"Never ... collect money by breaking items"
Having a designated pot breaker will increase the gold yield much more than it'll slow down the game.
"Never ... collect money by breaking items"
Having a designated pot breaker will increase the gold yield much more than it'll slow down the game.
Having a designated pot breaker will increase the gold yield much more than it'll slow down the game.
Luka: let me, let me, let me!!!
Do ability rings work on weapon procs?
the fastest way to get gold is to finish the run in shortest time. this means also "Never open treasury rooms or collect money by breaking items" since the time taken for all will increase the time per run. Go to the difficulty that you can solo in shortest time. This depends on your stats, level and dmg power. Any map (except dragon) is ok because they are the fastest to run.
This is wrong in at least two major ways.
1, as pointed out, a person breaking items will vastly increase the gold/hour rate.
2, treasure rooms also vastly increase gold/hour...if you do them reasonably. Meaning don't pass up a treasure room at the start of a zone, clear to the end, have everyone run back to the entrance, and then have everyone run back to the end. One person staying at the end to open the door to the next zone can help...but ideally just hit the treasure rooms as you find them, can "pair off" in the group which often works well. Of course, that only applies to rooms that can spawn enemies -- the safe rooms are literally just a bunch of gold for 15-20 seconds of time tops and only one person needs to enter.
Craft his peerless tunic and 3 more options will open to craft. Everyone except Isabella it seems just craft the armor which takes the most components and then a new set of patients on that armor will open which require 1 or 2 more components per slot. Isabella seems to take more components for her weaker armors, not sure why except that one of the options is "boned"
Okay, thanks ![]()
Proc'd abilities are always the basic version unless the tooltip specifies otherwise (like the extra hits on hidden blades proc).
Proc'd abilities are always the basic version unless the tooltip specifies otherwise (like the extra hits on hidden blades proc).
Not necessarily. Scepter of Razikale's fade cloak proc includes damage (seems to be around 100% weapon damage, not 800%) and knockdown that normally only an upgraded fade cloak bring. Yet its not mentioned in the tool-tip.

Will we ever find out the cause of death of the assassin's parakeet?
Will we ever find out the cause of death of the assassin's parakeet?
I like to think it died in its sleep of extreme old age.
Will we ever find out the cause of death of the assassin's parakeet?
I like to think it died in its sleep of extreme old age.
Pretty sure it simply got tired of hearing her ramblings and assassinated itself, but make it look like a natural death to throw her off.
What do the trebuchets on FC do, exactly? Just use one of them once to bring the dragon down to fight?
What do the trebuchets on FC do, exactly? Just use one of them once to bring the dragon down to fight?
Yes. In addition they deal damage (10% of its HP IIRC).
What do the trebuchets on FC do, exactly? Just use one of them once to bring the dragon down to fight?
Yes. In addition they deal damage (10% of its HP IIRC).
and, if the Dragon is low enough health you can sometimes finish it off with the trebuchet.
the fastest way to get gold is to finish the run in shortest time. this means also "Never open treasury rooms or collect money by breaking items" since the time taken for all will increase the time per run. Go to the difficulty that you can solo in shortest time. This depends on your stats, level and dmg power. Any map (except dragon) is ok because they are the fastest to run.
The difference between 3 well geared players and 4 well geared players in terms of clearing speed is almost non-existent. Spending 3 seconds to open a door and letting the 4th player do the treasure room nets, you what, about 500+ extra gold per run on perilous?
Yes. In addition they deal damage (10% of its HP IIRC).
and, if the Dragon is low enough health you can sometimes finish it off with the trebuchet.
Hm. I guess now that I think of it, I have seen people using them during dragonling phases. But then they usually end up getting mobbed and rescued.
Maybe someone could do it during a dragon phase? Or does it breathe elemental death at you if you get too much distance? Or is it just not worth it?
You can only hit dragon with the trebuchet when she's on the tower or near, never in the air. So only during dragonling phases. You should always be protecting the people turning the wheel at that point, unless you have an archer or it's perilous at which point it's just better to let them dps the dragon on top of the tower while any melee mobs around and protects the ranged. It'll be more damage overall then the trebuchet.
As an aside, if you time it exceptionally well you can hit dragon twice with the trebuchet, if you shoot it during the zenith of her landing animation (e.g when she's about to land on tower, but at the top of that.)
Also if you have a lock on dragon, while she is in flight (only during her actual fight, not in the zones prior to 5) you can damage her with lock on abilities such as stonefist or explosive shot. If you're skilled at manual aiming, you can also hit her, but she has weird flight speeds at different points in her flight path, so good luck on that.
Hm. I guess now that I think of it, I have seen people using them during dragonling phases. But then they usually end up getting mobbed and rescued.
Maybe someone could do it during a dragon phase? Or does it breathe elemental death at you if you get too much distance? Or is it just not worth it?
What my group typically does is this:
Very start of Zone 5, each of us goes to a trebuchet and pre-cranks it. Magic number is 7.
Then, after damaging the dragon enough for her to take off, we eyeball to see which tower she's heading for. Whoever is closest to the trebuchet opposite of that tower goes and sets it off (usually only a crank or a crank and a half thanks to it being preset) while the rest of us take care of the dragonlings. Ideally, one person sticks close to keep dragonlings off the cranker. Our rule of thumb is if you set off the trebuchet, it is your responsibility to pre-crank it again.
Rinse and repeat until you have a dead dragon.
It's well worth using the old Tree Bucket on the dragons. Something I poo poo's originally. My method mirrors dragon racers method.
A regular well oiled team probably doesn't need to do it but it's a good practice on pugs because if one or two people go down it can save your bacon.
Hm. I guess now that I think of it, I have seen people using them during dragonling phases. But then they usually end up getting mobbed and rescued.
Maybe someone could do it during a dragon phase? Or does it breathe elemental death at you if you get too much distance? Or is it just not worth it?
What my group typically does is this:
Very start of Zone 5, each of us goes to a trebuchet and pre-cranks it. Magic number is 7.
Then, after damaging the dragon enough for her to take off, we eyeball to see which tower she's heading for. Whoever is closest to the trebuchet opposite of that tower goes and sets it off (usually only a crank or a crank and a half thanks to it being preset) while the rest of us take care of the dragonlings. Ideally, one person sticks close to keep dragonlings off the cranker. Our rule of thumb is if you set off the trebuchet, it is your responsibility to pre-crank it again.
Rinse and repeat until you have a dead dragon.
Rolenka, DragonRacer has laid it out exactly. If I see someone else using the trebuchet I play bodyguard and keep the dragonlings off them. Also, once the trebueht has been fired, 7 more turns to prep it for the next run, unless of course the dragon is low enough health to finish off.
Does getting the upgrade to the ability you have increase it's proc power? Like lets say you're using the hakkon sword with WF and you're using a templar, obviously the upgrade wont apply. But if you're using the lego who has the ability and you upgrade it, would that upgrade apply to the proc aswell? Even if you're not using the ability?
Can's say for walking fortress but I know it works for the upgrade for fade cloak so I would guess but cannot say for sure as I have seen it not work on Unbowed. It procced Unbowed while I had a barrier up so I know I was not taking damage and only got 1 bar. And that brings me to my next question. Why is it that I see some people with only a maximum of 6 bars of guard and others with up to 16? I get 16 even on my assassin with savage thorn and have seen Legos with only 6.
Can's say for walking fortress but I know it works for the upgrade for fade cloak so I would guess but cannot say for sure as I have seen it not work on Unbowed. It procced Unbowed while I had a barrier up so I know I was not taking damage and only got 1 bar. And that brings me to my next question. Why is it that I see some people with only a maximum of 6 bars of guard and others with up to 16? I get 16 even on my assassin with savage thorn and have seen Legos with only 6.
When looking at other players health bar it shortens the guard bars to 6 in total. It would be quite hard to fit 16 bars in that tiny health bar and make sense of any of it.
Not sure if I remember this correctly.Can't remember the results from back in the days of the no key drop glitch. But if I'm not mistaken. If someone dies on the last mobs in a zone. Reviving them by open the door to the transit area doesn't count. But since it been a while since then. It might have been changed several times.
yeah that ended a while ago sorry