I agree that the challenge (and fun) here lies mainly in the developement process. As an added bonus, you can complete realms with high RI quickly, gaining resources faster and thus having more freedom to develope and experiment with original builds. There's a lot you could change out in this build and still make it work since I still have some unfused monsters.Originally posted by Firlefanz:The game takes a very long time to complete, so naturally a lot of players want to speed up their progress. You can hold E in every fight except for a few. In sum, this build will easily take you through the next several bosses after unlocking fusion. Combined with the stat buffs every turn, he can wipe out the whole back row in one shot if the first row takes a while. You could replace Gimp Mummy with any other high damage character, but Bombardment is the most important trait for your highest damage attacker early in the game IMO.Ĭreature 6: Brownie Mauler. I give him a straight damage artifact so he just puts out massive hits. 75% extra damage and curse debuff, then attacks for 35% of damage anytime an allied creature lands a hit. He also gets some damage spells since he has weak attack.Ĭreature 5: Gimp Mummy combined with the bat. As long as you survive you will overcome. So if a fight drags on, not only do they have the buffed up stats from Urh Harbinger, they stack random buffs as they're healing 30% every turn. His traits provide mending to all allied creatures, and every time they heal they now get a random buff. Fused him with one of the spirit monsters. I still need to fuse it with something for some extra utility but for now he casts spells when not reviving.Ĭreature 4: Ebony Ent. It can also occasionally backfire once you get to a few Swamplands fights but if you're smart about targeting, nothing that can't be overcome.Ĭreature 3: Unicorn Vivifer. He doesn't hit that hard directly but the direwolf damage can add up. Just going with the necromancer theme with this guy. 3 stacks of direwolves for all allied creatures at the start of battle for extra chip damage. Not fused yet so this can only get better.Ĭreature 2: Terror Hound. So if a battle draws out, this just ensures you can eventually overcome as long as you stay alive. His trait lets all your stats buff 15% per turn for every turn in battle. Necromancers are just dope so why wouldn't you play one?Īnyways, Creature 1: Urh Harbinger. This is with a necro, but it should work with other character classes. Put this together around floor 11 I think, pretty much right after unlocking fusion. If we're talking first 5-10 hours, let me share my set up. I'd say fuse to preference- by the time I started fusing my whole team, I'd swapped out everyone but the Ent (which I fused with a HP reducing Raven) and the Aaxer (which I fused with a cave cockatrice). I reckon such a team could probably get you pretty far into the game, though maybe not the final legs of the story. I also had my starter there too, so my actual team comp was koloss and unicorn and aaxer and ent and spectre and leper for a lot of the story. Possibly swap out another monster with something key to your spec- for instance, being a defiler, I swapped to a Crazed Leper very early. No fancy tricks needed to function, and can work in most general situations. So, my pick for early game team, with no particular specialisations in mind, is Ebony Ent, Koloss guy, Manticore/Aaxer, Unicorn, Wight and Spirit. He's a good straightforward chaos creature with good stats that get better over time. I went with a Manticore from realm 1 as my chaos creature, before switching him for an Aaxer Apocalypse from the third realm. A wight as a secondary bruiser with some death typing would also be good, though again it wasn't my preference since I had a spectre. Along with Vivifier, it's got a strong defence and offence core, as well as good type coverage in sorcery, life and nature.Ī secondary resser is a good idea in case things go wrong, like the spirit from 2nd realm, although I didn't use him personally. Koloss and Ent from Realm 1 floor 1 carried me through half the story. I can only talk from personal experience, but here's what I went with: So, probably the most important things to focus on is having good type coverage, a strong attacker or two whose power comes from their stats and traits, and some defensive support. In the early game, you don't have many items, you don't have many spell gems, don't have many perks, and you don't have much option for creature tribal.
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