMO are about useless (hot take incoming) Obelisk is the worst all around.
@@AltimaNZ That may be true for single player however I play mostly with groups and obelisk rapidly runs out of gas. That's not to be said that obelisk CAN'T be good just the amount of effort to make him good at what he does increases exponentially at higher tiers in group play.
@@AltimaNZ definitely, the easiest aspects ATM for me are poison builds with mosscloak and chain breaker, DOTS are still the best way to win in my opinion.
I think Obby is really consistent due to his shield generation, and find that the hardest runs for me are on aspects without built-in mobility. That said, I super agree that this game is hecka hard now. The best players I know right now are at a 6 win streak, but then the game is just killing them.
enjoying this educational series a lot! really appreciating how your commentary makes the positioning easy to follow, in terms of the overall picture, without looking at the screen. comment for the algorithm.
Also, double commenting to say that the ambusher set effect is insane. If you get the candy giving 3 sugar rush on turn one, that becomes 3 sugar rush every turn for the whole combat. There are so many good turn one items, a lot of them are defensive/survivability.
Apparently the upgrade on quicken that gives you unlimited movement that turn synergizes with the shield move the consumes your movement for more block. It gives you like 115 block, and you get to keep moving.
Is Carnival Candy really Ambusher? That seems nuts if true. I'll have to check that out next time I see it!
Augments available to the weaver's starting bindings can provide much of the scaling damage and sustain necessary for a successful run. This makes Glyphs (for re-rolling augments) a little more valuable to the weaver, and gold (for re-rolling vestiges) a little less so. Mobility is the sore spot that the weaver's starting kit fails to address. Still, in my opinion, no other class is more self-sufficient in their starting kit than the weaver.
FYI, you can now drag and drop vestiges where you need without dropping them
Whoa is this real. Huge!
I just wanted to say, that while I don't play this game (I realy don't like analog movement in turn based games) I enjoy watching you playing it and explaining your decisions.
I am by no means a weaver player. (Probably second weakest next to clairvoyant) but one of my favorite combos ive found has been,
Take the trinket that garentees quicken, then stack physical buffs
Now you can bind everyone, constrict to pull them together, stich for big damage if a lot of enemies are alive, quicken to constrict again, and finally pick up an orb to constrict again.
Oh Right! Quicken also gives movement so it helps with the mobility problem
Quicken is a binding I need to experiment with more in the release, yeah.
Damn, what a hell of a run
Going through old videos, and I find it really funny how you say that Vigorous is a bummer of a set but seem to go in on it very often at rank 20, I wonder how your stance on Vigorous has changed now.
I think a big part of it was that in these earlier post-release videos I had fewer of the high-end legendaries attached to Vigorous unlocked.
41:30 Your main attack binding gives you +1 shielding for every enemy threaded. This would have been free +60 omni damage most turns.
Shielding applies shield only once, so Unearthed Relic gains at most 20 omni damage from it no matter what your shielding is, so long as it is at least 1.
I just hot to the point where you buy frosted half charm, and yes, it is completely busted
It's so nutty, wow.
another ink-redible upload
Does gossamer dream stack? Because it's turn based and lasts until end of combat. So If I'm understanding it correctly for each turn you don't take damage you get the bonus until the end of the fight.
Engagement!
i no understand why gunk filled + pulling constrict
I've played inbound from its first open alpha testing, the game has gotten progressively harder every new patch. A few aspects IMO are about useless (hot take incoming) Obelisk is the worst all around.
Spikes and damage reduction is one of the brain dead builds that works even at rank 20, obelisk is in no way useless.
Take was indeed hot.
@@AltimaNZ That may be true for single player however I play mostly with groups and obelisk rapidly runs out of gas. That's not to be said that obelisk CAN'T be good just the amount of effort to make him good at what he does increases exponentially at higher tiers in group play.
Oh group play? Yeah, everything’s rough even at duo plays.
@@AltimaNZ definitely, the easiest aspects ATM for me are poison builds with mosscloak and chain breaker, DOTS are still the best way to win in my opinion.
I think Obby is really consistent due to his shield generation, and find that the hardest runs for me are on aspects without built-in mobility. That said, I super agree that this game is hecka hard now. The best players I know right now are at a 6 win streak, but then the game is just killing them.