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Wednesday, October 29, 2025

Brome - a reanalysis of that post

 See my original analysis here, of Brome mostly based on that post

Have I changed my mind? Highlights and (((comments))) in this color. 


Brome
Available from the start:
-Channelling
Make Arcana stronger by holding down the Arcana button. I am unsure how much this boosts your damage, but I'll guess it's +50% like Karl's Take Aim. Because
Brome's Arcanas are mostly amazing at dealing damage already, this can melt lifebars in a split second. Finding the time to charge your Arcana in the middle of a combo or in a tight situation is also a lot of fun.

-Controlled Grab
Brome can move the enemy around during a Grab. Strike slams the enemy into the ground. The slam deals more damage than simply throwing your enemy away, and being able to move your victim around before the throw/slam is handy to throw it into a hole or into a group of enemies. Still, this isn't Brome's strongest or most exciting Inspiration.

-Mana Burst
Skill can be charged to increase its power. Not only does it deal more damage, it also covers a bigger area. Charging it in the air allows you to stall in the air too. This is handy to time your Clashes manually as well. Basic but well worth a slot. (((Is it really called Mana Burst? Anyway, yeah this is fun and useful. I've mentioned you can position yourself above/below enemies and hit them safely very often. Also that air stall is super important and can be a way to jump into a huge group at the side of the screen then hit them... maybe the upgrade doesn't matter, just the skill in general. But bigger is often better. )))

-Infused Staff
For every full Mana chunk, ground Strikes gain an improved energy burst. This improves not only your basic Strikes' range, but their damage (((one of my favorites))) as well. The bonus caps out at NINE Mana chunks, I believe, so you can get a lot of mileage out of this Inspiration if you couple it with ways to get extra chunks and to recover Mana quickly.

-Battle Rage
Increase Mana gained on hit in accordance with your Combo meter level. This rewards aggressive and skilled play by allowing you to use Brome's powerful Arcanas often.
Keep in mind you can maintain your Combo throughout most of the individual screens of the game, thanks to strategically placed breakable items that let you refresh it in between enemy waves (((weird idea, cool idea))), but your combo will always be cashed out at the end of an individual screen.
Unfortunately, some bosses do have phases where they can't be hit for a little while, which will cash out your combo - but these are usually tanky enough bosses that you'll be able to build it back up and enjoy the flow of Mana. (((in general, Brome seems pretty easy to get a lot of high hit combos with. I do a lot of dash, combo, get 'em in the air a little, dash, repeat... I think it goes like that. It definitely feels that way, but I dont have the game in front  of me. Seems like you can juggle a nice long time. I guess doing the "break nearby objects" in between could be done, but seems like a lot of trouble for me.)))

-Arcana Overload
Arcana cost double but deal triple damage. This is great when you have extra Mana chunks to spare, but thankfully you can still use an Arcana if you only have one chunk of Mana filled. This terrifying Inspiration can destroy just about any enemy in the game if used properly. (((I would say... if you want to use, use it with either the tornados or ... his Barrage one.)))

-Projectile Dispel
Clash a projectile to spawn a homing missile. Clashing a projectile can be a daunting task, but the returns are worth it. Some boss attacks generate a lot of projectiles that you can Clash all at once, like the Underking's flamethrower or the Lizard King's belly slam...

-Resonance Field
Enemy hit by Skill increases the next Arcana damage by 20% (can be accumulated to 10 times). Another great Inspiration for outputting craploads of damage. Boosting your Arcana by up to 200% and unleasing hell on a boss is extremely satisfying, especially against big targets like the Underking or the Beast. (((super duper crazy damage, especially if you stack on some other big options.)))

Unlocked with Seeds at Ederig the Stalwart:
-Telekinesis
Automatically lifts nearby Throwables. Use your Skill to turn them into deadly projectiles. This is kind of a stinker Inspiration in my opinion - picking them up and throwing them manually is usually more practical. Besides, the projectiles do not have tracking and as such it's difficult to aim with them. They also disappear upon transitioning to a new screen, so you can't really stack a million of them.
Some Throwables won't be picked up by this Inspiration as they would be too chaotic to deal with. (((meh)))

-Drill Rush
NEW MOVE: Run + Skill. Also works in the air with Forward, Forward + Skill. This Inspiration is very, very dumb. Though only the start of it has a Clash window, it starts up so fast (((well, double tapping is never fast, so... not sure I agree here b/c the inputs definitely matter. I guess if you are straight running first... yeah maybe that makes it good, but as a raw move, not so fast))) that you can do it at the very last moment against an enemy's attack. Because it is a Running attack, you can also do it after any Strike or after your regular Skill too (((yeah this is the spammyness of it. But that is kinda how this game is designed... you can get complicated if you want, you can spam if you want, all good.))). It's good offense, and great defense. Amazing to plow through a crowd of non-armoured enemies as well. (((Very good. I do drill, skill, drill the other way, skill... and often the skill is by accident, yet it still works out fine.)))

Unlocked from Brome's personal quest:
-Arcana Mastery
Give brand new properties to your equipped Arcanas.
Wrath beam deals more hits and more damage.
Doom orb grows bigger and inflicts more damage.
Sigil of hate cover a bigger area (((is helpful))) and inflicts more damage.
Wall of contempt turns into three walls (((sounds fun, need to try))) that last an extra 2 seconds.
Spiteful tempest spawns four extra tornadoes (((seems very good so far))) that spin around the first four in the opposite direction.
Rage barrage fires its projectiles quicker (((no extra dmg? Hmm.))).

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