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Major Sigil Commentary  (Read 11842 times)

Offline VagrantSun

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Re: Major Sigil Commentary
Reply #6 April 13, 2015, 03:56:23 AM
Credieki, I would ask, instead, that any Sigil battle designed by me drop a special consumable, which lets all your creatures wear black shades for one battle. No other effect is necessary.

/jk

On a more serious note, beginning to realize that the main difficulty with these battles is not coming up with fiendishly difficult builds, but keeping them from becoming repetitive.
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Summer Aspect Sigil
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Frustration time! Take two Wyvern Windriders, one Phase Paladin, and keep the Rapturous Ghoul. Now, fill the last two slots with Shoguns, and enjoy a battle where you have a 40% chance at best to hit the Nether provoking you, while you deal with instant death attacks. Now if only there was a monster with an ability that activated off of dodge procs . . .


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Brownie Mauler Sigil
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Keep both the Unicorns (no Sigil battle suffers for their inclusion, honestly) and swap the Banshees for a Siren Oracle, a pair of Celestial Idols, and a Scourge Mummy. The whole team is going to do crap direct damage, but between the burn, the Idols pumping out teamwide health slicing, and getting smacked in the face by the Mauler, it might prove challenging.


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Siren Coercer Sigil
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I personally adore this ability, so I'll make this one a pain. Three Doom Devils in the backrow, plus a Pegasus and a Soul Reaper in front. Timebomb never tasted so good.


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Witch Doctor Necromancer Sigil
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If you've got a Nether that can rez things, then bring in stuff that benefits from dying. A Thunderstruck and Frost Phoenix, a Raven Ritualist, a Wicked Carver, and an Omnipotent Deity sounds like a team made from a mortician's wet dream, so long as, you know, the player doesn't bring a Bone Reaper or something.


~*~

Troll Arsonist Sigil
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Nobody gets a free ride on this one - bring four Arsonists, a Topaz Paragon, and a Raven Acolyte. Alpha strike all the things!

Offline Zack

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Re: Major Sigil Commentary
Reply #5 April 12, 2015, 10:23:50 AM
Nice, thank you! I've updated the new ones you mentioned as well.
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Offline creidieki

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Re: Major Sigil Commentary
Reply #4 April 12, 2015, 05:04:38 AM
I feel like Major Sigil battles should have a boolean "designed by VagrantSun" flag that doubles the chance of getting a legendary crafting material.

Offline VagrantSun

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Re: Major Sigil Commentary
Reply #3 April 12, 2015, 04:45:26 AM
Flaring Efreet Sigil
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Good stuff, one of the easier-to-combo abilities out there. The Death Guard and Stormbringer Unicorn don't quite synergize with the DoT; throw in a Hurricane and a Priest of Light instead to provide more efficient healing/spell disruption.


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Necropolis Sigil
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Yo.

This one I give an A+.


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Skeleton Sniper Sigil
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Add one Raven Acolyte, one Alcazadar, two Troll Arsonists, and a Siren Coercer. The Alcazadar tanks and reflects damage, the Corcer buys time for the fortress to get up a provoke, and then the Arsonists beat everything to 15%ish health for free. At that point, the Sniper is pretty much instant death.


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Exalted Spirit Sigil
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Good theme going - but the back half of the team is all chance-based, and could be more reliable. Slide in a Pegasus and a Rapturous Ghoul, then for offense fill the last slot with a Skeleton Mortarman; no one can ignore that, and they'll have to try to penetrate that defensive network and get themselves all Scorned up as a result.


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Pit Wraith Dominator
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Ground up: A Dryad Keeper, a Siren Coercer and Purifier, a Raven Bloodmage, and an Ashwood Ent. A full-defensive team that uses rotating walls of Shell to prevent the Bloodmage from keeling over until its turn, where it throws its damage out to the rest of the team, probably causing a Moon Ward Shell on all of them and letting the Ashwood wipe all of that damage out in one turn of regen - not to mention that any turn that one of these creatures gets the full benefit of its Mend, it'll gain a Shell from Purifier too. Meanwhile, the Dominator just gets uglier and uglier to take a hit from.

Dammit, now I want to use this team.
« Last Edit: April 12, 2015, 04:49:26 AM by VagrantSun »

Offline Zack

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Re: Major Sigil Commentary
Reply #2 April 11, 2015, 09:03:08 AM
Thanks a lot for writing this up! I just finished changing these to match your description and you'll see these in the next patch.
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Offline VagrantSun

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Major Sigil Commentary
Reply #1 April 11, 2015, 03:28:56 AM
So, on my way through Major Sigils. Here's my observations so far and how to make them more difficult - I'll be posting them in five-packs so as to prevent text overload.

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Willow Spirit Sigil
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Lots of dodging creatures, a Nether Willow, and two Hunters. Very flavorful, but equally depressingly easy to defeat. Replace both Hunters with Colossal Giants and one Aspect with an Ashwood Ent; the two remaining Aspects will still put up plenty of Provoke, the Ashwood's Mend/Grace regenerates what gets through their dodge rates and the Willow's invisibility, and the Giants take advantage of all that survivability to boost their own prodigious DPS.

The Willow itself, of course, becomes an incredible pain in the patookie to take down, considering that it goes invisible and regenerates 40% HP by the time it turns visible again. Inventiveness is suggested. Failing that, Mutant Swampdweller + Raven Acolyte kills the entire group in 3 rounds, but every sigil should have a backdoor for the well-prepared.


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Skeleton Cannoneer Sigil
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HP Regen! I see a Vampire Bat doing good work there also, but the Wildfire and Dark Smith are bit out of place. Replace one with whatever creature has the Vigilance ability (I don't know personally, I just have the material), which gives the Imling a free tranform and its Iron partner two free attack boosts/turns. The other can be swapped for an Imperial Angel, which takes all that nice unkillability and turns it into Stun chances. Not as brutal as the Willow sigil, but a nice setup nonetheless.


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Mutated Pulse Bat Sigil
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Replace the Lethal Smog with Scourge Mummy to prevent status loss, bring in a Thunderheart Phoenix to drop double status on everything, and consider swapping the Overmind for a Moss Golem or Necropolis, both of whom throw out party-wide status for the Bat to feed on. As it stands, though, it's a well-built party on its own.


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Topaz Paragon Sigil
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Troll Necksnapper + Carver Sadist is always fine, but the other three are oddly chosen. Take a Pit Wrath Lord, a Planetary Amaranth, and a Brownie Brute instead; the Lord and Amaranth bring, respectively, offensive and defensive advantages out of the stab storm the Sadist unleashes, and the Brute can take that early turn and wreck a team singlehandedly with its Stun.


~*~

Tower Giant Sigil
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Take a Djinn Dreamweaver, which lets you ignore the Giant's defending drawback. Include a Diabolic Henchmen for Stun scattershot, and let the last three be a pair of Soul Reapers and an Occultist Spellbinder. This gives the Giant great durability while the Reapers ignore their damage debuff by going for the guaranteed 3TKO. It even gives a sort of nightmare / dreamworld theme to the group, suited to the Giant's dreamy nature. (rimshot)