Here are my personal recommendations on how to set up Perk Points. You will find both the best and worst Perks listed here.
I've played AtO quite often during early access and feel I have a good handle on the game's mechanics. In this guide, I will share my recommendations for the Perk System. I typically play around madness 6-10, so these are the difficulty ratings that I use to base my recommendations. Before we begin, I want to make some notes on the game's operation. They are not well-explained in the game. (I wish I had known these things when I started).
- Resistances (don't affect block. For example, if a monster takes 100 fire damage and you have half the fire resistance, you will still lose 100 blocks. Resistances will only take effect if you are able to take damage to HP.)
- Hit Effects ((e.g.) on some weapons only takes effect if the damage is to the HP of a beast. On Hit is not applicable if you only hit block. (Take damage effects as well. These will only be activated if your hero loses HP.)
Now let's move on. Let's now move on to the Perk System:
I will divide this guide into multiple sections:
- Always take (. I take these on every character, no matter what. There may be exceptions.) can be used depending on the play style.
- Always take an (, meaning that at least one party member must take this).
- Good optional stuff (
- Traps (While they may not seem like it, they are actually very bad)
- Detail of Unique Perks (Here are some notes on the unique options that we have now)
Always keep your eyes open.
- Energy will give you the most important perk. AtO is all about being able and able to play your card, especially with a good first turn. This is a straightforward concept.
- Speed is next. This may seem weak to a new player, as it only affects unit order. It doesn't matter how long the fight goes. BUT! However, if you are able to finish the fight in a few rounds, it can mean that you could act twice while your opponent can only act once. This means that you have twice the time to heal up or deal damage, while your enemies only get one. If you act ahead of them, you can deal damage before they play annoying trigger cards. Block is another option. If you are able to act in front of your enemies, you can play group block cards and don't have any to worry about.
- resistances, and a little bit of HP. This one is simple. This is because characters can do damage as long they are still alive. Resistances allow each character to remain alive. Resistances are more powerful than HP, as they indirectly improve all healing. If you take 20% more damage, you must heal 20% more. (Mathematicians, calm down. These numbers are not perfect but you get the gist.)
- This is not the screenshot, but the Inspire Perk in the Elemental Tab has many great options. If you have someone who gives Inspire, you can use option 2 (+2 cards of Inspire). Option 3 (Immune Stress) can be used if you are worried about the bossfight. Option 1 (+1 card at match start) is always a good option!
Some perks are "All heroes get …"", so you only need them once.
- vulnerable stack to 12, reduce by 1, and become Harmed. This is the best status effect in this game. This is why it is so great to raise the cap for it and make it decay only by 1 per round. This perk is my favorite. Always, always, always, always have at most one hero take it.
- Resistances up by 35%. There are three tabs: "Physical", Elemental, and "Mystical". These are extra % to help your heroes survive if you plan on using the buffs (. Each % is more efficient the higher you increase your resistances.
Good Options for Damage Dealers
- Your primary damages and charges. This is another "Always Take" item for damage dealers. This can be avoided on your tank and healer, but you might want to reconsider.
- Strong stacks up to 12 and decays by only 1. As it is free damage), you must have some Powerful (. This makes it easier and quicker to stack up, and you can even do +60% damage.
- Shards & Gold. If you don't want to have any chests/supplies, you should take at least one. I usually fill up the remaining points here.
Good options for tanks
- Fast charges and Slow fees. I enjoy playing Piecing Howl (slow and vulnerable on all). Push Forward is also a good defense. These two allow me to often get my entire team to act in front of the enemies. This is not an absolute necessity, but it is a good option.
- Block – Who would have thought this? Block is the most important job on your tank. Therefore, he should do it well. It's as simple as that. Barricade is an even better card than Entrench.
- Fortify is: Choose option 3 for even more block. (The good cards Entrench & Citadel are even better with this)
- Although you can also play the tank as damage dealers, these are the options if that is what you want to do.
- Note: Because tanks have lots HP, I don't usually take HP.
Good options for Healers
(example Page for Reginald)
Each healer is different and each one requires a unique page of runes. These can also vary depending on how you play them (. healer Malukah vs. damage Malukah)
- Heal : It's very easy. If your job is to heal, then + Heal might be the one for you.
- Regeneration – Regeneration offers two very special perk options. One is healing on the side, and one is increased healing received. Both of these perk options are very strong. (, see below for more information.)
- Bless: This is where you can get more healing done if you plan to bless yourself. If you want to bless the entire team, I would recommend the not decay option. The holy resistance is pretty useless. If you decide to take it, be sure to go up to chapter 4, where enemies really deal holy damage.
- Burn dealing cold damage. Normally, burn is an independent COMBO. It deals Fire damage, and decreases Fire resistance. You can remove the combo by taking this feat. To get maximum damage, stack Chill on your enemies. Hell no!
- Bleed at turn's end. It is worth the disadvantage of dealing damage after the enemy's turn. A healer could heal himself for more, or even stop the bleeding. Nononono.
- +50% poison damage, but decays completely. This perk reduces your damage if the enemies are not defeated by 1. Yes, it cannot be dispelled. If it dispells, however, then the enemies will dispel any other status effect you may want to keep on them.
- This hero begins with 1 Reinforce / Insulate/ Courage. This feat is very expensive at 3 points. If you don't have a card to give this effect to your heroes, you can play one. Remember that this status effect is not stackable!
- Vitality is a way to resist mind damage. There are too few enemies that cause mind damage.
- Insane reduces maxHP. This does not count as damage, as it only applies if the enemy has block and is at full HP. Otherwise, if your enemies heal back to full HP, it is a problem.
Detail: Special Perks
Special Perks on Physical Tab
- Fury is: I am not entirely sure. Although I think the last one is the best, i haven’t played with Fury that often. It's the best, if you can get rid of it. (+5%, but take more damage if you can survive it.)
- Bleed : Just take +1 bleeding. I don't understand why you would pick option 2 or 3. Option 3 offers +1 additional bleed stack which is completely unnecessary considering the potential negatives of ending the turn.
- Sharp : You can choose any option. If you have multiple characters with sharp, consider the third option.
- Poison is a +1 charge. If you have a dark focused hero, then go to option 2. Option 3 is a big yes.
- Thorns: Do not choose option 2. If you have poisoned another character, take option 3. If you are not sure, you can choose option 1.
- Crack: Option 3, if you are worried about being too vulnerable to the enemy. Otherwise, you can choose option 1 and 2. Both are fine IMO.
- Fortify: Option 1 on Heiner. Option 3 is fine, you can take it if desired. Option 2 would work on non-tanks. However, you don't want +1 fortify. I usually don’t take this option because you will often play an entrench on your tanks deck.
- Taunt: Taunt I don't like, as it was always a "plskill me" buff. ((You can also leave your opinion on the topic in the comments;)
Special Perks on Elemental Tab
- Powerful:As written above. Choose option 2. At least one hero. You may also be able to get +1 charged.
- Burn is an awful choice for Cornelius fans. Option 2 can be acceptable for Cornelius' self-burn. Option 1 is my default. Option 3 is simply unacceptable. Burn reduces fire resistance, so its damage will go up the higher you stack it. If it deals cold damage now, you don't profit and you will be forced stack Chill. It's a big no!
- Chill It's not a good idea. It's possible that option 2 (increased damage blunt) could make chill better in the right team, but it is not something I believe in. Are there any good self chill decks available for option 4? Please tell me.
- Wet – Option 1 and 2 are possible in the right combinations.
- Spark Theoretically Wilbur's buff, "Spark deals damage the target as well", can be used to spark enemies once per day up to 6 (, if they don’t dispel). Spark will continue to stack higher and higher, and will kill everyone without you doing any more. (If you really play it this way, you will lose a lot. But the fact that this perk is theoretically possible, just shows how strong it is.
Special Perks on Mystical Tab
- Vitality – Option 1 (+8HP) looks the best, Option 2 (removes bleed) to build Fury builds Option 3 (Mind Resistance and No Decay) looks terrible. If you have capped status effects, you want it to drop so you can regain your power. Mind damage is also not as common among enemies.
- Sanctify You can play all options but Option 3 is the best. Sanctify, when you have it set at 50, will deal 12 damage per strike for free. This is very useful if your game is repeat or jump.
- Decay is not a question I have. I don't normally build for decay but option 2 (reduced Healing by 75%), and Option 3 – reduced Shadow Resistance doesn't sound too bad.
- Dark: Option 1 (+1 charge) for Malukah or Option 3 (+25% explosion damage) for damage. I believe option 2 (black explodes at 35 on this hero). However, you should be able dispel it in the time allowed, even if its explosion occurs on 25,
- Regeneration Make regeneration great again. (It was not bad to start with actually). Both options 1 and 2, are fantastic. If you think about, option 1 basically triples the regeneration for 2 center heroes. It also gives heroes healing outside of your healers turn which can be very useful. Option 2 (received) more healing is really useful and it applies to all heroes.
- Insane. Insane perks really aren't that insane. Badum tss! (Sorry), I would simply go with (option 1 – Unless enemies are hit for the first time after they get blocked then option 2 is completely useless. Option 3 is too specific and not even THAAT good. Your heroes could be immune to insane. I'm still not sure if it's worth it.
- Bless All options are fine. It all depends on how bless is used in your team.
- Stanza. I haven’t yet tested Gustav, but for the Scouts so far there was one key rule: Avoid Songs at any cost. You may be able cast the song cards if all the stars align. But even then, the odds of you being able are not very good so it is worth the risk of not being in a position to do anything useful on your turn. Keep checking to see if the Bard is able to do this consistently. I'll update this once I have an opinion about him.)
Winners and losers in the fight for change
Here's a list of the heroes that have suffered or gained the most from this change. (is a better version than the early access). This can be skipped if you haven’t yet played in early access.
Magnus: Around equal. Now, you have to decide if your intention is to damage him or block him.
Heiner: Around equal. Heiner was certainly the inspiration behind the Perk that grants Blunt and Fire damage to Fortify. Heiner is very skilled at many things, including Crack, Fire + Blunt damage, Fortify, Fortify, and Fortify. It will be difficult for you to get everything you want with only 50 points.
Grukli: Benefit slightly. Grukli is very focussed on bleed stacks and Fury stacks. Grukli has more options to concentrate on his strengths thanks to the perk system.
Andrin: Around equal. Adrin is similar in many ways to Heiner. However, he can also focus in one direction.
Thuls: Around equal. The Stealth building may have had some benefit.
Evelynn: Lost a lot. Evelynn, so far, was an adaptive wizard with different spells. Her greatest strength was that she was equally adept with all types of elemental harm, so you could pick which tool to use against the right enemy. Her inability to be versatile is due to her focusing on one type.
Cornelius: Benefit slightly. Because you don't need to spec into fire to cause damage, you can save a lot on points that you can use to buy other good stuff.
Wilbur Great benefit. Willbur was already a great wizard to begin with. Willbur is the big beneficiary of this change, Spark now having the best perk (Spark spreading around to neighbors with 30%).
Reginald: Benefit quite a bit. Regeneration and blessings are excellent perks. He is able focus on holy damage and heal, and can overlook dark and mind.
Ottis: Benefit slightly. Both builds by ottis concentrate on one thing, sanctify/shields. You can buff the shields a lot now, and Sanctify has some unique perks.
Malukah: Around equal. Malukah's focus is on Dark damage, but there aren't enough Shadow or Dark cards. This forces her to take other damage types.
Nezglekt: Around equal. Nezglekt is a healer who only cares about mind damage. The unqiue perks that come with that aren’t too great, unfortunately.
Thanks for reading. Comment below to let me know your thoughts and have a great Day!
Here we come to an end for Across the Obelisk Perk Points Setup Guide hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
- Check All Across the Obelisk Posts List