For the Roly-Poly boss, does anyone know what happens if you kill Poly (back) first? I always kill Roly (front) first.
Okay, thought so but wasn't sure, and couldn't test it out since I wasn't able to run into them since I asked the question
So I posted all of the boss tips on Reddit. However, it's gonna be a large pain to copy and paste here, since I have 55 files that need to upload, and each post can only have up to 10. Therefore, I will just link you guys to the Reddit post itself. https://www.reddit.com/r/PiratesOutlaws/comments/bx2xbu/tips_and_tricks_for_every_boss/?utm_source=share&utm_medium=ios_app Please tell me what you think and relay anything I missed or some advice on what to add. Thank you!
I've been trying out the Knot relic; I think it sucks. It takes two ammo to play the full combo, can't really be played at low health, and does mediocre damage most of the time. The endure card also says it adds an 'outburst' to your hand, but the added card is always called 'erupt'. I think knot could probably use some work. It's pretty clear that the only class that can really use it is the swordmaster, because no other class heals as easily as he does. It's also a skill, meaning that you are often unable to heal from it with swordmaster.
Yeah I agree with you on pretty much all of that. I don't usually grab that relic except to sell it. Also if you can grab a card that upgrades cards in your deck temporarily, the combo becomes much more worth it, as both cards will cost no ammo.
Great Work !!!! I will read it if I won't be able to kill the bosses on my own. Thank you. The only ones I have already defeated are the Pirate Bay's Bosses and your tips about it are appropriate.
Thank you! I'm glad I could help people out! Over on Reddit, I got my first gold from it, so I can tell it's really helping people.
also...roly attack is the ammo stealing one...so...killing him second means you're going to lose ammo each 2 turns, that makes pretty annoying to deal with someone that uses ammo to do things, and make 2 ammo lifesteal skill from the swordmaster unlikely to be used(this can pretty much kill you)
Anyone have any tips for Admiral in Souls Rift? I feel like it's difficult to play as Admiral because his starting deck starts at a -2 ammo deficit if you play all the cards and it's difficult to try to draft ammo, status changing and curse changing cards all at the same time. Also, I think the swordmaster is so strong because you don't have ammo issues when using melee cards, he has innate status changing cards and no sustain issues because of his perk and Berserkergang. It would be nice if maybe the other classes had more strengths or minor buffs.
Finally got the Musician. Surprised not many people are talking about him?? Upgraded offensive stance is amazing. Critical hit and +1 damage for no ammo. Defensive status is amazing too, the recovery is great. Especially if you use hourglass which gives you armor with recovery, just unkillable. Beat Soul Rift 2/3 times before getting killed by Mom (crazy strong boss) Don’t really have tips for admiral because Soul Rift is just damn hard for most. Only have had success with Alchemist, Explorer, Musician, and Curse Captain. Also agree that Knot sucks, its just too slow. Brush is probably my fav relic from this map so far. Also i feel like im the only one who doesnt like swordmaster, I must totally be missing the strategy because I hate having to rely on dodges and the lack of armor.
I often just keep choosing melee cards then opting to upgrade berserkergang after upgrading misdirection. The dodge is only useful if from hilt blow; I usually remove agility and get rage status cards instead. 1 ammo for status clearing and iffy defense is not as good as rage because not only does it last longer, but you heal more and take down enemies quicker. I've played musician a few times and I think he takes bit of learning to know which order of forms to use. I'm not too sure about what he's like normally because I've only played him to get the specialist achievement. I think classes that rely on ammo are very weak right now. I find the Swordmaster and alchemist to be the best two classes right now because they don't have to rely on ammo. Swordmaster with rage and melee attacks can just wipe out three enemies and exit the battle with more health than he had going in, and can always deal lots of damage and heal when needed. Alchemist by midway through the second island will be able to comfortably loop through her deck infinitely until all enemies are dead. Both of these characters are very reliable because they don't have to pray that their hands will have a good combination of ammo and damage dealing cards and armor, in addition to drafting better damage cards, ammo cards, armor cards and status changing cards.
Musician is one of my favorite characters but I need some time to myself to think the right thing to do, so I choose him when I have more time to play. The characters who allows me to finish the game many time are the swordmaster and the explorer, upgrading their abilities. So the Swordmaster regenerates continuously and the Explorer choose more useful relics and cards to restore his health or defeat the boss.
I never thought to just get rid of agility. Maybe that will make swordmaster more fun. Also im so glad someone else loves alchemist! Probably the easiest character to win with since the infinite loop is so easy to pull off. That being said, it’s kinda slow and not that fun to play. But its fun to win.
Yeah I think once you can do the infinite loop, the game should just complete it for you. It can be very boring to cycle through everything with an ax relic to kill a boss or something. Also, just make sure you have a way of switching statuses if you remove agility. Hilt blow and Anger are easily some of the best cards for swordmaster. I'm fairly certain that he marks you as well.
Ok here are some tips I have for Swordmaster: • Use health as a resource • Remove Shoot; remove Agility if there are status changing cards in the deck • Upgrade Misdirect then Berserkergang • Some great cards for Swordmaster • Use health as a resource: Swordmaster has the best innate sustain of any other class due to his passive and Berserkergang. This means you can use hp cost cards to great advantage. Cards such as Double Edge, Payment in Blood, and Anger are some of the best cards for Swordmaster. If paired with the Pepper relic, Swordmaster can easily do upwards of 100 damage in a turn, and even wipe out the entire battlefield before any enemy has taken a turn. • Remove Shoot; remove Agility if there are status changing cards in the deck Swordmaster only comes with two ammo cards, but going through his entire deck will take 5 ammo everytime if Berserkergang is upgraded. Ammo gaining cards are rare. By removing Shoot, you reduce deck size, increase damage because almost any other card outdamages it, and you decrease the chances of having a smaller effective hand size because you can always play melee cards. Removing Agility is useful if you have Anger or other status changing cards. Cards such as Blind are doubly useful because they can be used on the enemy, or on yourself at the end of a turn to remove your status; if Swordmaster uses the unupgraded Blind on himself, he will not be blinded for his next turn. Generally, one should aim for about 1 status changing card for every 5 cards in your deck. Decks that lack this usually lose to bosses like Ed'hog or characters that can apply mark and weakened to Swordmaster. • Upgrade Misdirect then Berserkergang Misdirect does 5 damage to the front target, and 10 to the target behind for a total of 15 damage. Upgraded misdirect does 8 damage to the front target and 16 to the target behind for a total of 24 damage. This 9 damage increase is massive because now you can try to aim for Berserkergang + Misdirect for a massive 24 health regain instead of just 15. A good tactic for focusing a front target would be to attack them, then Kick them back, then use the crit portion of Misdirect to finish them off. Upgrading Berserkergang allows Swordmaster to heal everytime he cycles through his deck. • Some great cards for Swordmaster aside from the ones mentioned above: - pretty much any melee card (hilt blow is amazing as both a status card and damage card, but it can also erase your rage stacks if you have any) - Greed, Predict (if you can upgrade it or it's already upgraded), Bloody Mark, Powerful Arms Look to reroll if you can't find a consumable, relic, melee card or health cost card; you might have to spend 50 gold later on just to remove the dead weight in your deck if you draft it. If Swordmaster can't use the relic, get it anyways because you can just sell it later. PS: I find cards like Flail, Misdirect + Kick very fun to use. It'd be neat if there were more cards like these. Just realized another caveat about ranged cards. Say Barrage is played. It takes 3 ammo to play this card to do 30 damage in an ideal situation. This reduces one of your hand sizes later on because you will have to play at 3 Ammo cards just to recuperate the cost of it, or upgrade Ammo so that you only need two Ammo cards. There is almost no reason to do that when the player can just draft 3 melee cards and do around 21-24 damage without praying for a good hand or upgrading Ammo and the damage and draws are much more consistent. Damage between most melee and ranged cards are the same so I believe the current tradeoffs that ranged have vs melee is just better target selection at the cost of reduced effective hand sizes and reduced consistency (having to draft for rare ammo cards or upgrading ammo instead of other cards at the market, or larger deck size, because subsequent ammo costing cards must be paired with more ammo cards).
Anyone got the special achievement for the musician? Sounds incredibly hard to get... The cards allowed in your deck don‘t do any damage, so the only possibilty is to have relics that deal damage, right?
Just switched to english and it becomes clear: having only one of the following cards The german version says: having only the following cards - so there is just a translation error.