Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
Ingame go to options > export to clipboard and paste your team into a response so we can see exactly what you are using.
If you are using diabolic horde they are very solid. Any big number builds will go far.
As you progress you will unlock more nether traits and anointments that can further your effectiveness.
As mentioned in a earlier Thread it is a Defiler Golem Build which main issue might be, that this build might work too well xD.
https://berated-bert.github.io/siralim-planner/?b=ab349b1953bdceb4e6b7566c71f66010e172b210c88b300a9fefdd60cf5d79d64b96f0cd13933a3630800f92dd7b71933be1c0bfdfa1&s=DE&a=ASA&r=______
Alright let's go trough the Build real quick.
Gold Golem
Ascendant makes my Gold Golem starts first so he can safely auto provoke after he attacked 3 Times or i could let him cast something altough it would need to be a generous ethereal spell gem otherwise he would run out of charges instantly. Is there a spell which gives all enemys a random debuff?
His Apis Defender Trait forces all non casting enemys to attack him which means thx to Antiquity, Creation Dirge and Languish the enemy get crippled by a nice -75% Stat Reduce.
War Golem
The one supposed to kill Stuff. With Everything,s Gone and Wane Enemies should start the fight with 60% HP. Which means his Vital Shot Trait will deal at least +200% Damage. Since every Enemy is perma stoned thanks to Treachery all 3 of his attacks deal damage to the entire Enemy Party and like a wave, each attack gonna deal more Damage ( i love that part ).
Granite Golem
His Job is simple : give your Buddy Gold Golem more Defense so he has a easier time being a Tank.
Iron Golem
take a guess?
Torun
Reduced Damage for the entire party + he is forced to spend time with the person he hates hahhh perfect.
Nightmare Golem
The reason this Build exist. With 5 Golems every Enemy who fails to win the 50% Lottery 5 Times in a row is literally Death. He is also the reason why this Build might work too well. If all Enemies are permanent sleeping, the also can't attack my Gold Golem. Which means i can't reduce their Stats and this entire Build has no way of increasing my Creatures Stats on their own unless i attack my gold golem with my own creatures x). Hm considering that all my Golems attack 3 times this is actualy a great idea. Except for the fact that this Game has no qualms about friendly fire. If i attack my Gold Golem, he will non chalant stomp the stats of his attacker/ally into the Ground.
Oh wait i am stupid all my Golems share.... and right after writing share i realied something : but my Gold Golem gonna intercept the attack if i attack one of my other Golems. Gosh i hate you Game xxxxD. Altough i can use MY Gold Golem to attack one of my Golems, he aren't gonna intercept his own Attack right? (Has a Picture of his Gold golem repeatedly hitting himself in his face in his Head ) .
Ending thoughts
I will replace Pandemic with a Doom Mummy -30% damage from spells for each cursed enemy as soon as i get the Jinx Anoinment : Enemies always have cursed, That way i will start every fight with already 5-6 Debuffs which is nice.
Vindicator but no Sin? As awesome as this Combo is, it also slows down the game wayyyyy too much. I used this combo once and i will never ever use it again <.<
Also, if you disable enough battle text it goes by a lot quicker.
Perfect :D ( i mean the Spell)
I even activated Ultra something mode and it still took to long for all the debuffs/stats lost to get counted. I really wish there would be a simple : stop all the nonsense and jump to next Creatures Turn Button.
https://berated-bert.github.io/siralim-planner/?b=ab349b6d9829ceb4e6a226673630800f92ddb210c88b300ab3c4e860cf5dc6cbe653084fb7566c71f66037500b7b7193e7c1a93be1c0&s=DE&a=ASA&r=_____jt
Barbearian + Hubbub to let your Golems benefit from Torun's trait ASAP.
Magma Golem, instead of Granite Golem, because Embolden does only benefit the Golems next to Torun. (Embolden doesn't benefit from creatures with Embolden)
Gold Golem gets Hanti & Jihi relic (min. level 20), so all enemies are forced to attack it after it provokes.
Soulstone Splinter + Collective Unconscious gives additional benefit to being attacked. Also makes sure to reward any creature that gives other stats via Chip Off the Block.
Necrotic Protection to make it more likely for Gold Golem to survive the oncoming onslaught.
Thorns is entirely optional and can be replaced by anything more useful.
Instead of using a single War Golem to deal AoE damage, put Spell Breath gem on everyone.
If you have the firestarter anointment then it isn't an issue, one cast of radiant sunfire afflicts 6 debuffs to all enemies and gives your creatures 6 buffs.
Ah yes this Relic is absolutely perfect. That said the onslaught should be pretty tame. Enemies at my current Realm did 20K to my Loid Killer Build who had Zero Defense Artifacts/Traits T0. With the Enemy being forced to deal 90% less Damage that should reduce the Damage to 2K each which is hardly a Threat ( not counting the defller perks which gonna reduce the damage even more + my leper )
Can the even attack me if my gold golem provokes with the relic, while the are sleeping? I mean i know that Centaur Raiders Trait get activated even if he is frozen ( which is so silly) but i don't know how it works with sleping enemies.
Alright gonna replace Granite with Magma. That said in this case i gonna replace absolution with Surge. My Gold Golem cripples the Enemy enough already. In that way i can cast Radiant Sunfirex3 on them, and gain a nice All Buffs x15% Atk/Int Increase.
I know about RS after all i randomly got killed with this Spell in the Tutorial x)
But i currently have no way to afflict Burn to the Enemy T0 so RT without Magma Golem was not a Option. Now with MG in the build, RT iwill be used.
EDIT: Or, as it just occured to me, you can use Supersonic trait (afflict enemies with Silenced for 1 turn at the start of battle) to make sure they'll at least be able attack you after Hanti & Jihi triggers.
The goal here is to cast Lingering Insanity as often as possible at the start of battle, while making sure it inflicts as much damage as it possibly can. All spell gems have +53% damage, Magnetic and Singular properties.
It works very well against GotG bosses that aren't somehow immune (regardless of level) and even clears realms reasonably fast. I've only tested it against False God Mindwurm so far, but the team managed to kill it t0.
As far as realm modifiers go, this build doesn't like 'chance to resist damage' (no problem for regular mobs), 'less spell potency' and 'resistant to debuffs' (in case you run into another group of critters that like to cast at the start of battle). Champion Nemesis requires a bit of luck, but is manageable overall.
It's a fun all-or-nothing glass cannon.
Another approach to a spell build would be to use living staff with 8 spell gems equipped and two casts. Add in the trait that gives bonus int for each sorcery spell gem and lay on some sorcery gems to the loadout.
Living staff will hit the damage cap every cast if you have 8 spell gems equipped and one additiobal cast.
Peraonally i hate the familiar thing that adds a ton of extra casts in most builds. Just makes fights drag on imo. Even turn 0 wins take forever..
I chose extra casts here, because the start-of-battle effects are a chance thing, although very unlikely not to happen at least once. Once enemies die t0, the fight is over. I only have to wait out all potential casts in case one of my creatures dies from reflect, but even then it is not as bad (all of them have accessories, so no cast-wiggle).
I agree the extra casts usually finishing in t0 is not that terrible if you disable all animations and hold turbo. Though I can imagine if I put Elqor's trait in my build then it could be a bit slower sometimes.
That makes sense
you always get max cast&carnage