Picky/Strategy

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Revision as of 20:18, 21 November 2014 by imported>Yatsufusa (tagging and stuff)

This page describes strategies for the Picky challenge path.

Picking Picks

Overall this plays a lot like Class Act or Class Act 2 because you can buy guild skills. You should buy lots of guild skills, especially the basic class-specific combat skills, so you can save your precious 11 picks for the best of the best. And even then, you should tailor your choices to your chosen class. There's no point taking a skill that you can buy at level 5. You should just buy it instead.

With that in mind, meat actually becomes a valuable resource. So at least one of your familiar picks should include the ability to generate some meat. (This may also serve a second purpose when you do the Nuns.)

Skills

That's 9 skills (or a bit less if you can buy some of them). I consider these the core set that you absolutely want. What you add in your next 2-4 picks will vary depending on what class you are, what Items of the Month you have available, and what your day-count goal is.

  • Saucemaven will add 10 turns per day to a 2-reagent-pasta diet as a Muscle or Moxie class, or 20 turns per day as a Myst class.
  • Saucestorm is a brilliant all-purpose elemental damage spell. Low cost, good damage, split across two elements. Handy for non-Myst classes.
  • Cannelloni Cocoon (not Cannon) is a great healing skill. Not every class will need to add a healing skill, but if you've got access to the Hot Tub to cure Beaten Up, this is all you really need.
  • Tongue of the Walrus is another good choice for a healing skill, if you can't buy one. It's more expensive than Cocoon for healing lots of damage, but if you only need to heal small to medium amounts of damage at a time, or if you get Beaten Up a lot, this is the skill for you.
  • Elemental Saucesphere is a reasonable choice if you have no Items of the Month. But if you have lots of IOTMs, there are a huge number of alternative ways to boost elemental resistance.
  • Musk of the Moose or Carlweather's Cantata of Confrontation for +combat. This could save you a bunch of turns in Sonofa Beach, and a smaller number in other zones like the F'c'le, Black Forest, Whitey's Grove, and Barrrney's Barrr.
  • Batter Up! for Seal Clubber only. You'll need the two Fury skills (one of which can be bought at low level; the other, you may pick or buy depending on how soon you want to banish monsters).
  • Advanced Cocktailcrafting only if you have no IOTMs that generate booze. Players with lots of booze IOTMs (Clan VIP Lounge key, Fist Turkey, Happy Medium, The Smith's Tome, Camp Scout backpack) should skip this.
  • Ur-Kel's Aria of Annoyance and Tao of the Terrapin for softcore non-Moxie classes. Probably not needed in Hardcore, as the increased length of quests will generate plenty of stats.
  • Curse of Weaksauce synergizes with the Artistic Goth Kid for tower killing with the deleveling strategy. It's also a good combat skill for Saucerors, or Muscle classes who are having trouble hitting things (I'm thinking primarily Turtle Tamers here, as Clubbers can autohit) if they can afford the MP for it.
  • Curse of Marinara synergizes with spells and/or slime stacks for tower killing with more traditional stategies. I'm not sure how feasible this is yet.
  • Pulverize synergizes with The Smith's Tome to turn extra lumps of brit coal into food or booze or spleen.

Familiars

This depends strongly on Hardcore vs. Softcore. I'm more familiar (no pun intended) with Hardcore, so my suggestions are biased in that direction.

  • Fist Turkey gives +item, stats, epic booze with +item, epic booze with +meat, and awesome booze with +weight. But wait, there's more! It can also generate meat in combat (not useful for nuns). And it does physical damage in combat.
  • Grimstone Golem gives +item and +meat, and drops masks. The masks can be used to unlock a zone with Fish in it (synergizing with the DNA Lab for intrinsic +10 weight), and another zone where you can get an ornate dowsing rod in 5 turns, which speeds up the Desert.
  • Artistic Goth Kid gives +stats, free fights which drop crayon shavings (while burning delay and giving lots of stats), and bonus PvP fights. The crayon shavings can be used to tower kill with Curse of Weaksauce.
  • Happy Medium gives +stats, +initiative, booze, and more booze. Some of the booze she can give you has useful side effects, like elemental resistance, more +initiative, or bonus elemental damage, but mostly it's good for filling your Liver.
  • Slimeling gives +item, and MP (when you feed it equipment). It can also give some slime stacks which may be useful for tower killing (though I haven't tried that on this path yet).
  • Steam-Powered Cheerleader gives the most +item available in a familiar under the current Type 69 restrictions.
  • Jumpsuited Hound Dog gives a bit less +item than the Cheerleader, but also gives +combat. There are very few +combat modifiers available on this path (unless you took Musk/Carlweather), but with no Fax machine to shortcut Sonofa Beach, the hound could be a contender.
  • Grim Brother, Unconscious Collective or Bloovian Groose give +stats, +meat and spleen items.
Ascension Strategy
Rankings: HC Skills - HC Familiars - HC IotMs
General: Class selection - Familiar usage - Lucky adventures
Paths: BHY - Fist - AoB - BI - ZS - AoJ - BIG! - KOLHS - CA2 - AoSP - SS - HR - Picky - Ed - Random - AoWoL - Source - NA - GN - LtA - L.A.R. - PF - G-Lover - DD
Additional Paths: DG - 2CRS - KoE - PotP - LKS - GG - Y,Robot - QT - WF - GY - JM - FotD
IotMs: Tomes - Faxing - Copying - YR - Garden - Correspondent - Workshed - Tea party - Florist