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As a starting point, check out this thread on monsters for some inspiration:
https://steamcommunity.com/app/699170/discussions/0/2575445815935951286/
Bzerks are great with [Thorned] because [Hallowed Bulwark] patches up their iffy Res and boosts their def even further, making them great tanks. For a secondary, [Speedy] is fantastic, but you can get good mileage out of [Aerial] with the [Harrier] passive, and the increased movement in general from flight. [Clockwork] is pretty handy for the [Juggernaut] passive reducing damage by up to 35%. Basically, stack movement and tankiness, and your Bzerk will wreck shop with their increased damage from movement passive while staying alive very well. I like [Pierce] or [Slow] as counters, but [Mystic Shield] is good for additional survivability if you don't find yourself using MP abilities frequently (I personally like earth burst a lot for AoE, especially when running alongside units with 100 or great Earth res).
Pektites are insane physical tanks right off the bat. Giving them [Evade Magic] from the [Celestial] variant removes their major weakness, but you still need to look out for non-spell abilities that target res, such as [Magic Bullet], and be aware that you can no longer heal them with their own offensive magic. Usually just stick with [adaptive affinity] for self-healing and increased damage. Overall, I almost always keep [Mystic] Variant for increased spell range, alongside [Sylvan] if I need healing, or [Warden] for increased MP generation and multi-casting. You really can't go wrong though, a Pektite will usually pull its own weight if you keep it safe from enemy spellcasters.
Zotzits really get going with access to [Speedy]: [Auto-haste] + stacking some speed-boosting gear results in them almost double-turning late game enemies and quickly stacking their innate [Shifting Target] ability to hit the 50 EVA cap. I like running [Feral] variant in addition for access to [Vicious Criticals], allowing you to stack bleed and poison, and allowing [final sting] to crit. You can drop [Speedy] and add [Aerial] to increase crit and debuff chances based on movement.
Vangals are really useful as disposal DPS - due to their innate [Fortitude], they don't take injuries upon death. [Pack Leader] is useful for surviveability thanks to [Challenger] reducing all single-target damage by 50%, and providing buffs on kills. Vangals can use almost any physical-oriented variants, but [Venemous] allows all attacks to proc both bleed AND poison. [Drake] variants are great for easy AoE attacks proccing bleed.
Arpias are superb support casters. [Mystic] is great for increased range. [Warden] allows for [Doublecast] status spells like [Dirge] and [Poison], and Arpias have the movement to take full advantage of [Mana Font].
In sum: Bzerks are great melee tanks, Pektites are amazing magic DPS and physical tanks, Vanagals are disposal melee fighters, and Arpias are good support casters. For variants, you can never go wrong with [speedy], and spell casters almost always benefit from [Mystic].
There's plenty of fun combos out there that I haven't even mentioned though, a lot of the fun comes with experimenting with new loadouts and team comps. I'm curious to see what other people think!
@Conan
thanks for that link. It's a goldmine
I was also wondering why my Vangal didn't get an injury after he died and I revived him, and this post reminded me about Fortitude. That's why.
I like Speedy/Venomous Zotzit :D, and Fell/ Sylvan Daodrenner. I'm working on finding someting to do with Aerial Arpia. I'll come back when i find something that works.