Joe Schmoe

Hyperion (Primal)

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Joe's Spire Slayin' Weekend, 7/31 - 8/2


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Here it was! This was the combo that I was looking for yesterday. It kinda works the way Vengeance works in FF XIV.

So, a good time playing Slay The Spire today. And Keitaro87 dropped by for a while, and we talked a lot about Pinball. And this is DEFINITELY one reason why deckbuilding games > fighting games (I still wanna go back to playing fighting games eventually though); I can actually stop and chat with people. Fighting games are usually too engrossing for me to be in two places at once, which doesn't really help the ol' engagement at all. :/>

Otherwise, still kicking ass and taking names with this deck, and as shown with the card above (and its Slay The Spire equivalent), my deck is now taking on a Block = damage aspect as well.


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Oh, and my deck has about 65 cards. So, 65 ÷ 3 = 22 mana (rounded up).

So that, as shown above, is pretty much my current MO in Slay The Spire. A whole lotta lightning! And yeah, it was a pretty good session today, albeit a dead one (one guy came by, dropped a bit of advice, and hadn't seen him since). I'm at a point now where I hardly need to use the "rest" option at campsites. I got an item now that heals me JUST BY ENTERING ONE. Big QoL improvement right there.

But aside from all that, I'm still liking this game, and so far I don't see me going back to Dragonball FighterZ any time soon. :(>


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King Kong Goku lol

This morning I watched episode 12 of Dragon Ball. Big highlight: Oolong, the shapeshifting pig, saves the world by . . . . . . wishing for women's underwear!

What'll the pedo-pervs think of next lol? Seems they could get away with murder at this point. :/>

But anyway, for the evening's Slay The Spire session it went all right. I completed run #6 (1 run = 3 acts), and with the exception of the Act Three bosses (especially the final boss, where once you play 12 cards your turn immediately ends. Flawless card planning required!) I'm pretty much one-shotting everything else. Sheesh! But eventually monsters will get buffed to the point where it'll be a challenge (after every run monsters get +100% damage and +50% HP), so I just gotta keep completing the runs. Oh, and I'm starting to get 3 of these at the start of every run now:

Oh, "Innate" means you have this card in your hand at the start of the battle. "Exhaust" means the card is removed from the battle upon use, and not just put in your discard pile.

It was meant to either tie up your mana - you can pay mana to play the card - or clog up your deck, keeping it from functioning properly. But as I can remove cards at shops and campsites now this is only a minor inconvenience.

Okay, time to call it a night, guys. <Take care>, guys. And have yourselves a good night/day. ;)>

My various Pseudocasts & Commentary vids
Link to my Youtube channel.
Why I Stream. and 20 Streamer Rules I Always/Don't Always/Never Follow.
Joe's Compos
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