Noita 1.0 - SPELL SYNERGY GUIDE | This Has Some Crazy Combos!

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Basic and advanced spell synergy guide / tips for the full launch 1.0 release of NOITA.
Noita is a spell slinging action rogue-lite where every single pixel is physically simulated.

This video includes paid promotion to cover Noita.

Music in this is from the Noita soundtrack.
Daddy Long-Leg's Surprise (From Grotto & Niilo Takalainen)
Beat of The Kosmos (From Grotto & Niilo Takalainen)

00:00 Intro
01:16 Spell Synergy Guide
07:25 Outro

#Noita #Guide #Tips
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*Did you play Noita in early access or were you patiently waiting for full launch like me?*
*Let me know what kind of wacky synergies you have found if you’ve played it!*
_Boomstick Gaming is the haven for core gamers who value gameplay mechanics and systems, because that's what continues_
_to make anything from 8-bit to 8k, equally enjoyable. Consider sticking around on the channel if you fall into that category! -Alex_

BoomstickGaming
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Noita is made by a finnish indie developer. The word "noita" means witch in finnish

yiangaruga
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Shuffle wands can still be useful because of how they work with modifiers. When it hits a modifier it will apply it, then continue to the slots on the right until it hits a spell where it will fire that spell with all of the modifiers it applied. So if you order your modifiers from weakest to strongest followed by a single spell you can severely decrease the randomness of the wands.

thomashearne
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Best Tip from Alex: Never Palpatine yourself

zoe_gamer_girl
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Noita player here, and heres my 2 cents. Noita is an insanely in-depth game, many parts of the environment interact with each other, and the world is massive with much to explore and plunder. I personally have never seen a game with this much conscious detail put into it, and it is clear the devs put lots of love into it. That being said, the game does have a steep learning curve, and there are secrets many players will never find without aid. If you decide to play the game, I recommend looking into guides after a few play throughs. I recommend DunkOrSlams content.

canitbeapplied
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this is a really well made entry-level guide!
It explains everything about all the different wand stats, while not going into too much detail about every single spell and how it can combo with others and becoming a confusing mess for newer players.
Great work!

Dark_Pulse
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A fun little trick you can use for some serious excavation. There are trap chambers that activate when you grab a wand from the center plinth, usually starting a fire, summoning a giant acid cloud, or electrifying water. If you supply an electric charge to the trap box generator thing you can reactivate it again. If you find an acid trap and you have a wand with electrifying field, you can continuously activate the acid trap box and release insane amounts of acid. It can even go through the holy mountain brickwork once you "discover" it in your run but the level barrier is immune to damage until you get that "discovered" text prompt.

pyroguy
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not sure how i havent played this yet, looks really good.

anablic
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Finally, a straightforward video that actually showcases the core game mechanic. No shitty meme editing. No zoomins. Just content.

Pixiez
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Try combining luminous drill with the "bouncing spells" perk. Terrifying combination.

BlowBow
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Everyone: makes amazingly complex syngeries
Me: freeze charge and some explosive on a non shuffle wand.

stoovan
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It's a brilliant, but challenging game. I don't play it much but when I play it I have a really good time

Simtar
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Oh God I needed this, thank you so much! <3 Greetings from the Netherlands! <3

AnnekeH
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Heavy shot with triple shot works so great, because the damage is added to each of the three projectiles.

TheMohawkNinja
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Chainsaw + Long Distance + All-Seeing = Become king of those narrow corridors.

Terrakinetic
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Thanks for this video, you changed my perception of the game from being way too complicated and not worth my time to being a game I want to pick up and try out myself. Keep up the good work!

GrandArx
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just remember, anythings a machine gun with enough multicast chainsaws attached.

gaspachoo
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Bolt with trigger -> Personal fireball launcher -> Circle of displacement.
At least I think that's how it went. Teleports pesky enemies away *and* makes them lob fireballs in every direction wherever they end up, hopefully wreaking havoc on other enemies wherever they end up.
Just try not to accidentally stumble into one of the fields of displacement yourself.

safe-keeper
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This game helped me get through my previous semester of college.

ColonelSanders
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Some nice combos and tricks:
Combo 1: Homing + rock (with some way to not run out of rocks - unlimited spells, greek letter spells, carefully carrying your 3 rocks around with telekinetic kick) is very lethal against almost all enemies, and gets you double gold from trick kills (so it works with the trick greed and trick blood money perks too, for even more money or health.)

Combo 2: Homing + damage (damage up, damage field, heavy shot, linear path... any damage increase or damage source) + mist (slime is the simplest, toxic if you're not afraid of the damage or can avoid it, spirits if you're ok with being drunk and flammable, blood if you can get around the limited casts.) The mist has a very long duration and doesn't disappear on enemy collision, so with homing it will stick to enemies for a long time. Add on any damage and it gets incredibly lethal, incredibly fast, since it applies that damage every time it hits the enemy - every single frame.
*any spell with homing, piercing, and damage should do the same thing, but piercing has -16 damage _and_ self damage, and most spells have a shorter lifespan than mists, so mist is usually best outside of some real janky builds.

Miscellaneous tricks:
- The spell Chainsaw always sets the cast delay of its cast (it and anything else multicast before it/to its left) to 0 - no cast delay at all, but spells cast after it in that block (to its right) can add or remove cast delay normally.
- Spells inside triggers don't apply cast delay modifiers (even if there's only modifiers and no projectiles, they still technically cast, just on nothing.) Great for using add mana without the cast delay or using heavy spread to reduce the recharge of the whole wand.
- Spell wrapping happens whenever you reach the end of a wand and still have casts left - either through multicast or a modifier with no spell to apply to, it'll go back to the first spell in the wand, as long as that spell isn't part of the same cast.
- Always cast spells on wands apply their cast delay and recharge delay modifiers, but not their mana costs (except for add mana's negative mana cost, ) and they always have unlimited casts. Any always cast that would normally be limited is worth paying attention to - _especially_ the ones that don't work with unlimited spells (Black Hole, Healing Bolt, Circle of Vigor, Mana to Power, Matter Eater, Touch of Gold, and Summon Taikasauva are the big ones.)

sebastianturner
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