Siralim Ultimate

Siralim Ultimate

Care to Share?
Edit:
The initial build here is old. Throughout this thread you can find more updated builds I have put together as well as some great builds from others in the community.


Old post:
What kind of builds are you guys using these days?
I've stuck with Pyromancer for 200 hours and this is my setup:

========== CHARACTER ==========
Leqesai the Pyromancer (Ascended)
Achievement Points: 1889 / 4319 (44%)
Time Played: 204:47:51
Game Version: 0.11.5

Anointments: Overheal, In Formation, Shrug Off, Eternal Echo, Chrono Shift

========== CREATURES ==========
Level 10322 Surathli
Fused with Immortal King
Avatar / Life

Health (4): 268412
Attack: 74864
Intelligence: 112278
Defense: 100663
Speed: 100663

Innate Trait: Prayer Position
At the end of your creatures' turns, they Defend. Your creatures take 90% less damage while they're Defending. This trait does not stack.
Fused Trait: Celestial Fortitude
Your creatures cannot take damage that exceeds 20% of their Maximum Health. The amount of damage prevented cannot exceed 100% of the creature's Maximum Health.

Artifact: Stormshield of Cleansing
59% Defense
36% Health / Defense
36% Health / Speed
36% Health / Defense
30% Damage Reduction
30% Dodge Chance
Cleansed Blood
Raze
Glimmering Trinket (Rarity: 63)

13% Attack / Intelligence
12% Health / Speed
10% Dodge Chance

Trait Slot: Cleansed Blood: Your creatures with Leeching deal 30% more damage and no longer take damage from Blighted. This trait does not stack.

Spell Gems:
Inferno
Raze
Requiem
Conflagration
Radiant Sunfire

Relic: Whisper, Shadow Staff of Tenebris (Rank 51)
------------------------------

Level 10323 Dancing Wisp
Fused with Sturdy Gargantuan
Wisp / Nature

Health (15): 223010
Attack: 58855
Intelligence: 43367
Defense: 68148
Speed: 33047

Innate Trait: Overpowered
This creature deals 100% more damage. After this creature takes damage, it is sent to the bottom of the Timeline.
Fused Trait: Defer Pain
When this creature takes damage, 90% of the damage is delayed until the start of its next turn.

Artifact: Holy Bulwark
59% Defense
36% Health / Intelligence
36% Health / Intelligence
36% Health / Intelligence
30% Damage Reduction
30% Dodge Chance
Savior
Requiem
Lustrous Globe (Rarity: 131)

6% Feared On Damage
19% Intelligence
10% Damage Reduction
25% Spell Potency
6% Snared On Damage
18% Intelligence / Speed

Trait Slot: Savior: This creature takes 50% of the damage in place of your other creatures from attacks and spells. This trait does not stack.

Spell Gems:
Inferno
Raze
Radiant Sunfire

Relic: Bloodseeker, Hungering Dagger of Mortem (Rank 100)
------------------------------

Level 10322 Mite Plaguespreader
Fused with Bestial Koloss
Mite / Sorcery

Health (15): 202341
Attack: 65044
Intelligence: 43363
Defense: 45435
Speed: 49557

Innate Trait: Villainy Thrives
The potency of the enemies' Poisoned and Burning debuffs are shared with each other but reduced by 65%. This trait does not stack.
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: Staff of Crippling
59% Intelligence
36% Health / Speed
36% Health / Intelligence
36% Health / Defense
30% Damage Reduction
30% Dodge Chance
Flubris's Engulfing
Radiant Sunfire
Glowing Stone (Rarity: 121)

20% Intelligence
7% Taunting On Damage
Dust Cloak On Defend

Trait Slot: Flubris's Engulfing: When an enemy takes damage from Burning, it loses 20% Attack and Defense. This trait does not stack.

Spell Gems:
Inferno
Raze
Requiem

Relic: Lamora, Gilded Scimitar of Friden (Rank 44)
------------------------------

Level 10322 Phase Knight
Fused with Plague Soothsayer
Phase Warrior / Sorcery

Health (11): 185823
Attack: 52655
Intelligence: 65044
Defense: 49557
Speed: 37174

Innate Trait: Endurance Aura
Your creatures take 70% less indirect damage. This trait does not stack.
Fused Trait: Metaphor
After an enemy takes damage from Poisoned, Burning, or Blighted, your creatures recover Health equal to 35% of the damage dealt. This trait does not stack.

Artifact: Torture Wand
59% Intelligence
36% Health / Speed
36% Health / Speed
36% Health / Defense
30% Damage Reduction
30% Dodge Chance
Ianne's Oddity
Radiant Sunfire
Polished Trinket (Rarity: 128)

17% Health / Speed
16% Health / Defense
Stellar Flare On Defend

Trait Slot: Ianne's Oddity: When your creatures take damage that exceeds 30% of their Maximum Health, reduce this damage by 50%. This trait does not stack.

Spell Gems:
Inferno
Raze
Requiem

Relic: Blazefury, Flaming Soul of Vulcanar (Rank 72)
------------------------------

Level 10324 Frostfire Efreet
Fused with Oculum Leech
Efreet / Death

Health (6): 181729
Attack: 61958
Intelligence: 61958
Defense: 52665
Speed: 35116

Innate Trait: Living Flame
After an enemy takes damage from Burning, this creature deals 30% of that damage to all other enemies. This trait does not stack.
Fused Trait: Bloodlust
Your creatures always have Leeching and receive 30% more healing.

Artifact: Toxic Wand of Torment
59% Intelligence
59% Intelligence
36% Health / Defense
36% Health / Defense
30% Damage Reduction
30% Dodge Chance
Abnegation
Inferno
Shimmering Trinket (Rarity: 251)

28% Speed
6% Splashing On Damage
15% Health / Speed
26% Defense
Trait: Introvert

Trait Slot: Abnegation: After your creatures are healed, a random enemy takes damage equal to 50% of the amount of Health recovered. This trait does not stack.

Spell Gems:
Inferno
Raze
Requiem

Relic: Thousand Needles, Honed Bow of Apocranox (Rank 80)
------------------------------

Level 10323 Frozen Spirit
Fused with Ancient Spirit
Spirit / Life

Health (6): 181712
Attack: 40269
Intelligence: 71245
Defense: 37178
Speed: 55757

Innate Trait: Dreams of Ice
After your creatures are healed, they gain 25% Defense. This trait does not stack.
Fused Trait: Essential Dignity
After your creatures are healed, they gain a random buff. This trait does not stack.

Artifact: Katrina's Wall
59% Defense
36% Health / Defense
36% Health / Intelligence
59% Intelligence
30% Dodge Chance
30% Damage Reduction
Katarina's Return
Raze
Glowing Stone (Rarity: 232)

13% Attack / Intelligence
6% Rebirth On Damage
6% Immune On Damage
19% Intelligence
Trait: Mouth For War

Trait Slot: Katarina's Return: When your creatures take damage, they recover 30% Health. This trait does not stack.

Spell Gems:
Inferno
Raze
Requiem

Relic: Moonfire & Sunfury, Mystical Orbs of Vertraag (Rank 71)
------------------------------
Legutóbb szerkesztette: leqesai; 2022. jan. 17., 2:26
< >
391405/649 megjegyzés mutatása
ruskea eredeti hozzászólása:
Hello folks,
im currently running this netdecked build https://playgame.tips/hell-knight-and-the-hands-off-team
but i was wondering how far it will take me? im currently at realm depth 233 and running with instability 5 and having no problems.
I would just want something to chase for, like rarer traits and maybe better build than this.
You linked a guide with a couple of builds. Are you using diabloc horde?

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.
Took me 2-3 Hours but i finished my newest : he this two traits sounds nice, let's see what we can do with it Build.

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 <.<
Legutóbb szerkesztette: blizzcarsten; 2022. febr. 18., 13:51
blizzcarsten eredeti hozzászólása:
Is there a spell which gives all enemys a random debuff?
It's called Affliction.

Also, if you disable enough battle text it goes by a lot quicker.
HeraldOfOpera eredeti hozzászólása:
blizzcarsten eredeti hozzászólása:
Is there a spell which gives all enemys a random debuff?
It's called Affliction.

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.
blizzcarsten eredeti hozzászólása:
Took me 2-3 Hours but i finished my newest : he this two traits sounds nice, let's see what we can do with it Build.

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=______
I thought something more like this:
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.
HeraldOfOpera eredeti hozzászólása:
blizzcarsten eredeti hozzászólása:
Is there a spell which gives all enemys a random debuff?
It's called Affliction.

Also, if you disable enough battle text it goes by a lot quicker.
I've mentioned it ad nauseum at this ponit, but Radiant Sunfire is the best spell for applying debuffs. Only caveat is it requires enemies to have the burn debuff.
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.
Firlefanz eredeti hozzászólása:
blizzcarsten eredeti hozzászólása:
Took me 2-3 Hours but i finished my newest : he this two traits sounds nice, let's see what we can do with it Build.

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=______
I thought something more like this:
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.

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.
leqesai eredeti hozzászólása:
HeraldOfOpera eredeti hozzászólása:
It's called Affliction.

Also, if you disable enough battle text it goes by a lot quicker.
I've mentioned it ad nauseum at this ponit, but Radiant Sunfire is the best spell for applying debuffs. Only caveat is it requires enemies to have the burn debuff.
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.

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.
blizzcarsten eredeti hozzászólása:
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.
Sleeping enemies can still attack, if forced to. The only thing you may worry about is enemies being Scorned (while they are not resistant). That said, this team may work better with a spec other than Defiler, after a few slight changes of course.

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.
Legutóbb szerkesztette: Firlefanz; 2022. febr. 18., 17:22
I decided to do something silly with Royal, so here's another wacky build.

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.

========== CHARACTER ========== Fanzifel the Royal (Ascended) Game Version: 1.0.5 Anointments: Multitheism, Sorcery Mastery, Spell Power, Burst, Eternal Echo, Forest Pact, We Are Pack, Expanded Mind, Wane, Firestarter, Burn Their Corpses, Tools of the Trade, Heresy, Bloody Massacre, Jinx, Impiety, Infirmity, Daybreaker, Bleed Out, Ruin ========== CREATURES ========== Level 92872 Zonte Fused with Diamond Paragon Personality: Gentle Avatar / Life Health: 1058768 Attack: 306486 Intelligence: 315779 Defense: 854437 Speed: 640833 Innate Trait: Expanded Power Your creatures' damaging spells that have small, moderate, or large potency now have massive potency. Fused Trait: Diamond Attunement All Spell Gems are 50% more potent. This trait does not stack. Artifact: Revealer of Flaws 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Bloodline Trait Slot: Bloodline: Your creatures always deal damage as if they are strong against their enemy's class. This trait does not stack. Spell Gems: Lingering Insanity ------------------------------ Level 92872 Grom'Met Fused with Dikya Personality: Gentle Godspawn / Life Health: 1058768 Attack: 529384 Intelligence: 352929 Defense: 668690 Speed: 501522 Innate Trait: Echobreather This creature deals 20% more damage with attacks and spells, and takes 10% less damage for each different creature class fighting on your side. This trait does not stack. Fused Trait: Eve Your creatures' spells are 100% more potent, but only have 1 Charge. This trait does not stack. Artifact: Sceptre of Disparity 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Oscillation Trait Slot: 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. Spell Gems: Lingering Insanity ------------------------------ Level 92872 Elemental Familiar Fused with Skyward Vulpes Personality: Gentle Familiar / Life Health: 891594 Attack: 501522 Intelligence: 464380 Defense: 520092 Speed: 473660 Innate Trait: Conversion Your creatures' spells deal 15% more damage and 15% less healing for each Familiar fighting on your side. This trait does not stack. Fused Trait: Cana This creature's first 3 non-Ethereal, damaging Spell Gems each have a 50% chance to be Cast automatically at the start of battle. Artifact: Triumph of Ignorance 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Hate And Other Triumphs Trait Slot: Hate And Other Triumphs: Effects that activate when creatures die are ignored. This trait does not work in boss battles. Spell Gems: Lingering Insanity ------------------------------ Level 92872 Arcane Familiar Fused with Arcus Vulpes Personality: Gentle Familiar / Life Health: 891594 Attack: 390073 Intelligence: 501531 Defense: 594391 Speed: 501522 Innate Trait: All For One Your creatures Cast spells 0.5 additional times (rounded down) for each Familiar fighting on your side. This trait does not stack. Fused Trait: Metaphysics Your creatures deal 75% more damage with spells that don't belong to their class. This trait does not stack. Artifact: Eager Caster Staff 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Pallida Trait Slot: Pallida: Your creatures' first 3 non-Ethereal, damaging Spell Gems each have a 20% chance to be Cast automatically at the start of battle. This trait does not stack. Spell Gems: Lingering Insanity ------------------------------ Level 92872 Judge Familiar Fused with Clamorous Cockatrice Personality: Gentle Familiar / Chaos Health: 947319 Attack: 501522 Intelligence: 427230 Defense: 631540 Speed: 473660 Innate Trait: Pierce the Veil Your creatures' spells ignore 10% of their target's Defense for each Familiar fighting on your side. This trait does not stack. Fused Trait: Odd One Your creatures' traits, spells, and other effects that are affected by the number of creatures that belong to a certain race act as if they have 2 more of those creatures fighting on your side. This trait does not stack. Artifact: Impatient Caster Staff 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Hotspur Trait Slot: Hotspur: At the start of battle, your creatures each have a 50% chance to Cast one of their spells at random. This trait does not stack. Spell Gems: Lingering Insanity ------------------------------ Level 92871 Spectral Familiar Fused with Emerald Paragon Personality: Gentle Familiar / Life Health: 1030894 Attack: 362206 Intelligence: 408651 Defense: 668682 Speed: 585102 Innate Trait: Higher Understanding Your creatures' Spell Gems have a 10% chance to not consume Charges when they're Cast for each Familiar fighting on your side. This trait does not stack. Fused Trait: Emerald Attunement All creatures deal 50% more damage. This trait does not stack. Artifact: Breathtaking Shillelaghs 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Supersonic Trait Slot: Supersonic: At the start of battle, enemies are afflicted with Silenced for 1 turn. Spell Gems: Lingering Insanity
Firlefanz eredeti hozzászólása:
I decided to do something silly with Royal, so here's another wacky build.

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.

========== CHARACTER ========== Fanzifel the Royal (Ascended) Game Version: 1.0.5 Anointments: Multitheism, Sorcery Mastery, Spell Power, Burst, Eternal Echo, Forest Pact, We Are Pack, Expanded Mind, Wane, Firestarter, Burn Their Corpses, Tools of the Trade, Heresy, Bloody Massacre, Jinx, Impiety, Infirmity, Daybreaker, Bleed Out, Ruin ========== CREATURES ========== Level 92872 Zonte Fused with Diamond Paragon Personality: Gentle Avatar / Life Health: 1058768 Attack: 306486 Intelligence: 315779 Defense: 854437 Speed: 640833 Innate Trait: Expanded Power Your creatures' damaging spells that have small, moderate, or large potency now have massive potency. Fused Trait: Diamond Attunement All Spell Gems are 50% more potent. This trait does not stack. Artifact: Revealer of Flaws 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Bloodline Trait Slot: Bloodline: Your creatures always deal damage as if they are strong against their enemy's class. This trait does not stack. Spell Gems: Lingering Insanity ------------------------------ Level 92872 Grom'Met Fused with Dikya Personality: Gentle Godspawn / Life Health: 1058768 Attack: 529384 Intelligence: 352929 Defense: 668690 Speed: 501522 Innate Trait: Echobreather This creature deals 20% more damage with attacks and spells, and takes 10% less damage for each different creature class fighting on your side. This trait does not stack. Fused Trait: Eve Your creatures' spells are 100% more potent, but only have 1 Charge. This trait does not stack. Artifact: Sceptre of Disparity 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Oscillation Trait Slot: 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. Spell Gems: Lingering Insanity ------------------------------ Level 92872 Elemental Familiar Fused with Skyward Vulpes Personality: Gentle Familiar / Life Health: 891594 Attack: 501522 Intelligence: 464380 Defense: 520092 Speed: 473660 Innate Trait: Conversion Your creatures' spells deal 15% more damage and 15% less healing for each Familiar fighting on your side. This trait does not stack. Fused Trait: Cana This creature's first 3 non-Ethereal, damaging Spell Gems each have a 50% chance to be Cast automatically at the start of battle. Artifact: Triumph of Ignorance 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Hate And Other Triumphs Trait Slot: Hate And Other Triumphs: Effects that activate when creatures die are ignored. This trait does not work in boss battles. Spell Gems: Lingering Insanity ------------------------------ Level 92872 Arcane Familiar Fused with Arcus Vulpes Personality: Gentle Familiar / Life Health: 891594 Attack: 390073 Intelligence: 501531 Defense: 594391 Speed: 501522 Innate Trait: All For One Your creatures Cast spells 0.5 additional times (rounded down) for each Familiar fighting on your side. This trait does not stack. Fused Trait: Metaphysics Your creatures deal 75% more damage with spells that don't belong to their class. This trait does not stack. Artifact: Eager Caster Staff 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Pallida Trait Slot: Pallida: Your creatures' first 3 non-Ethereal, damaging Spell Gems each have a 20% chance to be Cast automatically at the start of battle. This trait does not stack. Spell Gems: Lingering Insanity ------------------------------ Level 92872 Judge Familiar Fused with Clamorous Cockatrice Personality: Gentle Familiar / Chaos Health: 947319 Attack: 501522 Intelligence: 427230 Defense: 631540 Speed: 473660 Innate Trait: Pierce the Veil Your creatures' spells ignore 10% of their target's Defense for each Familiar fighting on your side. This trait does not stack. Fused Trait: Odd One Your creatures' traits, spells, and other effects that are affected by the number of creatures that belong to a certain race act as if they have 2 more of those creatures fighting on your side. This trait does not stack. Artifact: Impatient Caster Staff 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Hotspur Trait Slot: Hotspur: At the start of battle, your creatures each have a 50% chance to Cast one of their spells at random. This trait does not stack. Spell Gems: Lingering Insanity ------------------------------ Level 92871 Spectral Familiar Fused with Emerald Paragon Personality: Gentle Familiar / Life Health: 1030894 Attack: 362206 Intelligence: 408651 Defense: 668682 Speed: 585102 Innate Trait: Higher Understanding Your creatures' Spell Gems have a 10% chance to not consume Charges when they're Cast for each Familiar fighting on your side. This trait does not stack. Fused Trait: Emerald Attunement All creatures deal 50% more damage. This trait does not stack. Artifact: Breathtaking Shillelaghs 59% Intelligence 59% Defense 59% Defense 59% Defense 104% Spell Potency 4 Spell Gem Slots Supersonic Trait Slot: Supersonic: At the start of battle, enemies are afflicted with Silenced for 1 turn. Spell Gems: Lingering Insanity

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.. :winter2019happyyul:
leqesai eredeti hozzászólása:
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.. :winter2019happyyul:
In a regular spell build that would be a great option. Thank you, I'll keep it in mind!

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).
Firlefanz eredeti hozzászólása:
leqesai eredeti hozzászólása:
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.. :winter2019happyyul:
In a regular spell build that would be a great option. Thank you, I'll keep it in mind!

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.
Firlefanz eredeti hozzászólása:
leqesai eredeti hozzászólása:
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.. :winter2019happyyul:
In a regular spell build that would be a great option. Thank you, I'll keep it in mind!

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).
Gotcha.
That makes sense
Firlefanz eredeti hozzászólása:
build
Why random chance vs the usual salamander + bear on something like Aeolian?
you always get max cast&carnage
< >
391405/649 megjegyzés mutatása
Laponként: 1530 50