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HUGE BUILD SPOILER - Use Nephilim Cleric, Caritas Sanctus, Willow Spirit, Sphinx Zealot, and Koloss Doombringer with either the Cleric specializtion or anoint greater healing, overheal/paradox, and arrogance is confidence/consecrated ground. This setup will create a loop that gives you unimaginable health.
And well aware that other specializations would be more optimal. I was more using the mime to show how great the health increase was without gaining further health from the specialization. Plus, for achievements, I do need a certain number of realm quests with the mime...
With enough health/defense, the Sand Giant can realistically survive "Unrighteous Fire" (Death Spell, knocks the caster to 1 HP and then dealts 30% of lost HP to all enemies).
Hmm...perhaps combine it with one of those minotaurs that has an extra effect while below a certain health...
Mimic + Spasm + Midnight Feast:
Drain Power > Arbitration > Determination > Vampirism > Unrighteous Fire
Got the cockatrice to make it count as a giant. Got the Master of Giants and Cleansed Blood traits elsewhere.
Master of Giants raises my health to about 90k. Mimic lets the creature go first. Spasm casts the first 5 spells. Drain power ensures I have charges for the spells each time I use this. Arbitration removes enemy buffs. Detmination could be swapped, but it increases max HP. Vampirism gives me Leeching. Then Unrighteous Fire Knocks me down to 1, but then leeching (with +30% effect via Cleansed Blood) heals my character 5 times (often back to full), while dealing about 50k damage to each creature. Now if I kill something there, often does, then Midnight Feast Triggers which heals me 100% and allows me to take a second turn (which repeats all of this).
PS: there's no intelligence here, just health, since the one damaging spell uses health lost to determine damage. Spell potency has no effect here, either, I don't think.
========== CREATURES ==========
Level 1031 Sand Giant
Fused with Minotaur Battlemaster
Personality: Indifferent
Giant / Chaos
Health: 16108
Attack: 6510
Intelligence: 2899
Defense: 5890
Speed: 4340
Innate Trait: Rapid Regeneration
At the start of each creature's turn, this creature recovers 10% of its missing Health.
Fused Trait: Resolve
While this creature is below 50% Health, it is immune to debuffs and takes 50% less damage.
Artifact: Juggernaut Helmet
59% Health
36% Health / Defense
36% Health / Defense
36% Health / Defense
19% Rebirth On Damage
19% Leeching On Damage
Autonomous Health
Clawing Shadows
Glowing Jewel (20)
12% Defense / Speed
Trait Slot: Autonomous Health: At the start of this creature's turn, it gains 10% Maximum Health plus 10% of the total amount of Maximum Health it has received in the current battle.
Spell Gems:
Adrenaline Rush
Unrighteous Fire
Kick
Relic: Arbiter, Holy Shield of Surathli (Rank 10)
------------------------------
Level 1031 Tower Giant
Fused with Carnage Tormenter
Personality: Relaxed
Giant / Death
Health: 16934
Attack: 7131
Intelligence: 3410
Defense: 4960
Speed: 3312
Innate Trait: Wreck
When this creature Attacks, its damage is based on its Current Health instead of Attack.
Fused Trait: Deadly Instincts
After this creature kills an enemy, it deals damage to all other enemies equal to 75% of this creature's Current Health.
Artifact: Vitality of Giants
59% Health
59% Health
59% Health
59% Health
83% Attack Damage
29% Damage Reduction
Master of Giants
Benediction
Glimmering Bauble (132)
14% Health / Intelligence
6% Invisible On Damage
6% Confused On Damage
15% Attack / Speed
19% Health
5% Immune On Damage
Trait Slot: Master of Giants: Your Giant s start battles with 30% more Health for each Giant fighting on your side. This trait does not stack.
Spell Gems:
Adrenaline Rush
Damnation
Flood of Darkness
Relic: Brambleskin, Spiked Carapace of Genaros (Rank 10)
------------------------------
Level 1031 Colossal Giant
Fused with Ceaseless Maker
Personality: Gentle
Giant / Life
Health: 11470
Attack: 6200
Intelligence: 3312
Defense: 8260
Speed: 4340
Innate Trait: Strength of the World
At the start of battle, this creature's Defense is added to its Maximum Health, then its Defense is set to its minimum value. In addition, this creature takes 50% less damage.
Fused Trait: Anomaly
The damage this creature deals with attacks and spells is based on its Defense rather than its Attack or Intelligence. This creature deals 50% less damage.
Artifact: Shield
59% Defense
36% Health / Defense
36% Health / Defense
36% Health / Defense
29% Dodge Chance
3 Spell Gem Slots
Autonomous Defense
Determination
Polished Ornament (40)
5% Bleeding On Damage
12% Health / Defense
Trait Slot: Autonomous Defense: At the start of this creature's turn, it gains 10% Defense plus 10% of the total amount of Defense it has received in the current battle.
Spell Gems:
True Light
Archangel's Blessing
Requiem
Protect
Recharge
Covenant
Relic: Triumvir, Arcane Sceptre of Zonte (Rank 15)
------------------------------
Level 1031 Crystal Smith
Fused with Clawing Cockatrice
Personality: Selfless
Smith / Chaos
Health: 7245
Attack: 5270
Intelligence: 5270
Defense: 8260
Speed: 5270
Innate Trait: Fool's Axiom
Your creatures have additional Defense equal to 50% of the total Defense bonus on this creature's artifact. This trait does not stack.
Fused Trait: Outcast No Longer
At the start of battle, the races of the last 3 creatures in your party are changed to that of the first creature in your party.
Artifact: Wall
59% Defense
59% Defense
59% Defense
59% Defense
83% Attack Damage
83% Spell Potency
Anomaly
Forbidden Unity
Shiny Orb (43)
6% Defensive On Damage
13% Health / Defense
Trait Slot: Anomaly: The damage this creature deals with attacks and spells is based on its Defense rather than its Attack or Intelligence. This creature deals 50% less damage.
Spell Gems:
Drain Life
True Light
Toxic Shield
Relic: 5740-NG, Impenetrable Plate of 4080 (Rank 20)
------------------------------
Level 809 Brim Smith
Personality: Analytical
Smith / Sorcery
Health: 5854
Attack: 5112
Intelligence: 5188
Defense: 5112
Speed: 3895
Innate Trait: Dissection
When your creatures Attack, they deal additional damage equal to 50% of the total Attack bonus on this creature's Artifact. This trait does not stack.
Artifact: Dangerously Sharp Sword
59% Attack
59% Attack
59% Attack
59% Attack
83% Attack Damage
29% Dodge Chance
Hidden Potential
Adrenaline Rush
Sparkling Stone (20)
5% Savage On Damage
Trait Slot: Hidden Potential: At the start of this creature's second turn, it recovers 100% Health and gains 100% stats (other than Health).
Spell Gems:
Sneak Attack
Elemental Tome
Greater Dispel
Relic: Dusk & Dawn, Dual Pistols of Venedon (Rank 10)
------------------------------
Level 1031 Mimic
Fused with Wisp Watcher
Personality: Relaxed
Mimic / Life
Health: 13630
Attack: 6200
Intelligence: 5890
Defense: 5890
Speed: 3520
Innate Trait: Surprise!
This creature always starts battle at the top of the Timeline.
Fused Trait: Spasm
At the start of this creature's turn, it Casts its first five non-Ethereal Spell Gems. After this creature takes damage, it is sent to the bottom of the Timeline.
Artifact: Cheaty Staff
59% Intelligence
59% Health
59% Health
59% Health
83% Spell Potency
3 Spell Gem Slots
Midnight Feast
(Empty Spell Slot)
Polished Bauble (46)
7% Arcane On Damage
12% Attack / Intelligence
Trait Slot: Midnight Feast: After this creature kills a creature, it recovers 100% Health and takes another turn. This trait only allows the creature to take an additional turn once at a time.
Spell Gems:
Drain Power
Arbitration
Determination
Vampirism
Unrighteous Fire
Astral Dimension
Relic: Materium, Shifting Gem of Aurum (Rank 20)
------------------------------
Definitely still suboptimal. Leech also doesn't seem to always work with unrighteous fire, need to figure out why, at some point. Much more tinkering.
That said, smokes through just about anything. That Mimic usually kills everything before anything goes, and when it doesn't, that Tower Giant can do over 2mil damage....
Seems to me that the key giants to a giant build are the Tower Giant (uses health for attack) and the Mystical Giant (adds 50% of health is added to INT for spells).
That said, since both rely heavily on Current health, healing, and by extension, countermeasures to Blight, become very important.
I like the Sand Giant, but it doesn't feel like 10% healing is enough of a bonus.
I tried the Stone Giant recently, that's the one that gains max Health whenever the enemy gains max health. Has potential, but it's a weird one since it relies on the opponent gaining stats.
The Wall Giant is an interesting alternative to the Tower Giant, since it presents a variant where being at low current health doesn't cripple itself too much. Hmm...Thinking about it more, I suppose the Wall Giant and the Tower Giant could be fused together to have 135% of current health for attack.
The Cosmic Giant is a weird one. Damage dealt to it can't exceed a forth of it's current health, but enemy ignores this if damage exceeds 200% current health. Weird one. I mean, the less current health I have, the more effect it has against lesser attacks and reduced effect against greater attacks. Meanwhile, the more current health I have, the less it triggers in the first place, but the more likely it is to apply when it does trigger. Plus it doesn't help against death effects or lots of rapid hits.
The Colossal Giant....okay, so max health increased by Defense, then defense set to min (which means something like 20% of total), and then gains damage reduction of 50%. I'm kinda puzzled how to use this one.
The Giant Mangler. Haven't really experimented with this one at all. 25% chance to avoid damage while provoking. They usually have lots of health, so I don't really see why I want to avoid damage. I suppose the health increasing artefact (Helmet) has it's spell slot trigger on Provoke, so perhaps something there. And, I suppose, if I fuse with something like a WISP creature, where it goes back to the bottom of the timeline when it takes damage, then the 25% avoidance of damage could be very useful. Dunno.
Building a team composed entirely of one specific race is generally not going to be very efficient. Its solid for making meme/challenge builds but you're handicapping yourself by forcing trait slots with specific race options.
And, obviously, specializing in any particular area will limit my options. That's the nature of specialization.
Though regarding the total number of "giants" required for a pure giant build, I think it's 2 only. Like 3 can "count as" giants via the cockatrice, and an animatus could be the 4th, I think, assuming you have the perks unlocked for it to count as one.
In a limited capacity, I think it could even be just 1. There's a trait called "ancient DNA" where traited creature is always the race of the creature at the top of the timeline. Wouldn't count as the same race all the time, but there might be a way to take advantage of it only sometimes being the race of my party.
There are a few exceptions (notably golems, shades and other creatures that trait-share within their race) where using a full team has immediate benefits, but for the most part trying to focus on a single "specalized" race build is going to be a bit tricky. Its good if you're going for something special (challenge/theme build or whatever) but if you're serious about making a good, well constructed build, you're going to regularly walk into the wall (especially if you're trying to make fast, RI5-competent setups). For the early+mid game it doesn't really matter. Especially if you're not running with realm intensity (pretty much anything works with no realm intensity).
I mean... if you're not far along in the progression then yeah your tools are limited, but as you get farther you're going to see a huge range of options come into the mix that will make what I'm saying more obvious.