None Shall Intrude

None Shall Intrude

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Ultimate guide to New game+ INFINITY
Av Admiral Autismo
Hey guys
So after playing the game for quite a while, i was wondering how far i could take a run into new game+ and beyond. Currently i am starting new game++++++ (or for simplictys sake NG+6).

So, from what i have found there is one build that scales well into late game. And it is an Ice Dragon build, that actually uses Fire!
   
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Introduction
Hey guys

I was wondering how far into NG+ i could take the game after i've beaten the Arma50 with every class. Currently i have reached NG+ 9 at arma 41 (no curses, no talent disableing, everything else is maxed) and could have gone further but i wanted to test different strats.

The goal here is to show you how i've done it, and to cover some more advanced mechanics, that allow you to scale into the late stages of the game.

I will cover everything you need to know, to succeed in NG+ runs. Some of it is very applicable to Arma50 runs aswell.

The following will be the main points i will Discuss:


1. Main Strategy

2. Talents

3. Boss Mechanics

4. Card Deck

5. Early Game

6. Mid Game

7. Late Game
Main Strategy
So, to get as far as possible into NG+ runs, we need to scale. Since there are not many multipliers in the game currently we mainly need to focus on scaling our stats. These are HP, Attack, AP (action points) and Armor. In this section i am gonna explain how we go about this.

Let's discuss the choice of dragon first though.
In my opinion the most viable candidates are the Blue Dragon and the Red Dragon. With the Blue dragon we can scale our Attack stat infinitely while staying in Baby form and the Red Dragon has the only class multiplier, it doubles the damage of Fire Attack Cards, which will be our build in the Late Game. The others either require too many clicks (looking at you Gold Dragon) or don't scale aswell with our setup.

In this guide we will pick the blue dragon, for the ultimate scaling (even though Red Dragon might be on the same level, but i haven't done the math here. More to that at the end of the section).

So to scale our Attack Stat we have chosen the Blue Dragon and we will stay in Baby form. DISCLAIMER: AT THE MOMENT BLUE DRAGON IS BUGGED. IF YOU GET SOFTLOCKED IN AN ENCOUNTER AND HAVE TO RESTART YOUR GAME TO CONTINUE, YOU WILL GET RESET TO BABY DRAGON FORM WITH STARTING STATS AND MAP PROGRESS, EVEN IF YOU HAVE EVOLVED. IF YOU EVOLVE ASAP TO ADULT DRAGON FORM, THEN RESET YOU WILL HAVE THE HP OF ADULT FORM BUT THE BENEFITS OF BABY FORM AND YOU WONT LOOSE OUR PROGRESS!

There are 3 more ways to scale our Attack Stat. 2 of those come from our talents, the third is the Army without Hero encounter.
The first talent we're looking at is Dragon's Bounty. This will give us 100 Attack each 1k gold we spend. Since we're gonna spend gold anyways this is nice.
The second talent that gives us scaling Attack is Bloodline. Here we get 100 Attack per 25k max HP we have. Again, we wanna scale our Hp stat anyways to survive the late game, so that's another 2 for 1.

These are the main 4 ways to scale our Attack Stat. Blue Baby Dragon wins, Dragon's Bounty, Bloodline and Army without hero encounter. The Army without Hero encounter bonus Attack doesn't transfer to the next stage of NG+ currently. So if we had +500 Attack at NG+1 and we go to NG+2 we lose all that Bonus Attack. This Bonus becomes irrelevant at around NG+ 4-5, since we can scale our Attack Dmg in encounters with the Ashen Talon Relic and card cycling.

To scale our HP stat, we can do 2 things. The first one is getting Green Potions. We get those from winning fights, conquering regions, last and most important from an encounter that where you have to give up 2 AP to double your HP stat. This is very important to stay alive in the Late game and since we will have too many AP anyways we're always looking for this encounter if we have more than 5 or 6 AP.

We also want AP, to play our full hand every round and to pay for the double HP encounter. We will get AP from the Merchant Death Roll and as a reward from conquering the Hallowed Shores Region in the top left of the map.

Lastly our Armor in the late game will come from 3 Stage 3 Boss mechanics. The first to combo very nicely. Guiled Vanity gives us the Damage we do with firebreath as Armor and Howling fury will triple the damage our exhale cards do (Firebreath is an exhale card, yay). With this combo you can survive almost everything while in stage 3. At least until NG+6, haven't tested any further. The last Boss Mechanic that will give us Armor in stage 3 is Silver Scales. This is mostly important in the early to mid Game and will fall off Late Game, but might just save you a couple times.

That's all for the Stats i think.

RED VS BLUE DRAGON:

Red Dragon scales better into super Late Game. We have one more multiplier than with Blue Dragon since we double the Damage of your fire spells. The theoretical point where Red Dragon outscales Blue Dragon is super super late into the game though. I have had around 30k Damage with Blue Dragon at NG+ 9. To reach that amount of Damage, while staying at a third of our HP pool we would have to have more than 10million HP. That means finding a lot of HP doubling encounters. In my current run I am at NG+6 and have doubled my HP 3 times and i'm at 570k HP. To get to those 10mil i would have to double my HP pool at least 4-5 more times. This would mean, depending on how lucky we are, that we would reach the same damage output at around NG+18. So while in theory Red Dragon can outscale Blue Dragon, it takes a very very long time.
Talents
The following are the Talents i use in my current run. There might be some room for improvement, but it's doing pretty well this way.


We take Fury Infusion because we have to, then Conduit of Power for more Fire Breath damage. Catalyst will help us to cycle cards.
Reality Warp doesn't really matter, we take it to get to Dragons Heart, which will allow us to pick a 4th Boss mechanic. I will explain the Boss mechanics further in the Boss Mechanic section.
We will take Vulcanic Forge to help us through the Early Game and because we need it to get to Bloodline.
Dragon's Bounty will scale our Attack Stat, the more Gold we spend.
Flames to Whelps is good for the early game and we need it to get to Bloodline.
Fiery Fervor makes it so our melee cards have a 25% chance to hit for triple Dmg, which can be nice. This one is not very important though.
And finally Bloodline, which will allow us to scale our Attack Stat, the more HP we have.
Boss Mechanics
While we have some wiggle room in the Early Game when it comes to Boss Mechanics, at least 2 are set in stone in the Late Game. Those 2 are Guiled Vanity and Howling Fury. We wont survive the damage output of enemies in the Late Game without those.

Emelgions Scepter is nice throughout the whole game to clear the levels, it's kinda broken in the Early to Mid Game and very important for the Armament Boss in Act 4.

Finally we have Silver Scales, which can be a live saver in the Early and Mid Game.

Card Deck
Here is the Deck i'm using:


The Image is missing one Fire Breath...

Here is the Deck Core, those Cards are needed.

4 Fire Breath's for Damage Output and Armor combined with our Boss Mechanics in Stage 3.


2 Ancient Pulses for Card cycling and double Fire Breath damage.

2 Discharges, for the same reason.

We have some flexibility here, in the later stages those are interchangable.


1 Cinders, to cycle and exhaust cards we involuntarily pick up or don't want for certain encounters. This is quite useful. I considered running 2, will have to test that.

That's all the core Cards. I am running 4 more, which fit quite nicely to kill enemies which are close.

2 Ravage, to kill close enemies.

1 Vacuum, to get enemies in Ravage Range

1 Storm Trifecta for the lulz
Early Game
WIP
Mid Game
WIP
Late Game
WIP
Final Words
WIP