![]() With Shrink Ray, you can delay the game a turn or two before throwing out actual removal of some sort, but the attack reduction is not worth that much on top of the health reductions. In the case for control, this would just be a third copy of Equality. Merely “good” is probably not enough to bring the deck back. There are still a few cards incoming, but they would need to be absolutely nuts to see play. And so far, this expansion doesn’t seem to do much to bring him back. Despite this being a solid card, it might not see any play at all, because Control Paladin is not great. However, the problem is that Control Paladin still looks poorly. Not amazing, but good enough to run, as the build desperately needs more removal cards. The first one kills you in 2-3 turns, the second one you don’t really have to worry about.Īll in all, it would be a solid Paladin card. For example, changing the Warlock’s board of 8/8, 4/9 and 4/4 to 3x 1/1 is a huge difference. In case of those decks, lots of time you can just drop this and that’s all, their board was answered. This card is amazing against Big Druid, or Even Warlock, or Recruit Hunter – the decks that wants to crush you with their big minions. It works best against Midrange and Control builds, especially those packed with big threats. It doesn’t work well against Aggro (at least not always, if they end up with a bunch of Midrange minions on the board then yeah, but most of the time you will spend 5 mana and they will still hit you for 5-6 and you will still have to clear the 1/1’s after), nor it does work well against Combo (most of the time, Combo decks don’t care about you answer their minions, unless you Transform them, that’s another story). Second use would be just as a single answer to big boards. You very often lose games with Control Paladin, because you didn’t draw your Equality – redundancy is good. Of course, you don’t get much leftover mana like you do with Equality combos, but it’s still fine. Combo it with Wild Pyromancer for 7 mana or Consecration for 9 mana. First, you can use it as a backup Equality to just clear the board. It didn’t get many removal tools since then, and now this is one. But it doesn’t mean that it’s bad – Equality is one of the most busted cards in the game and for a long time the main reason why Control Paladin was viable. Increasing your tech > science skill will increase the amount of reduction.This card looks like a worse Equality. They’re slightly harder to hit, but their armor and damage are also reduced. The shrink ray deals plasma damage, but it also makes your target smaller for a few seconds. Approach him, and look just a little to your right. There’s plenty to distract you here, but your destination is the counter right in front of Phineas. One is in Phineas’ Lab.įly the Unreliable to Phineas’ Lab, and head inside. Read through the notes on your terminal to learn that Hawthorne had been trying to track down some science weapons. Once you get your ship repaired at the end of the main quest Stranger in a Strange Land, head to your quarters on the Unreliable. Obsidian Entertainment/Private Division via Polygon Weapons From the Void // Acquire Phineas’ Science Weapon The shrink ray inside Phineas’ Lab. In this guide, we’ll find your first science weapon, the shrink ray, in Phineas’ Lab. The real use of science weapons are their physics-breaking properties. Their damage will scale with the wielder’s tech > science skill. There are five science weapons to find in The Outer Worlds. They might not deal the most damage, but they sure are fun to use. Science weapons in The Outer Worlds are unique, reality-defying weapons. ![]()
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