I think it's because of the enemies, because the rat-genies will just bombard you without you being able to attack back because of the rocks and stone walls making so much cover
BrightColdAprilClocks13
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Here's my "guide", which is just advice from playing the game.
You don't really need to think hard about strategy until act 3. before act three, I personally recommend the 3% health per second, and rushing the 70% damage for 30% attack speed. Also, skip the 60% damage for the first 3 seconds, Cleave, and Fireball.
For the Underground, disable the 35% damage versus three (you won't need it) for the Critical Strike, so you can focus on the portals with your basic attacks and then pause and unpause repeatedly in the small window between the creature spawning and your attack.
For the Crimson Gate, you want the armor on one opponent (obviously), but I would also recommend the leech from damage and regen for increasing max life and energy shield, since you won't have that much time to regenerate anyway.
for the Nemesis Arena, the 15% energy shield every 3 levels, and the 15% attack on even floors are the best to deal with Floor 6, so that you dodge the slowing monster and take the poison without being poisoned. Finally, with the last floor, the 6% on killing a special monster is very valuable for survivability. While you could figure out the mathmatics of how to kill them at the same time, the best "cheat" is the death revival and the freeze spell, as when one of these splitters are frozen, they can't make a clone (Note: you need to cast freeze on the other one before you kill the one your attacking, don't cast freeze on the one you want to kill first)
for the Chasm, the 6% on killing a special monster, 60% for the first three seconds, and 2% for three seconds are the best here, with the best strategy being to target the main bug, and only swapping from it when any special monster spawns (also, stutter pause for the shield bug). while sweep would see good here, it will often spawn more status bugs that you will have to deal with.
For the Water Temple, Floor 3 is a massive struggle, mainly because of floor 4. I would recommend the frost spell for freezing the slowing monster on floor 3, and then focusing down the Powerful one, with the 15% energy shield hopefully being enough to block both the basic monster and this one. then, after killing the healer on floor 4, focus entirely on the 20% slower instead of the 40% one. If RNG and your stats work out, their attack should just be enough to push you under 50% health, curing the slowness and letting you kill the slower with your increased attack speed before they can hit you again.
Alternatively, you could take the double strike and the red goblet skill that resets them both, so you can double-strike with a Critical strike and freeze on the floor 3 slower, intentionally get hit and die to the Powerful monster, and then freeze and Critical double-strike the slower on floor 4. However, since you have used both your revive and red goblet, it is likely you won't survive floor 5, even with the increased defense on odd floors, so just be aware of that
For Chaos Tower, on the Wizard splitter (not the slime), it is best to leave the non-null enemy alive, as it will allow you to benefit from the 35% damage buff from facing 3 or more monsters, though it will require you to repeatedly pause and unpause to keep switching the targeting.
I really liked this game, but two balancing suggestions.
1. the combination of grenadier-flamethrower feels nearly unbeatable. maybe troops should try to take cover from grenadiers and flamethrowers?
2. 15 for artillery feels very expensive, as their is few opertunities to use it that wouldn't be better served by infantry. but maybe I'm just playing wrong










