Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If I get rid of Frostfire Embodiment, is it still worth keeping Everything's Gone? Part of what motivated me to use both of those was the synergy between them. The combination of those two abilities with Sacrimony means that even my support creatures like Topaz Paragon are actually hitting for reasonable damage, which helps them mop up anything the Brim Smiths can't take on their own in the first turn.
Since I'm using frostfire and everything's gone, on my Brim Smiths swords, I started throwing on maximum health upgrades after I ran out of flat whetstones for attack bonuses.
Look at it this way; when you load up on health enchants to proc Frostfire Embodiment, you're getting .35 attack for every one health point, because your Brims go first and will only be missing 35% of their max health. But if you put eight attack enchants and then an Inscription of Proficiency, you can get a 50% raise on artifact Attack - which, after your Brim Smith's Dissection bonus, is something like 150% its Attack total.
Proficiency, however, has no effect on Health enchants, and more importantly Dissection doesn't proc on it either.
Yeah, that all makes sense. The decision to throw health enchants on the swords was mainly a function of scarcity -- if I'd had more flat whetstones I'd probably have opted for attack.
So, I probably want EG regardless of whatever else is going on and max health enchants aren't as efficient as attack in this situation.
Now ... would it be worthwhile to consider the possibility of ditching the Dark Brim Smith in favor of a Frostfire Efreet with Emerald Attunement? Then I would get both of those abilities at once, and Frostfire Embodiment probably offers more damage than the DBS ability -- because I don't think that the BS ability procs on the DBS one.
Other thinky thoughts ... if I found a Topaz Attunement enchantment, I could switch out the Topaz Paragon w/Everything's Gone for a Raven Acolyte with Topaz Attunement.
Would the Raven Acolyte have better stats? He certainly looks cooler.
Also, I'm thinking that I might replace the Stronghold's ability with something more interesting ... getting the Siren Oracle's Shell ability instead of Impenetrable Carapace might be more useful in the long term.
The ideal Stronghold enchant is Death Beckons, which reduces all damage taken while provoking to 1. It's also supposed to reduce Provoke chance, but Resilience cancels that out completely.
That sounds patently ridiculous. What creature has that ability?
I'm grinding a bunch of major sigils right now, hoping to get good legendary materials.
Oh, I got this material through transmuting. I realized that I have a ton of legendary materials from grinding major sigils, and if I transmute the ones I don't want I will randomly get different legendary materials.
I also got a Massive Topaz by doing this, so I'm replacing my Topaz Paragon with a Raven Acolyte. I also got the Nightmare Mummy ability material by transmuting, and I'm going to equip that to the Bone Reaper that I just added to my party.
So, if no enemy abilities that are triggered on death can be activated, and no enemy spells can be cast, and all attacks to my taunting stronghold deal 1 damage ... that's basically checkmate, right?
In fact, having "Curse of the Silent" might be a net negative, because at least when the enemy can cast spells they are likely to end up wasting turns casting pointless buffs on each other instead of attacking and applying their offensive abilities or status effects.
Currently, the team looks like this:
1x Bone Reaper (curse of the silent)
2x Brim Smith (strength of the world)
1x Raven Acolyte (topaz attunement)
1x Cinder Devil (sacrimony)
1x Stronghold nether (death beckons)
This seems pretty solid, but there must be a way to make it even better.
Lifebinder - +30% Atk/Def/Luck while all creatures are alive
Abnegation - 15% of Power Balance added to Atk/Def/Luck
Emerald Attunement - previously discussed
Dark Braze - add artifact's Atk/Luck to row
Stonebark Whetstone - prevents glancing blows, mortal blows +50% damage
Pit Worm Acid - after attacking, reduce all enemies' defenses by 15%
As cool as Bone Reaper can be, it locks off a slot that can be better used elsewhere. There's a fair amount of battles where its ability won't come into play at all, and that's something you'll be paying for down the line. CotS, on the other hand, gets steadily more valuable, as enemy Spell Power increases exponentialy and will gank you on deep floors. Much less what happens when an enemy pops Dispel.
I did come across a Massive Emerald while transmuting and I made a sword out of it.
So ... maybe something like this?
1x Dark Brim Smith (Emerald Attunement)
2x Brim Smith (Strength of the World)
1x Raven Acolyte (Topaz Attunement)
1x Cinder Devil (Curse of the Silent)
1x Stronghold (Death Beckons)
So far I've enjoyed the Bone Reaper a lot ... shutting down some of those abilities is very helpful and I've made it through to about realm level 38. However maxing out the Brim Smith's attack values is probably more important.
At some point I should experiment with a more creative build, like something with the gravestorm ability or some other trickery.
Most people do come up with different builds, if for nothing else than curiousity. The game's your oyster now. My second-string squad is a Cloud team that uses Raving Clouds with Anomaly to deal ridiculous damage.