![]() The short answer is that you’ll just get resources constantly by playing Loop Hero. You’ll also get some resources (specifically scrap metal) when your inventory overflows and when you get more than 12 cards in your hand. You get them from killing enemies, placing cards, transforming cards, and when your hero passes through certain tiles. You’ll get a steady stream of resources as your hero loops their loops. In this Loop Hero guide, we’ll show you how to get resources including which enemies and cards drop them using our resources list. Those buildings unlock things like potions, upgrades, new cards, and new classes. Recomended to do it on Act 3, since the "1 enemy per tile" build will be pretty hard on Act 4 and you will reach bosses with low gear, so they will scale faster and kill you easily.In Loop Hero, the resources you collect allow you to build structures at your base camp. Once the Watcher Mage dies, he spawns a Tome, so you have 2 of each 3 enemies on each tile that can drop Time Shards. Watcher Mage -> Easy peasy fight, don't run and stays to get slayed, pretty and handsome. Watcher -> Nasty, tries to escape, shields enemies, ugly face. ![]() Once the bookeries are depleted, they will start spawning Watcher Mages instead of Watchers and Tomes. Place a lot of bookeries near the road and fill the entire road with the T-Beacon aura. You can use road lanterns to limit the enemy amount to 1. Use cards that will spawn enemies slowly, your main objective is to have ONLY 1 ENEMY PER TILE, so you have 50% chance of target the Watcher with your first attack (and oneshot him most of the times) and 50% of target the other mob. Stack a lot of crit damage and magic damage with burning forests. Go Rogue, double attack trait (so you have a 10% chance of oneshot Watcher before you can upgrade them to Watcher Mages). I'm not sure much can be done about expansion orbs baring making them less important, as the rogue and necromancer just aren't good classes to try and gather those with. Say something that's spawned by putting down enough deserts (they really need something to make you run them over mountains and forests, at least meadows give resources if you want a non-enemy terrain). So long as you unlock it without needing an astral orb. I think astral orbs could be fixed by adding another way to get them than bookeries. Purely because if I don't, then I'm not going to be building or upgrading any buildings back in camp. These issues combined make all the expeditions pretty much the same, again and again. Once more, you need a very specific kind of deck and playstyle to earn expansion orbs in the numbers necessary to make progress in the camp. That's with the best combination I've found, four spiders plus a vampire. Though after lap 5-8 these large groups get too tough to survive anymore. The only class half way decent at this is the warrior with the arsenal, since high defense combined with retaliate at least can handle lots of individually weak enemies without taking too much damage. Though not from lack of trying, I've done four runs after I finally figured out how you get them and still only have 7 scraps.Įxpansion orbs demand that you play counter-productively and deliberately trigger fights against five or more enemies at once. Though this could also be a symptom of not unlocking ways to get them earlier, as I have not got anything that requires Astral orbs yet. You need to limit how you place things and run a specific deck just to have a small chance to get some of them. They drop very rarely and can only be slightly boosted with a vampire mansion nearby. Four loops inside a corner, and seven loops anywhere else. The fastest way to do that is to put them in one of the very few U points on the path, which still takes three loops to trigger them. ![]() Unfortunately your ability to collect them is very limited, forcing a lot of runs purpose built just to get them to keep progressing.Īstra orbs can only be gained through the bookery (and the first boss, but that's even worse to grind), which requires you pass by it seven times before it starts spawning the enemies that drop them. After a certain point in the game, these two orbs are necessary to start making any meaningful progress in the campsite.
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