Loop Hero: What if Progress Quest had Gameplay?

UpToIsomorphism wrote:

What do I emphasize with a Rogue? Still go for Vamp and Regen, or is there a more rogue-ish build?

You won't be able to. Rogue doesn't get either of those from equipment, only a base vamp from the class. I usually aim for Crit Chance and Crit Damage, relying on forests to boost attack speed, and a bit of evasion to help with defense. Definitely use the Arsenal card. Magic HP can't be passed up for the Rogue.

UpToIsomorphism wrote:

Warrior, with a heavy emphasis on regen and vampirism.

Switch to vampirism and evade instead, mostly evade, at least for finishing chapter 1. Vampirism works well only in conjunction with high attack speed. Regen becomes less and less useful as the map fills up with enemies, unless you can somehow keep your defense really high.

Evade can be crazy strong. I had a rogue going a few days ago that got just north of 50% evade and felt damn near untouchable - that was around loop 4 or 5, with some very lucky drops.

UpToIsomorphism wrote:

What do I emphasize with a Rogue? Still go for Vamp and Regen, or is there a more rogue-ish build?

As other have said, stick to evade, crit chance, and crit damage. Until you unlock forests, I like to focus on attack speed above all else. If you have the Arsenal gold card, definitely use it as it opens up an extremely useful item slot. HP regen and attack speed can be handled by meadows, and forests.

Something you should know about the rogue is it handles equipment entirely different than the other two classes. It makes it the best at farming metal and very powerful but only at camp.

For Necromancer the main stats for me have been + Skeletons and Skeleton Quality.

Vector wrote:

For Necromancer the main stats for me have been + Skeletons and Skeleton Quality.

+ Attack Speed = More, Better Skellys, More Often

Yeah, Attack Speed is good for all characters...

I also strongly suggest the Arsenal card. It makes the Rogue insanely powerful because it offers so much free HP per battle. You simply cannot regen anywhere as much HP as the free magic shield that comes with the amulet slot.

Evade caps at 75%. Never gotten enough vampirism to see what it caps at. Never gotten enough attack speed to see what it caps at either though I've seen it break 240%.

Re attack speed - once you place forests/thickets, watch out if you're an attack speed build - they counterattack and you can end up self destructing quite easily.

Vector wrote:

Something you should know about the bard is it handles equipment entirely different than the other two classes. It makes it the best at farming metal and very powerful but only at camp.

For a second I thought you were a time traveler here to tell us about future DLC. I am disappointed.

Mantid wrote:
Vector wrote:

Something you should know about the bard is it handles equipment entirely different than the other two classes. It makes it the best at farming metal and very powerful but only at camp.

For a second I thought you were a time traveler here to tell us about future DLC. I am disappointed. :D

Sadly, no. Just extremely tired.

Nimcosi wrote:
Vector wrote:

For Necromancer the main stats for me have been + Skeletons and Skeleton Quality.

+ Attack Speed = More, Better Skellys, More Often

Robear wrote:

Yeah, Attack Speed is good for all characters...

With rivers and forests/thickets you won't need any attack speed gear.

Bfgp wrote:

Evade caps at 75%. Never gotten enough vampirism to see what it caps at. Never gotten enough attack speed to see what it caps at either though I've seen it break 240%.

Re attack speed - once you place forests/thickets, watch out if you're an attack speed build - they counterattack and you can end up self destructing quite easily.

There's also a stamina mechanic. For longer fights, as a rogue, you'll run out of stamina and not be able to attack.

Bfgp wrote:

once you place forests/thickets, watch out if you're an attack speed build - they counterattack and you can end up self destructing quite easily.

Wait, what? The forests attack? I’ve never seen that happen, and I’ve also gotten attack speed up over 200% a couple times. (Thickets + River)

Keithustus wrote:
Bfgp wrote:

once you place forests/thickets, watch out if you're an attack speed build - they counterattack and you can end up self destructing quite easily.

Wait, what? The forests attack? I’ve never seen that happen, and I’ve also gotten attack speed up over 200% a couple times. (Thickets + River)

Pretty sure they mean the wood people that spawn on A Village? tiles.

Yep the wooden "men" that appear as green figures on the map. Those tiles spawn every 10 forest/thicket cards placed on the map. They may be worse than goblins in my opinion (which spawn every 10 mountain/rock cards placed on the map).

Ah the stamina bar must be that orange line which I've seen from time to time! This explains why my attack rate drops off when it gets depleted. I never did understand what was causing it.

I decided to go on a farming run and figured out getting the Rogue to 600% attach speed was pretty nice. The animation would not even play anymore, I was just attacking all the time. And I would have gotten higher if I wasn't using the lightning things.

I also learned evasion caps at 75%. I wanted to focus on speed and crit but it was hard to combine the two.

IMAGE(https://i.imgur.com/VW6H5W1.jpg)

How do I build a Forest? I have a glow line to it and the resources for it. When I click on it I go to the build screen but it doesn't show any place I can put it down. I don't get any green highlights saying it is okay to build here or red highlights saying I need to destroy a building to build here.

Presuming you mean in camp, forests can be built only at the edges initially. I'm guessing you were focused on the middle of your screen and didn't notice the highlighted cells at all the edges.

Bfgp wrote:

Yep the wooden "men" that appear as green figures on the map. Those tiles spawn every 10 forest/thicket cards placed on the map. They may be worse than goblins in my opinion (which spawn every 10 mountain/rock cards placed on the map).

They're usually bad for the Rogue (they counter-attack 100% of the time). They're almost free farm for the Necro (they only counter-attack, so your skeletons take the damage--the only way you take damage is if you're at full skeletons and swing a fist).

Bfgp wrote:

Ah the stamina bar must be that orange line which I've seen from time to time! This explains why my attack rate drops off when it gets depleted. I never did understand what was causing it.

Yep! You'll notice a little bar depleting under your next-attack bar every time you attack or evade. If it gets all the way down to zero, it turns orange and starts climbing until it recovers back to full, during which time you incur heavy penalties.

Necromancers can generally just go bananas on attack speed with forest/river snakes and it's rare to get too much attack speed. Warriors and Rogues have to tune a bit more carefully; if you don't have enough raw damage to bust through all your opponents before stamina is exhausted, then you need to back off on attack speed. Rogues in particular can get into trouble, as there's a huge evasion penalty (50%? Can't remember exactly) when you're in recovery.

Mr Crinkle wrote:

Presuming you mean in camp, forests can be built only at the edges initially. I'm guessing you were focused on the middle of your screen and didn't notice the highlighted cells at all the edges.

Yep that was it.

Update: I beat the first boss!

Necro with a build heavy on skeleton quality and extra level, and I got lucky with the perk that filled me with Oblivion Cards, and it was still closer than I thought it should be.

Now, to harvest, build, and kill the next boss

I killed the first boss after like 25 plays, then killed the second boss on the very next run. Or...

Spoiler:

Killed the boss again? Not sure how that works.

Anyone know why vampires will vanish in a poof of smoke? I'm trying to farm orbs and need kill the vampire mages but they keep running away before I can kill them.

If you are fighting them in a wheat field? Check the scarecrows’ abilities, one of them is that they scare away one other mob at the start of the combat.

Mantid wrote:

If you are fighting them in a wheat field? Check the scarecrows’ abilities, one of them is that they scare away one other mob at the start of the combat.

Oh that might be it.

Robear wrote:

I killed the first boss after like 25 plays, then killed the second boss on the very next run. Or...

Once I unlocked necro, I had a string where I beat both the second and third bosses right after each other. Ever since then I've been trying to farm the time shards so I can get the alchemist's tent, which has slowed my progress. Keep telling myself I shouldn't solely rely on the necro (made the second boss super easy with my playstyle, though).

Aeazel wrote:
Robear wrote:

I killed the first boss after like 25 plays, then killed the second boss on the very next run. Or...

Once I unlocked necro, I had a string where I beat both the second and third bosses right after each other. Ever since then I've been trying to farm the time shards so I can get the alchemist's tent, which has slowed my progress. Keep telling myself I shouldn't solely rely on the necro (made the second boss super easy with my playstyle, though).

I beat the first boss and chose resources as my reward. Seems like the most reliable and easy way to get time orbs

I am assuming the path to beating the fourth chapter is patience and pacing?

Speaking from the necromancer perspective, I found it was about doing it quickly. Once you get good affixes so your summon quality and skeleton count is good, you want those boss fight before multiple loops power up the enemies more than your periodic gear upgrades. Attempted it three times, won twice, both times progressing the boss counter at full speed, and doing 1 extra loop at the end just to build bonus HP from the trait that gives 0.5 per skeleton summon.

Mr Crinkle wrote:

Speaking from the necromancer perspective, I found it was about doing it quickly. Once you get good affixes so your summon quality and skeleton count is good, you want those boss fight before multiple loops power up the enemies more than your periodic gear upgrades. Attempted it three times, won twice, both times progressing the boss counter at full speed, and doing 1 extra loop at the end just to build bonus HP from the trait that gives 0.5 per skeleton summon.

Yeah, the Maze of Memories gold card is key to this. Playing it is equivalent to playing 36 cards.

UpToIsomorphism wrote:

Update: I beat the first boss!

Necro with a build heavy on skeleton quality and extra level, and I got lucky with the perk that filled me with Oblivion Cards, and it was still closer than I thought it should be.

Now, to harvest, build, and kill the next boss

Robear wrote:

I killed the first boss after like 25 plays, then killed the second boss on the very next run. Or...

Spoiler:

Killed the boss again? Not sure how that works.

Me too!

You're all filthy, filthy, beautiful enablers and I love you all!

At least I played this one immediately after installing. Only got two loops in after the tutorial loop, but I already love it and want more loops. Maybe after every one else goes to bed...just a couple more loops...