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I was running a hound and inquisitor heavy party, but it just didn't have the ooomf that I found in the other classes I tried until I unlocked the vast majority of the expensive perks (floor 110+ iirc). That said, they are an interesting play style, and with a bit of fine tuning they may work a lot better than I am currently giving them credit for. One problem I have noticed though is that some of the minions you get from your perk tree are at odds with each other, zombies are always good; but the other two... hounds and the last one (can't remember the name) have for the most part mutually exclusive triggers (attack for hounds, provoke and maybe defend for the other).
TLDR: they can be fun to play... they just don't seem to be as effective as some of the other options.
How do you feel about Paladin/Druid, since you have experience with them.
In essence, through two of the rift dancers when they provoked or defended, it counted as happening twice, and with a salamander, when they defended it cast a spell. So basically they would provoke, heal for a ton of health, attack two times randomly (triggering any on-attack effects as well), then cast 4 spells while buffing their defence, which would trigger pyromania 4 times). If they survived that for a whole round, which didn't happen too often, they would usually kill themselves trying to attack me (if they weren't frozen, if they were they were easily dispatched with one more provoke).
As for the druid, I sort of played him as a 3 creature tribalist party. As I am not able to access my computer currently, I cannot provide a breakdown of the exact creatures and traits I was using as I can't remember them off the top of my head, but it performed similarly in terms of raw per-creature power with the tribalist, with the main difference being the ludicrous benefits from a full party of creatures with a tribalist (6+3 from perk +2 from trait for a total of 11... that's 110% for say a diabolic horde creature or 77% chance to get a second turn for an assault griffon, or 11 secondary procs for a party of hunters, OUCH. Combine that with the centaur that attacks additional times when an enemy dies and you totally demolish other teams in the first attack.) and instead had 3 creatures with a 120% boost to attack, defence, int and speed iirc form the creature that provides 40% per creature missing).
They both seemed to snowball pretty well, with the tribalist party I am running consistently clearing out entire group with little issues due to their stats being astronomically higher than the enemies in the realms, and growing faster than the enemies do for going up by unlocking a higher realm. The Paladin I haven't run as much since I unlocked tribalist, but with certain post-game unlocks, I believe the provoke chain can be even more disgusting...... Just have to grind that out still to see... In terms of performance I'd probably rate the tribalist and druid as almost equal when setup, the paladin a relatively close second place, and the necro with almost all bonuses unlocked a bit behind the Paladin, but then again, there are no post-game unlocks that I have found that seem to be created with Necros and minions in mind... so with that said, I believe once I max out that relic for the Paladin, the Necro may be a distant third (because they take 1-2 rounds to fully setup).
Edit: As a side note that I forgot to mention, the necro can really be screwed if an enemy casts a spell that removes buffs and debuffs (like mass dispell, which seems to happen somewhat regularly in certain realms) as that removes all their minions, ergo all their damage and sustain.
The tribalist and druid don't have that issue as much as their raw damage comes from their stats and traits, one of which will almost always work for both spellcasting and attacking), and the paladin, so long as you can provoke you are usually good to go. One thing I do find slightly annoying is any realm that has blight as a modifier can be quite painful as a necro (and to some extent paladin) as your main abilities are constantly damaging your team instead of healing them... as a Paladin when you are healing for 10+% of your creatures health per provoke, you are instead taking that as flat damage....
Edit 2: Another thing worth mentioning is that the Tribalist, Druid, and Paladin all have an incredible amount of flexibility with how they work their main abilities.... there are a lot of races that have on provoke effects that can workreally well with the Paladin's Retribution, and the Druid and Tribalist have a vast pool of creatures to choose from as well. For the necro, the main two races that benefit summons are the hounds and inquisitor; with one grimoire that has a 50% chance to cast summon spells it has when battle starts... I think if the roster eventually fills up with more creature options for summons then the necro may also have a more diverse bag of tricks and creature choices to pull from. The main form of diversity I found for necro builds lies almost entirely in the few extra fusion slots and artefact trait slots.
That was a ton of good advice though, thank you.
I will say, though, that Necro is quite fun, and definitely viable!
I also like the Druid with the Osseims, what I've actually been using lately is Dusk + Inferno Osseim and Rotten Carnage + Runic Grimoire, they work pretty great even with the Monk, but the Druid boosts them much more. I had to add a Phase Warrior + Nature Shapeshifter to lower reflected damage and prevent Inner Destruction Insta-kills, though, as when that would trigger, it'd not only usually kill them (casting 5 times was kinda painful), but use up the Arcane if they survived, meaning I couldn't cast my Ethereal Knives 5 times without using charges, haha. But the Druid is really nice because the extra perks each of my creatures get can make them even more useful (3 extra Osseim traits is awesome, though usually get a couple dupes, the extra Carnage Traits give my destroyer even better wiping capabilities, though idk if the Phase traits really provide much extra help).
Honestly I would still rather not have the 3rd creature, but it definitely helps me survive better at the cost of a little stats/extra actions.
I started out as Hell Knight and swapped to Necromancer around the time you unlock leveling your creatures at the fusion guy (not for lack of liking Hell Knight, btw, I just needed something different because I was a Chaos mage in Siralim 3 and they're very similar). I'm at realm depth 74 now, beat the final boss, etc, with Necro. I don't really have "tips" because I don't feel like I understand the game's inner mechanics well enough, but I can at least post my party with some notes for you to maybe get inspiration from!
Here are my current perks.[imgur.com]
My priority was: Animated Dead x1 > Army of the Damned > Cruel Creation x3 > War's Victory > Famine's Thirst
I'll be going for Undying Loyalty next, then the rest of the horsemen (Death first), then finishing off Animated Dead after that. I haven't really thought of anything past that point, as I'm pretty far off, anyway.
Before I get into it, I should say that I definitely have not min-maxed this party (yet). It's mostly just put together with things I had on-hand, although it has been updated since I first made it, of course (including replacing an entire creature).
Let's hope all the formatting works....
Creature #1:
Creep Mummy + Crimson Manticore
Creature #2:
Acedia Sin + Terror Hound
Creature #3:
Centaur Raider + Manticore Conqueror
Creature #4:
Inquisitor Weaver + Valkyrie Lancer
Creature #5:
Mutated Vampire Bat + Necro Grimoire
Creature #6:
Horror Hound + Dread Hound
*Wipes sweat* I'm not going to bother listing personalities or artifact stats simply because I haven't "refined" them much. I usually put whatever stat the creature is best at on the artifact and lean towards Brutal or Shy. I replace any personality that lowers attack or speed as soon as possible.
I'll list the spell gems for Creature #5 and not the rest, because I haven't really done anything with any others (I've only upgraded two of these gems as it is...).
..I think that's enough.
Edit: Good lord this is long.
Edit 2: In regards to minions getting removed by the enemy, it's almost never been a problem. I like to think that I managed to make a team that's not 100% reliant on having tons of minions, while needing them at the same time. At least, that's what I've gathered with my experience using this party so far! Also, when an enemy is immune to attacks, I've got the minions damage to lean on, and when they're immune to indirect damage, I've got my regular attacks (though a bit slower to kill an enemy with). Generally, once I manage to kill one enemy, the rest go down with it.
Edit 3: Since writing this, I've come across a new Inquisitor (pretty much right after, actually...)! I haven't integrated it into my party yet, but I do plan to! I've just gotta think more about what to replace or move around..
Infernal Inquisitor
Open The Portals: After this creature Attacks, it gains a random minion. After your other creatures Attack, they have a 30% chance to gain a random minion. This trait does not stack.
By the way, I just now added a third edit to the bottom of the post!