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Master Shapeshifter Breaks Game  (Read 2477 times)

Offline leahnnovash

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Re: Master Shapeshifter Breaks Game
Reply #4 November 02, 2017, 11:53:25 PM
Trait: Defend is replaced with shapeshift. Shapeshift gives an additional turn but costs 5 mana.

Couple this with any sort of mana regen (such as voodoo) and you have infinite traits, and turns.

So many ways to exploit this, not even considering the infinite traits... perhaps the most obvious being "at start of turn" effects such as Live to Labor.
There's tons of other traits (and even spells!) that grant extra turns. Shapeshifter isn't really a big deal, because you take a chance you get a crappy trait that will actually kill you. Like ohh... some of the Forsaken traits that cause you to lose stats every turn. But hey, if you want to spend 100 turns Shapeshifting to kill some monsters with Live to Labor, have at it!

Besides, if you're at the point of the game where you can "exploit" having 3+ traits on a creature (like ohh... via a Nether creature), the game is pretty much over anyways. And there's STILL counters against it like Diamond Paragon.

Live to Labor only applies at the start of the enemy turn, so it is incompatible with Master Shapeshifter. Here is a video showing Live to Labor being used to its fullest. The build is currently under development so I am not telling it for now, but if someone wants, I will tell when I am done. It is built around Inner Hatred, Shackler's Trance, and Primitive Incantation:

youtube.com/watch?v=SuBrkJnraJs

Anyway, you're using Master Shapeshifter incorrectly. It is, in fact, a very powerful creature if used correctly. This build I am using is stat-agnostic, immune to Diamond Attunement (Nethers are immune), and is only self-defeated by two traits: Darkness Surrounding and Eldritch Strike + any mana regen. The enemies are never attacking you, you are never attacking them so traits with "attacks" or "attacked" will not trigger (*cough*Wolpertinger*cough*). It is not a spell, so those won't trigger either. You're not provoking so those are out too, and shapeshifting also does NOT trigger "on defense" traits and spells. It is stat-agnostic since the damage is based on enemies' own current HP so you may lose as much stats as you want, and it won't affect you in the least.

So only Darkness Surrounding (start of turn self DoT), and Eldritch Strike + mana regen can really hurt you.

The final trait combination is Transformation Mastery + Sadism + Final Act of Mercy, and Naxor Harbinger on the artifact.
What you have to do is enable Amnesia punishment (remember that it does not work on bosses) so you act second at worst, Narcissism so your Nether is not level 0, and enchant Start With Shell on your artifact, as well, so you survive the first hit.

This build works with Chaos Mages as Sadism benefits from Magma Diver, or Nature Mages as Sadism also benefits from Lone Wolf. It will work with any other mage though, just slower.

Since it is very unlikely you have access to Final Act of Mercy, its effects can be replaced by Judgement Spell, like I did on the video.

Ideally, you should be able to bring the enemies down to "dying" status while you have 36+ mana left. If there are no enemies with ability to self-resurrect, it can be safely brought down to 16, and then finished with Judgement spell like I did.

If there are enemies with self-resurrection, bring it to 36, cast Judgement, and if they come back, cast Soothing Breeze (20 mana) to recharge your mana.

If you are finding yourself with too little mana to do as I said, enchant mana on your artifact until you have enough.

gaming.youtube.com/watch?v=e5Be-lZ20KQ

Offline Psylisa

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Re: Master Shapeshifter Breaks Game
Reply #3 October 09, 2017, 04:26:59 PM
Trait: Defend is replaced with shapeshift. Shapeshift gives an additional turn but costs 5 mana.

Couple this with any sort of mana regen (such as voodoo) and you have infinite traits, and turns.

So many ways to exploit this, not even considering the infinite traits... perhaps the most obvious being "at start of turn" effects such as Live to Labor.

Its fun to find ways to make overpowered teams but stuff like this just trivializes the game. I suggest reworking the trait to do something other than grant an extra turn.
There's tons of other traits (and even spells!) that grant extra turns. Shapeshifter isn't really a big deal, because you take a chance you get a crappy trait that will actually kill you. Like ohh... some of the Forsaken traits that cause you to lose stats every turn. But hey, if you want to spend 100 turns Shapeshifting to kill some monsters with Live to Labor, have at it!

Besides, if you're at the point of the game where you can "exploit" having 3+ traits on a creature (like ohh... via a Nether creature), the game is pretty much over anyways. And there's STILL counters against it like Diamond Paragon.

I've got 2-3 teams for each mage type, and each one is as "broken" as the last. I can usually kill opponents 20x my level without breaking a sweat. It's just how the game is setup. You reach a point where you have access to every trait, can modify spell gems to whatever you'd like, and have tons of Perk points to obtain what you want.

Here's a quick Chaos team:
Stronghold (Nether) with Derision, Rally, Pharaoh's Beckoning, Death's Bite
-Sabotage with Cast At Start of Battle, Cast on Provoke, Cast When Hit
-Panic Attack with Cast at Start of Battle, Cast on Hit, Cast When Hit
-Aftermath with Cast at Start of Battle, Cast on Hit, Cast When Hit
-Fury Strikes with Cast at Start of Battle, Cast on Hit, Cast When Hit
-Stampede with Cast at Start of Battle, Cast on Hit, Cast When Hit
-Molten Armor with Cast on Provoke, Cast on Hit, Cast When Hit
etc., etc.
Djinn Pyromancer w/Thaumaturgy
Raven Acolyte w/Brain of Misery
Bloodfang Gargoyle w/Pyromaniac
Mutated Crypt Bat w/ Pyre
Sunclaw Gargoyle w/Deflective Dragon Armor

Stronghold is the key piece with spells like Sabotage, Aftermath, Panic Attack, Fury Swipes, etc. But all the creatures have those in stock. Sabotage forces the enemy to attack Stronghold, who then gets stronger, strengthens the team, and goes crazy with spells. Deflective Dragon Armor also weakens the enemy for attacking the Stronghold. Pharaoh's Beckoning causes a massive chain of attacks at the end of each ally's turn and synergizes with Death's Bite. The Sorcery creatures provide a ton of Intelligence, an alternate win condition with Pyromancer's ability and Rabid Dementia (also with Cast on Hit). The Chaos perks allow the Sorcery creatures to also equip Chaos gems, and your Chaos guys above can equip some Death gems.

I can even take this team further by making Stronghold an Avatar of Aeolian and giving it Eagle Claws plus higher stats.

Offline Noroth

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Re: Master Shapeshifter Breaks Game
Reply #2 October 09, 2017, 03:20:52 PM
If your enemies always go before you in the action que, how should you go about activating shapeshift?

Offline winsomniak

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Master Shapeshifter Breaks Game
Reply #1 December 26, 2016, 12:36:34 PM
Trait: Defend is replaced with shapeshift. Shapeshift gives an additional turn but costs 5 mana.

Couple this with any sort of mana regen (such as voodoo) and you have infinite traits, and turns.

So many ways to exploit this, not even considering the infinite traits... perhaps the most obvious being "at start of turn" effects such as Live to Labor.

Its fun to find ways to make overpowered teams but stuff like this just trivializes the game. I suggest reworking the trait to do something other than grant an extra turn.
« Last Edit: December 26, 2016, 04:01:26 PM by winsomniak »
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