Nom du fichier : Inkbound Cheat Codes - Auteur : DAV - [PC] |
Inkbound Cheat Codes: ------------ Submitted by: David K. Useful Tips for Chainbreaker: ----------------------------- Chainbreakers Runic Strike (1) is its bread-and-butter. There are some turns where you dont actually have to do anything else, because its the highest damage output 1 in the game– not to mention, the fact that its a movement Binding means that you can use it to gap close (instead of your normal movement), and even use it to deal damage without taking chip from Blight. You can also use Infused Fist (2) to avoid damage from otherwise- unavoidable attacks by shoving enemies away. I would recommend using it primarily for this, unless you have Sapping Fist and need to heal– or if killing an enemy (or enemies) would mitigate more damage than shoving it away. Remember: death is the best crowd control! -=Augments=- I would avoid Benevolent Eruption, and pick up Sap whenever you can. Magic Runic Strike and Physical Runic Strike are also both very good, because they offer a very high boost to base damage. Long Runic Strike can be used to overcome High Gravity, and Sundering Runic Strike is very good. I avoid gunning for Poison early (unless I get Exodia) because it makes me more susceptible to chip damage. -=Trinkets=- You should always be picking Marker of the Unbound if you see Gunkfilled as your first book. Otherwise, I like Scales of Infinite Potential, and Rose of Rubies is currently generally very good on every Aspect (albeit you should pick up at least 2 Verdant if you use it). -=Drafted Bindings=- In general, you should be able to make it work with most of them, but there are still clear winners here. Jinx and Cleave are both extraordinarily high damage, and are really good on Chainbreaker because of your ability to reduce their costs with combo. Grasps ability to pull in enemies means you get even more movement freed up, while doubling the next hit of your incredibly-high damage (which is further improved if you can find Envelop). Poison Vapor is the obvious choice for a Poison build, but I dont like Poison very much myself, so I personally avoid it (preference!). Smoke Bomb is universally good defensively, with Afterimage, Shield Wall, and Restoration also being not terrible (in solos, anyways; you probably just want more damage in multiplayer, and Smoke Bomb is the only one I actively like taking out of these). I dont personally like Cultivate (youre already kinda tight on how much Will you can spend). Blink and Quicken arent super duper necessary imo because you dont need more movement. Tips on Solo Deep Dive Rank 8: ------------------------------ * Get some type of defensive things – Pick something to focus on, and go ham on it. A vestige set, a damage type, or what have you.. An early Bastion, Verdant or Vigorous set can remove some of the heat the enemies are giving you. * Focus on a specific set. Yes, bastion 3 is great, but it might lead to you not being able to to defeat the boss because youre lacking either options or DPS. With Magma Miner for example, I always tried to go for either Striker or Molten sets, sometimes both. Omni-damage is always great to have and with bastion 3 for example, you can get up to shadow 5 without taking any health damage. * Take a trinket you are comfortable with. I personally love Blessing of Kwills, it allows you to reroll into higher rarities, making even tarnished vaults pretty useful early on. * Basically always take hard fights. I assume you probably do, but still. 99% of the time, it is just better to do the hard ones. * In book 1, it is pretty helpful to go for the sea shards. No reason for anything else early on unless you want to get a set bonus with the vestige grinder. But that is something youll get a feeling for later on. Useful Tips for Star Captain: ----------------------------- * Clips of Extraction makes the aspect feel 100% better imo. Without any cooldown reduction, normal 1-orb turns will leave you unable to cast Cryoclasm every turn (2 of the first 3 turns depending on when you pull orbs). With clips you get your 3 every turn and your 2 twice some turns. You should still get cooldown reduction on 2 and 3 (both green augments) to be able to cast Mission Leader multiple times per turn for more drones and to get some double Cryoclasm turns. * Ideally you want to have a drone available any time you use your 1, 3, or Cone of Frost if you take it. In reality youll have some 1 filler without drones, but this should guide all your choices imo. Besides lowering the cooldown, Fleet Commander Mission Leader (blue) augment gives you an additional drone per use, and the DARVe Replicator (green) item you unlock from aspect quests gives you a drone at turn start. * Invigorate and Lightning Bolt are more limited than on Magma Miner, for example, because theyll affect the attack binding damage but not interact with the Frostbite or drone damage, so you transfer less with Shocked and you benefit less from Invigorate. I wont make a strong case for taking Cone of Frost bc usually having a bunch of extra Frostbite on an enemy doesnt help much, but if you get the Absolute Zero ascension for Cryoclasm its very strong, and theres a purple augment for Cone of Frost that gives +25 Frostbite damage, which is hard to come by otherwise. Defensive bindings are cool too, the base kit is solid and specific around Frostbite/drone. * The aspect has great, game-changing ascensions, so reroll away from ascending drafted bindings if you can. Stimulate or Big Game Hunter can turn boss fights into just spamming 1, Arctic Commander can scale Frostbite for longer boss fights, Absolute Zero can make Cryclasm a monster nuke with Frostbite stack augments. * Oh it probably goes without saying, but drone damage is physical and your other attacks are magical, so omni damage is ideal. One more thing, Stimulate reads like a multiplayer ascension since its bounces can buff players, but in addition to using it to buff yourself, a single-player trick is to position yourself such that you can reach otherwise unreachable enemies with the added bounce. I find this is most commonly useful on bosses that spawn a couple minions each turn. In this example we position ourselves between the boss and its minion and utilize the extra bounce to get some free damage. |
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Mise à jour : 2024.04.22 |
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