![]() The more Trophies returned to the Campfire, the better the rewards, and Spider Cocoons offer plenty of easy enemies to take down. Other than those, Spider Cocoons are great for grinding out a large number of Trophies in each run. They'll decrease the HP of anything (including yourself) and make it that much easier to carve through enemies. Sand Dunes/Deserts are great cards to include in a Rogue deck. Magic HP is essentially a second health bar that isn't affected by negative effects from terrain features like Deserts or Sand Dunes. Arsenal (once unlocked) offers Rogues an Amulet for their equipment that'll add Magic HP. ![]() Instead of trying to work every great card and combination into a run, focus on a few important picks. For this reason, it's not a bad idea to operate with a smaller deck. Things can get overwhelming for a Rogue quicker than with some of the other classes in Loop Hero. Stacking this means actively working against the important Evasion stat. Counter allows for a chance to attack when hit however, any Rogue worth their salt should be doing everything in their ability to avoid being hit. A stat that might seem appealing is Counter, but it's the opposite of what the Rogue should shoot for. There are plenty of situations where that'll eliminate the foe before they can land any damage. If players get it high enough, the Rogue can get off one - or maybe even two - attacks before the enemy has a chance to hit. With big crits, the healing from Vampirism can be quite substantial.Īttack Speed is also a stat worth some attention. Evasion will ensure the Rogue avoids as many incoming attacks as possible, while Critical Chance, Critical Damage and Vampirism will synergize together very well to pump out massive damage and heal for a percentage of damage done. Instead, players will want to focus on Critical Chance, Critical Damage, Evasion and Vampirism. Luckily, Rogues can still gain new gear from Treasury tiles without visiting the Campfire first.įor stats, Rogues don't have much focus on Defense or Regen. ![]() Knowing that worn equipment is destroyed when swapped for a new option, planning a build and sticking with it is the key to survival, as changes made mid-loop can have catastrophic effects. Essentially, when starting a Rogue run, you won't have access to any gear until you've started defeating monsters and make it back to the Campfire. After returning to the Campfire, these are converted into items the character can equip during their next pass through the loop. Instead of loot appearing in the player's inventory when defeating monsters, Rogues gain Trophies that're stowed away in a bag. That said, the Rogue has an entirely different loot system from Loop Hero's other classes. Rogues can equip two melee weapons, have a higher chance of dealing critical hits and have 5% Vampirism built-in. The Rogue class is unlocked after purchasing the Refuge in the Camp, which will become available after building the Field Kitchen. ![]()
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