Siralim Ultimate

Siralim Ultimate

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Bard (Banned) Aug 13, 2020 @ 11:54pm
Anyone else pick Reaver, and who else regrets it?
Wanted to try something "new", but man does Reaver feel bad to play with.

Sure, it gets really strong after three turns, but that means you have to A) survive three turns and B) sit there for three turns.

Current have like 4-5 creatures devoted to just staying alive, as you get no defense bonuses the first three turns. Then it usually still takes a few turns for my damage dealer to be able to actually kill the enemies. Battles take soooo long, and if my one damage dealer is countered by anything, it's basically a forfeit (or hold down the button for 30 minutes)
Last edited by Bard; Aug 13, 2020 @ 11:56pm
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Showing 1-5 of 5 comments
Karl Fletcher Aug 14, 2020 @ 1:21am 
Reaver is really fun! the trick is to balance fusing monsters with traits that strengthen your monsters each turn...with survival traits like Vampiric Aura and the like. Most cases you can win before the third turn hits; then if it does you hit like a truck.

Inox Apocalypse+Aaxer Apocalypse
Terror Wight+Sand Giant+(Artifiact)Kindness
Ebony Ent+Oculum Leech+(Artifact)Vampiric Aura
Brim Smith+Crypt Bat
Conquering Manticore+Brownie Mauler
Unicorn Vivifer+Terror Hound

is what I used
Last edited by Karl Fletcher; Aug 14, 2020 @ 1:25am
[MLKM] Ecks Aug 14, 2020 @ 4:25pm 
Using multiple defensive creatures is fine as long as your "damage" slot is a creature that can deal damage outside of its turn. For instance, my current Reaver setup is:

Ruby Carbuncle + Djinn Pyromancer
Aaxer Apocalypse + Inox Apocalypse w/ Nutrient Blood on Artifact
Succubus Spirit + Ebony Ent (I'm going to change this actually, Succubus isn't really that good actually)
Chaos Guard + Phase Marauder
Valkyrie Knight + Sturdy Gargantuan
Sapphire Paragon + Ruby Paragon

I just put a lot of high-charge spell gems on the team, use a Generous Exhaustion spell gem, and fire off the Pyromancy buff as many times as possible. The team scales with turns, with wins in the current realm, *and* with spells cast, and you're immune to Exhaustion and stack it up extremely quickly, so Exhaustion just multiplies your damage even further. You have massive per-turn healing and insane damage mitigation, and your damage scales while the enemy's doesn't so the Sapphire Paragon's 50% damage reduction isn't really meaningful for you.

EDIT: Also, the *enemy's* spell casts also scale you, and any spells they force you to cast will also trigger Pyromancy in your favor. It's remarkable how powerful spellcasting Reaver is, really.
Last edited by [MLKM] Ecks; Aug 14, 2020 @ 4:26pm
Bard (Banned) Aug 14, 2020 @ 4:52pm 
I've mostly just transitioned to a team that more or less ignores the 3 turn traits and I've started steamrolling.

Leaning heavy into Blitzkrieg and using Reign of Chaos and Onslaught to just snowball through realms. Rigor and Sure-footed make sure I get to kill stuff fast. The 3 turn perks are just a fallback for me now to get the ball rolling on the first few fights of a realm (or when an enemy has a nasty trait).
I'm trying it out on my second save (I have one on two diff computers) and what I find more difficult with it is how most of their good traits are 100 point/1 tier ones. The ones with multiple tiers that you can start to unlock earlier aren't much help on bosses (mainly more stats based on battles won in current realm, battle fatigue ones should help but need both to really benefit).

Thankfully being able to re-spec for free should help, though.
Bard (Banned) Aug 15, 2020 @ 2:09am 
Originally posted by 素晴らしいポッサム:
I'm trying it out on my second save (I have one on two diff computers) and what I find more difficult with it is how most of their good traits are 100 point/1 tier ones. The ones with multiple tiers that you can start to unlock earlier aren't much help on bosses (mainly more stats based on battles won in current realm, battle fatigue ones should help but need both to really benefit).

Thankfully being able to re-spec for free should help, though.

I'd honestly like to see some of the battle fatigue traits consolidated. There's like four or five of them and they all need each other to work, and their effect really isn't even THAT strong. Taking those down to like two or three and adding a couple perks that make it easier to survive the first few rounds would be a huge benefit to the specialization.

Something like "your creatures automatically defend if they haven't taken 3 turns". Or even "Battle Fatigue also lowers enemy damage" so that Exhaustion works as a defensive measure instead of just offensive.
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Date Posted: Aug 13, 2020 @ 11:54pm
Posts: 5