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The one trait limit modifier doesn't really impact the build. It is a difference of 40 million hp and 75 million hp which is huge but doesn't matter in the end. It is able to fairly consistently one shot false gods on 9 difficulty (level 7000 party vs level 2.5 mil). This is partly why I have been working on a build that drops a lot of unneeded excess health. I finally came up with the build from below that reliably does all non GotG content without a class meaning I can use one build to farm piety and achievements on every class. I also have a different build that does every god regardless of class up to rank 50.
Realm farm: https://berated-bert.github.io/siralim-planner/?b=b12d0feee54600a092d5fe489a79b61183f0b12d0f255cb100a09287eac198eaba5a5cc5e5e0f9a5de004fa2e6c99c92f1ca4be2dfb0&s=WA&a=ASACLCCLJSBATBM&r=_eh
Here is a quick realm run I just did with the build https://screenrec.com/share/mp096fVu7X
GotG: https://berated-bert.github.io/siralim-planner/?b=faf5a1306029eee5469f4705f3ee80f1ca4beee26d87eac1255cb1e5e0f9c99c9271f6609a79b665608eb3e62075d2807cab9aedb88e&a=CLCCLJASASBAINE&r=____eh_
Have you done much with trait launcher? The build I posted up top illustrates one fun way of zoinking everything using it. Trait launched regal golem + blight is pretty silly.
Here's a build I've been fiddling with lately. Pretty silly and uses trait launcher as well as ultimate trickery. (This one isn't finished. I'm not sold on the specific phase warrior, sarea's command isn't really necessary and I've still got one anointment not chosen.)
https://berated-bert.github.io/siralim-planner/?b=faf5a1c99c92aa1b1bcb96bd9c3a14c2e2fa711bb2d7c77987abbfbfdfa1128f485cd2c590446710e17275bb20f7628247b5bc25a76a&a=TBOPMCPMGSBO&r=______
Here's another wacky trait launcher build. This one uses trait launcher, a full team of godspawn and thylacine. Not the fastest build but really goofy. (the 2 thylacine cause attack+cast loop that results in max attacks (15x6) and max spell casts (15x6) when one of the thylacines casts a spell).
https://berated-bert.github.io/siralim-planner/?b=f762828d4dc61a9007b78f139376cb5a5cc537dcb5258857edb88e73813dc6cbe628d679f6584cf1ca4b8d0bf78d4dc6504383c2e2fa&s=HK&a=FAFASASBADOGSME&r=______
And here's another build that is probably exploiting a bug but it is a 4 Herbling build. Normally you're not allowed to have more than 1 herbling on a squad (and herblings can't have fused traits) but this build converts 3 creatures into pseudo-herblings.
https://berated-bert.github.io/siralim-planner/?b=37dcb5edb88e25a76a2c1e7b_5a5cc509aa338d0bf7f1ca4bf6584c4e87ec2796fbf725906cbb4c25a76acbc66a6d4bd125a76a&s=GR&a=FAFBMDPUMSMEHKE&r=eljtassuotlp
As far as the strongest build I have played before goes, it was a trait share one with Tisya (multitheism for Erebyss), Genaros, cosmic giant, mystical giant, sturdy gargantuan, and angelic voidlord. I won a fight with level 1 party in realm 508 (level 15600).
I can't get away from abnegation builds. I've tried and everything else just seems to take too much time in battle. As you can see in the video, combat even against bosses usually takes no more than 5 seconds.
Take a look at this setup. I think it is better than what you are going for. Cosmic giant + sturdy gargantuan with master of phase warriors is virtually unkillable. It limits all damage it takes to 2.5% of its max health and must take 2000% of its life to bypass the cosmic giant trait. This combined with a thunder storm that it is tanking for means it can't be killed outside of effects that "kill."
https://berated-bert.github.io/siralim-planner/?b=eee26dc99c92aa1b1babe8ac__05a3c26b6dc847b5bc_________&r=______
That's why I like trait launching something like royal golem. You can also trait launch hemlock ent (I think its this one...) for similar results but royal golem causes the whole enemy squad to take damage. Even though its less individual damage it is 6 separate sources of healing which can cause the multi-proc from a specific shambler more often.
I'll have to try the cosmic giant thing though because it looks like a lot of fun. I'm toying with a build right now to see if I can't come up with something totally ridiculous using it.
No such thing as a "best build" there are so many builds and so many of them are broken as heck. The most resilient ones though will take into consideration the common counters that Instability brings, but there is no 100% fool proof build. There is literally a counter for everything.
An "instability proof" build won't be 100% uncounterable, but you can mitigate it and make it like 99% uncounterable by using two diverse strategies in your build, which is more than possible. i.e. keep a "Plan B," For instance, if you're building around Meraxis you are likely using a stat buffing build. This is super strong and wins like 99% of the time because it's sheer broken. But it's hard countered by Misery elites and soft-countered by Hohoho Giant.
So you devote maybe half your build to stat buffing, then have a backup strategy with the other three creatures that can survive and win even without stat buffing, like maybe a HP Explosion at start of battle build or a Necro Resurrect Meat Bomb build, which can work alongside your Meraxis Stat Buffing strategy.
This will win most battles without problem, even in Instability 5, although at Instability 5 it is possible for hardcounters to both your strategies to come up. The more "backup plans" you can put into your build, the more uncounterable it will be.
Don't worry about the Elf trait much. I've been using Purgatorian type Builds since Siralim 3, the Elf trait has never once been a problem in Ultimate. It was a bigger issue in 3, but not by much, but it can certainly shut off the combo I used to use back in Siralim 3.
In Ultimate I don't know why but I almost never run into the trait even on Instability 5, and even if I do its even less of an issue because your class can easily win with 5 of your creatures dead no problem. I have lots of builds where my dead creatures can easily finish off a Nether Boss or Bounty or even those silly Gods you enslave to do your bidding.
As long as you have 1 guy who's nigh unkillable (many ways to do that) you'll never lose. Remember the traits of your dead creatures still work as Purgatorian, use this to your advantage.
This build is 100% reliable, it's not the build I was using for most of my playthrough, it's my newest build I switch builds all the time (that's the fun of this game) it may work for you. Or not, I don't know.
So far I haven't lost with it and I can deal with monsters with super high stats way above my own no problem as well. It has many backup plans, shuts down spells and attacks, has indirect damage protection, doesn't care if its creatures die, can grow stats exponentially, has a bunch of spells to assist with various problems (like Greater Dispel, Astral Dimension, Life Orb) can lower the enemy stats to nothing, etc. And it never runs out of spell charges.
Can win by attacking or magic. I used to have Indirect Dmg in the mix (live to labor) but I took it out in favor of Dragon Armor to shut down attacks. Can still win with indirect damage by just blowing up the meatshield: the Club Luckmantria. If it dies I have an annointment "Miracle" which deals massive damage thanks to its fat HP. I can make room for more counter stuff by removing the jellyfish, but I like having him there to make my spells super powerful.
You don't need the Jellyfish or the Lizard Wizard, I just put those two in there for my own preference because I like playing with Magic. In previous versions of this build I used a Lich to make my Death Siphons free. You need something big and meaty and hard to kill like the Club Luckmantria, though, and it also serves as one of my win condition.
========== CHARACTER ==========
Ore-sama the Purgatorian
Achievement Points: 2021 / 5079 (39%)
Time Played: 428:29:17
Game Version: 1.1.1
Anointments: Bleed Out, Voracity, Endless Slaughter, Miracle, Contrition
========== CREATURES ==========
Level 6293 Club Luckmantria
Fused with Raven Bloodmage
Personality: Lazy
Luckmantria / Sorcery
Health (15): 103230
Attack: 10076
Intelligence: 49104
Defense: 30218
Speed: 45327
Innate Trait: Showdown
If this creature's Intelligence is higher than that of any enemy, it has 200% more Intelligence.
Fused Trait: Blood Magic
At the start of this creature's turn, it takes damage equal to 20% of its Maximum Health and converts 200% of it into Intelligence.
Artifact: HP Darkness
59% Health
59% Health
59% Health
59% Health
29% Damage Reduction
83% Spell Potency
Darkness Surrounding
Rapture
Polished Bijou (22)
21% Health
Trait Slot: Darkness Surrounding: This creature starts battles with 125% more Health, but takes damage equal to 15% of its Maximum Health at the start of its turn.
Spell Gems:
Relic: 5740-NG, Impenetrable Plate of 4080 (Rank 150)
------------------------------
Level 6293 Meraxis
Fused with Bestial Koloss
Personality: Lazy
Avatar / Sorcery
Health (15): 133444
Attack: 25188
Intelligence: 30218
Defense: 39661
Speed: 30218
Innate Trait: Marigold
Your creatures' stats gained in battle are no longer subject to diminishing returns.
Fused Trait: Hearty Appetite
After your creatures gain Attack, Intelligence, Defense, or Speed, they gain 20% of that amount as Maximum Health as well. This trait does not stack.
Artifact: CNTR Dragon Armor
59% Defense
36% Health / Defense
36% Health / Defense
36% Health / Defense
29% Damage Reduction
83% Spell Potency
Deflective Dragon Armor
Volcano
Trait Slot: Deflective Dragon Armor: After an enemy Attacks, this creature reduces all enemies' Attack by 20%. This trait does not stack.
Spell Gems:
------------------------------
Level 6293 Dikya
Fused with Crystaldune Gemling
Personality: Shrewd
Godspawn / Sorcery
Health: 60436
Attack: 30218
Intelligence (15): 85606
Defense: 35884
Speed: 23929
Innate Trait: Eve
Your creatures' spells are 100% more potent, but only have 1 Charge. This trait does not stack.
Fused Trait: Oscillation
Your creatures' Spell Gems are 70% more potent when they have an odd number of Charges, and are 70% less potent when they have an even number of Charges. This trait does not stack.
Artifact: TRTL Endurance Aura
59% Intelligence
59% Intelligence
59% Intelligence
59% Intelligence
3 Spell Gem Slots
83% Spell Potency
Endurance Aura
Rapture
(Empty Nether Slot)
Trait Slot: Endurance Aura: Your creatures take 70% less indirect damage. This trait does not stack.
Spell Gems:
------------------------------
Level 5305 Ancestral Phoenix
Fused with Bile Slime
Personality: Brutal
Phoenix / Sorcery
Health: 57320
Attack (15): 72169
Intelligence: 21236
Defense: 23883
Speed: 27068
Innate Trait: Lifebinder
After your creatures kill an ally, your creatures are resurrected with 50% Health.
Fused Trait: Secret Recipe
After this creature is resurrected, your other creatures are resurrected as well.
Artifact: ATK Myrtle Perseverance
59% Attack
59% Attack
59% Attack
59% Attack
83% Attack Damage
29% Damage Reduction
Myrtle's Perseverence
Requiem
(Empty Nether Slot)
Trait Slot: Myrtle's Perseverence: After a creature is killed, this creature is resurrected with 100% Health.
Spell Gems:
------------------------------
Level 6292 Lizard Wizard
Fused with Linta
Personality: Peaceful
Exotic / Death
Health: 71756
Attack: 28325
Intelligence: 45320
Defense (15): 78040
Speed: 20148
Innate Trait: Lizardry
Your creatures' Ethereal Spell Gems do not consume Charges. This trait does not stack.
Fused Trait: Great Expectations
Your creatures' spells are 125% more potent if they don't have any Spell Gems equipped. This trait does not stack.
Artifact: DEF Spelltap (MAGE)
59% Defense
59% Defense
59% Defense
59% Defense
29% Damage Reduction
3 Spell Gem Slots
Spell Tap
Inner Strength
Trait Slot: Spell Tap: This creature can't Cast spells manually, but can equip 3 extra Spell Gems. At the start of battle, your creatures gain copies of this creature's non-Ethereal Spell Gems. This trait does not stack.
Spell Gems:
Death Siphon
Morph: Sorcery
Inner Strength
Demon's Judgment
Rapture
Clayman
Life Orb
Greater Dispel
Astral Dimension
Relic: Materium, Shifting Gem of Aurum (Rank 102)
------------------------------
Level 6293 Ashmouth Cerberus
Fused with Mimic
Personality: Peaceful
Cerberus / Chaos
Health: 62324
Attack: 39661
Intelligence: 41550
Defense: 55392
Speed: 15113
Innate Trait: Spell Tap
This creature can't Cast spells manually, but can equip 3 extra Spell Gems. At the start of battle, your creatures gain copies of this creature's non-Ethereal Spell Gems. This trait does not stack.
Fused Trait: Surprise!
This creature always starts battle at the top of the Timeline.
Artifact: CNTR Improbable Catapult
59% Defense
36% Health / Defense
36% Health / Defense
36% Health / Defense
29% Damage Reduction
83% Spell Potency
Improbable Catapult
Determination
Trait Slot: Improbable Catapult: At the start of this creature's turn, enemies gain a copy of its innate trait. This trait can only activate once per side.
Spell Gems:
------------------------------
Also I love that for a trait launch. Never occurred to me but that's a wicked spell-shutdown strategy vs most encounters.
https://berated-bert.github.io/siralim-planner/?b=faf5a19c3a14aa1b1b6943f65a8f1411a7aa977720952046c99c92f7628247b5bc711bb27f89e9d7c77910e172cb96bd4a40c1c2e2fa&a=SBOTBOFAFPMCPMG&r=______
Pretty much a win against nearly everything without doing anything. You can just skip turns and win every fight except those with blight immunity and indirect immunity. In those cases you should be able to slowly force a win with attacks.
It is a setup that works with all specs but is best used with Royal for endgame progression. Though it has natural synergy with all of the specs for which its anointments are based. If using Royal you can also do a lot of interesting stuff with the team composition to make it even more effective.
But in any case, this is a very late/end game setup for those who just want to push through realms as fast as possible.
For Royal something like this can be used to bypass pretty much everything. Though at this point in the game there are loads of viable builds that can zoink everything.
https://berated-bert.github.io/siralim-planner/?b=faf5a19c3a14aa1b1b6943f65a8f1411a7aa977720952046c99c92f7628247b5bc711bb2b78f13d7c77910e172cb96bd4a40c1c2e2fa&s=RO&a=SBOTBOFAFPMCPMGSBMDERWDHMOBREOREHREMREFHKFHKE&r=______
Nah, you didn't miss anything, I was just in a hurry making the build and didn't have the time and mats to optimize. I change builds usually when I change specializations when the Goblet fills up, so I have adopted a "modular" approach to making my creatures.
I have creatures that are designed to fulfill certain roles, so I can mix and match them. That Cerberus is designed to shut enemy spells down.
Sometimes I make small changes, sometimes I make big ones. Sometimes I keep the same general concept of build throughout specializations, sometimes I don't, but having modular creatures makes mixing and matching to get what I need for a specific build easy.
In this case, I decided I needed a counter to Spells so I stuck in the Ashmouth. It just so happened my previous build was using the Lizard Wizard (which is hard to find lol) and it uses Spell Tap for its magic combo.
It also depends on what mats are available, sometimes I don't have the mats or creatures needed to make changes so I use what's in stock.
Trait Launcher does so many crazy things, the funniest things I have done with it are to launch a Tanukrook at the enemy, so the first one to act on their side kills everyone else instantly lol.
Another hilarious thing to do is Trait Launcher on Polygala Fairy, enemy is down 95% in stats, makes Defiler class obsolete.
For instance, in my current build, I changed it up so the setup now looks like this. I actually did exactly what you noted, I shifted the Spell Tap to just the Ashmouth and gave him the spellgems. But now I have a "pair" of creatures together instead of modular. It allowed me to save up some space and slot in some Dmg Mit which I needed for Rune Knight, because Rune Knight felt a little squishy.
i also ended up supercharging Meraxis again.
========== CHARACTER ==========
Ore-sama the Rune Knight
Achievement Points: 2216 / 5079 (43%)
Time Played: 464:08:49
Game Version: 1.1.1
Anointments: Endless Slaughter, Relish In Blood, Never Forgotten, Voracity, Blood Clot
========== CREATURES ==========
Level 6955 Living Arbiter
Fused with Revenant King
Personality: Relaxed
Arbiter / Death
Health (15): 136348
Attack: 37570
Intelligence: 35483
Defense: 48006
Speed: 22269
Innate Trait: In Favor of Survival
After start-of-battle effects are determined, 40% of this creature's Maximum Health is added to that of your other creatures.
Fused Trait: Pact of the Deep
At the start of battle, this creature steals 35% of your other creatures' Health.
Artifact: HP Darkness Surround
59% Health
59% Health
59% Health
59% Health
29% Damage Reduction
83% Spell Potency
Darkness Surrounding
Determination
Shimmering Jewel (30)
29% Health
Trait Slot: Darkness Surrounding: This creature starts battles with 125% more Health, but takes damage equal to 15% of its Maximum Health at the start of its turn.
Spell Gems:
------------------------------
Level 6954 Forsaken Swampdweller
Fused with Eternal Divinity
Personality: Apathetic
Forsaken / Life
Health (15): 139110
Attack: 39652
Intelligence: 39652
Defense: 26441
Speed: 33391
Innate Trait: Darkness Surrounding
This creature starts battles with 125% more Health, but takes damage equal to 15% of its Maximum Health at the start of its turn.
Fused Trait: Consciousness
At the start of battle, this creature gains Maximum Health equal to 15% of your other creatures' Maximum Health.
Artifact: HP Rampart
59% Health
59% Health
59% Health
59% Health
83% Spell Potency
29% Damage Reduction
Rampart
Determination
Trait Slot: Rampart: At the start of battle, your creatures adjacent to this creature gain 65% of its Defense, Health, and Speed.
Spell Gems:
------------------------------
Level 6955 Meraxis
Fused with Bestial Koloss
Personality: Lazy
Avatar / Sorcery
Health (15): 147478
Attack: 27836
Intelligence: 33396
Defense: 43832
Speed: 54268
Innate Trait: Marigold
Your creatures' stats gained in battle are no longer subject to diminishing returns.
Fused Trait: Hearty Appetite
After your creatures gain Attack, Intelligence, Defense, or Speed, they gain 20% of that amount as Maximum Health as well. This trait does not stack.
Artifact: STAT Seed of Potential
59% Intelligence
59% Intelligence
59% Intelligence
59% Intelligence
3 Spell Gem Slots
83% Spell Potency
Seed of Potentiality
Inner Strength
* Rise Above (175)
24% Intelligence
Trait: Rise Above
Trait Slot: Seed of Potentiality: After this creature gains a stat, it gains 200% of this amount of another stat (other than Health). The stats gained from this trait do not activate effects that occur when stats are gained.
Spell Gems:
Relic: 5740-NG, Impenetrable Plate of 4080 (Rank 150)
------------------------------
Level 6955 Lizard Wizard
Fused with Linta
Personality: Peaceful
Exotic / Death
Health: 79314
Attack: 31308
Intelligence: 50093
Defense (15): 86261
Speed: 22269
Innate Trait: Lizardry
Your creatures' Ethereal Spell Gems do not consume Charges. This trait does not stack.
Fused Trait: Great Expectations
Your creatures' spells are 125% more potent if they don't have any Spell Gems equipped. This trait does not stack.
Artifact: INT Ninetails
59% Intelligence
59% Intelligence
59% Intelligence
59% Intelligence
83% Spell Potency
19% Arcane On Damage
Nine Tails' Knowledge
Improvised Recitation
Trait Slot: Nine Tails' Knowledge: Your creatures' spells are 30% more potent. This trait does not stack.
Spell Gems:
------------------------------
Level 6954 Phase Knight
Fused with Apis Defender
Personality: Relaxed
Phase Warrior / Life
Health (15): 127982
Attack: 41738
Intelligence: 33391
Defense: 39652
Speed: 26441
Innate Trait: Endurance Aura
Your creatures take 70% less indirect damage. This trait does not stack.
Fused Trait: Vigilance
This creature intercepts enemies' attacks on its allies.
Artifact: GITS SAC (Demon)
59% Health
59% Intelligence
59% Intelligence
59% Intelligence
83% Spell Potency
3 Spell Gem Slots
Stand Alone Complex
Demon's Judgment
Trait Slot: Stand Alone Complex: This creature always dodges attacks. At the start of this creature's turn, it Provokes and then its turn ends.
Spell Gems:
------------------------------
Level 6780 Ashmouth Cerberus
Fused with Mimic
Personality: Peaceful
Cerberus / Chaos
Health: 67146
Attack: 42729
Intelligence: 44764
Defense (15): 100367
Speed: 16282
Innate Trait: Spell Tap
This creature can't Cast spells manually, but can equip 3 extra Spell Gems. At the start of battle, your creatures gain copies of this creature's non-Ethereal Spell Gems. This trait does not stack.
Fused Trait: Surprise!
This creature always starts battle at the top of the Timeline.
Artifact: CNTR Improbable Catapult
59% Defense
36% Health / Defense
36% Health / Defense
36% Health / Defense
3 Spell Gem Slots
83% Spell Potency
Improbable Catapult
Determination
Trait Slot: Improbable Catapult: At the start of this creature's turn, enemies gain a copy of its innate trait. This trait can only activate once per side.
Spell Gems:
Rapture
Guardian Force
Greater Dispel
Life Orb
Godly Gin
Demon's Judgment
Dark Thoughts
Dark Seraphim
Astral Dimension
Relic: Materium, Shifting Gem of Aurum (Rank 102)
------------------------------
I hadn't considered the trait launched fae. That's another really good idea. For a similar effect I like trait launching Thylacine (2x Thylacine + godspawn can result in max attacks+spellcasts of all your creatures every time any creature takes an action). Its pretty slow though so I don't really use it.
I tend to just go with my meta Royal build. Its the fastest, most effective setup I've found thus far. Hard to beat turn 1 victories with near perfect defenses. The only hole in it right now is I want to slot in Wane (haven't found the anointment yet) but its not mandatory.
I tried using it to "fix" the Reaver spec and it taught me a lot about the engine's limits.
https://berated-bert.github.io/siralim-planner/?b=faf5a1ceb4e6c99c92711bb2f7628247b5bcab8dccbfdfa15cd2c5a2ecdad27b267743ae5e87f3057407aa1b1bfdec3f4a40c1c2e2fa&s=RE&a=EVMTBOASADSNSML&r=____alic
In case anyone is wondering why some Apocalypse traits are missing; This is copied from clipboard, and those traits are incorporated as Nether stone traits.
Well, the important part of this build is the Valkyrie anyway. Forcing enemies into casting a specific single-target spell over and over is very fun and could potentially help a Mime build up damage reduction, but I used it with Timewalk instead to grow my turn counter to silly numbers.
Also, enemies use up your charges, even if your own creatures normally wouldn't , that's why Lister was essentially turned into a spell gem charger.