STS2 Act 1 Strategy Guide
Act 1 Overview
Act 1 is the foundation of your run. The choices you make here often decide whether the rest of the run succeeds or fails.
Map Routing Basics
Route Planning
- Fit in 1 to 2 Elite fights: Relic rewards are crucial
- Check Rest Site placement: Ideally you can heal after an Elite
- Shops: Use them to remove starter cards and buy Relics
- Question marks (events): Usually low risk with decent upside
How to Beat Elites
- Judge whether your starter deck plus a few added cards can win the fight
- Do not hoard potions: Act 1 potions are most efficient when spent on Elites
- If you cannot win, do not force it and route around them
Card Pick Priorities
Cards to Prioritize
- Quick, immediate Attacks: Covers the damage shortfall of the starter deck
- Block skills: Reliable defense
- AoE cards: Essential for multi-enemy fights
- Low-cost cards: Keeps you fluid on 3 Energy
Cards to Avoid
- High-cost Power cards: Too slow in the early game
- Cards that require a combo: Weak until the other pieces arrive
- Cards that do not match your deck's direction
Boss Strategy
Act 1 bosses are beatable with fundamentals.
- Block: Enough defense to answer the boss's big hits
- Damage: Enough offense so the fight does not drag forever
- Potions: Keep at least one in reserve for the boss
Common Mistakes
- Skipping so many Elites that you end up short on Relics
- Picking too many cards and bloating your deck
- Always choosing heal at Rest Sites and never upgrading
- Saving potions so tightly that you die holding them
This article is updated as STS2 patches ship.
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