1hp revisited

Discussion in 'Card Hunter General Chat' started by CKaz, Aug 22, 2014.

  1. CKaz

    CKaz Goblin Champion

    I thought I'd start a thread for this - I have most of them to do yet and meanwhile a lot has changed.
    -> Jump in, share thoughts, and lets see how things work - or don't - particularly for the tough spots.
     
  2. CKaz

    CKaz Goblin Champion

    In my particular case I've done the 1hp quests through level 6 maps, except for Slub Gut's Sanctum.
    I had a gang go the distance (pre changes) but fail on the last, wish I could swap teams in there... :b

    * Any tips that worked for you to go the distance that should/would still work for Slub Gut?
    * Moving on into the level 7 + arena, did/do you stick with the under-levelled for card control, or go for tokens?
     
  3. boro

    boro Goblin Champion

    About half the modules were doable with a level 4 firestorm team. Some modules wall of stone or nimbus priests were needed.
    Slub gut sanctum is one of the only maps where warriors are a good idea, because you want blocks, armor and as many Strong Hack as you can get. I think I beat this module with 2x nimbus priest and 1x warrior.
    I have no idea how we're supposed to do the 1HP quests now with the nerfed firestorm and no wall of stone. Some modules were incredibly difficult even with those. I guess nimbus priest all the way? There might be a new Flash Flood strategy for some maps but it doesn't protect against ranged attacks like wall of stone. Maybe flash flood+smoke bomb will do it?
    I myself have secret of the elder mind and troll tyrant left to do, I tried to get them all done before the patch but it was just there too soon :(
     
  4. Scarponi

    Scarponi Moderator

    I don't remember specifically what I used for Slub Gut, but I can tell you the most common build I used as I worked through the 1hps - and I used it quite a bit - was a 2 max level human priest and 1 level 4 elf wizard. The priests are human to take advantage of leadership, the wizard is an elf because health is no different and she needed escapability. She's only level 4 of course to keep the deck as small as possible and draw Resistant Hide quick. Firestorm may have been nerfed, but I think you'll still find it effective on more maps than you'd think.

    The build had two iterations.
    The wiz was always the same.
    • Max Firestorm
    • Max traits (with the exception that you have to avoid any self harming traits like Brain Burn of course - Vulnerable/Combustible are okay because you're going to die if you get hit anyway).
    • Volcano was good too
    The priests were either:
    Or
    Depending on if I wanted to try to keep everyone alive as long as possible or just get the wiz to her hide as fast as possible. The second came into play mostly against ranged opponents. The idea there is to draw spam your wiz to get the hide and hopefully a fistful of firestorm, and then to burn everything to the ground (often on that turn) so only your wiz is left standing. In either case, expect to use the priests as shields and know that at a certain point you'll probably kill one or both of them in order to finish off your opponent.
     
  5. CKaz

    CKaz Goblin Champion

    Slub Gut beat - 2 FS and Flash Agony - may take a few draws and a little luck to get past that first but does the trick
    warr/cleric, cleric/warr was failing me (I may not have ideal build/cards but seemed pretty optimal & low level tries)

    This is my latest iteration of my 1hp team so it's not a specialist here, I just found it also handled this map without extensive retries.
    My win came with some Flash of Agony burn down and then a FS mage wrapping it up, keep an eye on range 5 - mileage may vary.


    Part of this build comes from FS gear limitations, but also part of this is draw away/attack masses differently/I got a legendary Flash Agony staff to try ;-}
    At 1hp and no racial slots acquired = went all elves. You may/probably have better gear, there are different FS arcane items to juggle in particular - use it!
    If you don't have same gear consider different roles (eg my Flash Wiz is a solo pull/tie up/get some cheap damage and die toon, others can fill that role too)
    e.g. one toon I like as a relatively decent time buyer is a level 2 Cleric with Rusted Angel Mail, defensive level 1/2 Warrs too can be good

    2 FS + Flash Agony team
    Blazor - level 4 Elf Wiz
    Blazin - level 4 Elf Wiz
    Both geared the same

    Staff Of The Inferno
    Orb Of Flames
    Yaro's Scepter
    Firehide Robes
    Mouse Boots
    Novice Pyromancy

    Flashan - level 1 Elf Wiz
    Staff Of The Misanthrope
    Booming Ring
    Boots Of The Foolish

    Beating Slub Gut's Map with them
    First Map
    Challenge is Blob right on you, limited space, ranged enemies
    Flanks/Quick Step to keep your turn, chip away as you can
    Whomever gets Resistant Hide between your FS wizzes - or both of them - is your run & live to gun
    * If you have the flash staff, drop him in one of top two spots there, all enemies should be/stay in LOS
    * Place other mages outside of his LOS - can reverse this but dangerous to have the 2 primary mages stuck together
    * Redos of this map is fast and free, and the next map was 3 or 4 retries, more nailing down enemies cards/patterns
    * Your embers/sprays while of limited use, can help cook the blob and even the netters after their one attack

    Second Map
    Once again you'll need your flanks, quick to get out of trouble. Keep an eye out for maximizing your flashes for all 3 enemies.
    Most of the FS equipment is very interchangeable, but new SPR may actually impress you a little bit - remove a card, step away.
    Ember away, early/eventually dump your flashes, and have an enabled FS wiz burn them down, again watch that 5 range though.
    * Note the spear chuckers have a step attack and Slub himself can hit you with a spear - he usually casts but if you're close enough..
    * This map in particular you're generally ditching all embers/sprays, too risky per the above and the fact they keep coming/attacking
    * Flip-side its easier to use Flashan for his specialty, as enemy readies up I dumped PoK on each spear chucker and unloaded before expire
    * If it goes that well, you have two mages playing a chess match until done, toss ember bursts, then get your robe(s) and drop all FSs

    Seems an early unique enough pain in the butt map to throw some strats out here, now I head to 7+
     
    Last edited: Aug 22, 2014
    wavy likes this.

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