Minions by themselves only last for 10 seconds max and are weak in combat, they're usually killed after a few seconds tops. Primary attack: right click to launch minion max 6 minions up at one time can only launch every few seconds (this seems to vary, not 100% sure what it's tied to) cannot hold down button/must be manually clicked each time to launch minion. Combat is no more involved or effective than the Pirate Captain class. I've never seen a ** stat, so I'm guessing either my % is wrong, or we're not using a uniform distribution.Ĭan confirm, nothing special about Tomb Raiser that warrants the premium. Two icons (**) means it's rolled in the top 5%. Side note, assuming my data isn't old, the icon (*) next to some stats means that stat rolled in the top 20% of what was possible. In practice, you have to compromise a lot more than that.
#Trove fall terraformers upgrade
In theory, you have some ideal itemization you want, you manage to find gear with those stats with very high rolls, then you use the Forge to upgrade them to top-tier rarity.
![trove fall terraformers trove fall terraformers](https://i.pinimg.com/originals/53/32/ed/5332ed8a3f8acbe857e371b0d3fa155b.jpg)
Which stats am I willing to drop to pick up those? But now here's the trick: Both Movement Speed and Health Regen help with my combat sustainability as well as general quality of life. My main two stats are definitely Health and Magic Dmg - so I put a lot of weight on those. Since I need to stay in melee range, having at least one gear piece with Stability a must. Personally, I like to have a minimum of +4 Jump, so I've got to get that in there. I was making fun of gear stat optimization yesterday, but after playing all evening, I've gained a lot of appreciation for how much good stats matter and gear upgrades to sometimes require meaningful decisions.įor example, the Drakolyte doens't benefit from Attack Speed or Phys Dmg, so I can ignore both of those completely. There's something about walking up to a blank plot and slapping down your structure that feels really good. Maybe it'll even have a spiral staircase up the inside, because why not? Currently I'm using entirely default gray blocks for the walls - but now that I've got a cube converter, I think I'm going to take the opportunity to switch to more earthtones and have a big tree sprouting out of the center of my castle. I use a basement (and soon a sub-basement) for all the actual functional parts and the top-side is all for decoration and sculpture. 16x16 really isn't much space to work with, but with the vertical space allowed, you can still fill your space in interesting ways. The grind/rest/build loop is pretty solid, once you get going.
![trove fall terraformers trove fall terraformers](https://i.pinimg.com/originals/fe/2a/a2/fe2aa28392d8117f87bf35a69a995028.jpg)
All of which are also basically unlocked by copious amounts of adventuring. In order to really do it right, I'm going to need to start making more complex blocks than the solid colors and also quite a few design recipes. Seeing people take advantage of the vertical space is inspiring (you can dig down into your foundation as well as build up to the sky).Ĭurrently my little spot is a basic house on stilts but I'd like to modify it into a classical Chinese-style design ( like so). They come in a trickle from normal combat and exploration, but that takes a long time to get to the ~5000 needed to unlock classes.Īnd yeah, now that I've hit level 11 on one class and the influx of loot/adventuring materials has slowed down (grinding to make a shadow key now), I'm finding a fair bit of fun in creating my little personal base. Unlocking classes seems to be the main use of Glims, but after the tutorial missions, I'm not sure where to get additional Glims. His other ability is to drop a bomb that explodes for high damage after about 2 seconds of applied flamethrower and his Ultimate is to turn into a Dragon! This gives a sizable buff to attack damage as well as durability - but mostly it feels badass.
![trove fall terraformers trove fall terraformers](https://1.bp.blogspot.com/-P-PoOUdr_5A/U2KxgvqcsyI/AAAAAAAB0XM/falT4JEsr8w/s1600/designcomplicityfallwinter2014_thisheartsonfiref.jpg)
So flamethrower for a bit, then nuke ball from the dragon buddy, then back to flamethrowing. His primary attack is a mid-damage flamethrower that builds up a fireball ranged attack from his shoulder dragon. Near the end of the tutorial, I had enough cash to unlock the Drakolyte. Maybe with extremely high movespeed this would work better? Otherwise it's hard to avoid soaking a lot of hits. It was fun at first because it was very fast, but as soon as fights got a bit tougher, the mechanics made it difficult to avoid getting hit. His ultimate really just extends his melee range and improves damage, but it doesn't feel like a huge difference. This promotes short engagements, then a backflip into stealth followed by a high damage shuriken barrage. During melee hits, the Ninja builds up the ability to throw shuriken when leaving stealth. You can engage and do a lot of damage, then backflip into stealth and get some distance for quick recovery. He's a high mobility melee attacker (as expected).