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What does your creature team consist of?  (Read 50283 times)

Offline jamosup

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Re: What does your creature team consist of?
Reply #95 May 05, 2015, 01:31:50 PM
Topaz Attunement is a weird one for me, because I feel like it's pretty much mandatory for any build, though there may be a few exceptions using on-death effects or stacking up a ton of defensive effects like Shell. Nerfing or changing it would make progressing much, much harder, but it also seems a bit strange it's so vital to so many setups. Are the people not running it in their build able to avoid getting exploded in the first turn? I would imagine going first is nearly impossible in deeper realms. Vagrant's Storm build at least seems to be really, really tanky - when I run into even singular raving storms they tend to take a lot more punishment than most other creatures.

Offline VagrantSun

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Re: What does your creature team consist of?
Reply #94 May 05, 2015, 12:18:41 PM
Topaz might work out. It is just a fully-powered Raid (from the Nature Mage) plus the crit, after all.

Offline crumplecup

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Re: What does your creature team consist of?
Reply #93 May 05, 2015, 10:59:38 AM
Just to clarify, Final Oblation was adjusted a while ago and only does 100% of missing health instead of 200%.  It combines very well with Mite Gravedigger.  The creature is now more powerful against creatures that are weaker or as powerful as it is, but peters out when enemies get super tough.

Offline mtc1031

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Re: What does your creature team consist of?
Reply #92 May 05, 2015, 10:54:20 AM
One ability I'm glad did not get nerfed was Final Oblation.  Kills the caster on defend while dealing damage to every enemy equal to 200% of it's missing HP.  Everything's Gone weakens it by a substantial 15%, but 200% of 35 % max HP should still be worth the sacrifice.  Not to mention triggering abilities such as Clamity, Cold Blood, and Electroheart.  Just load that FO artifact up with HP and you should be good to go.  Also FO on a mite gravedigger, sounds scary.   FO on TS Phoenix is pure comedy.  Thinking of centering a next team concept around that.  The priority would have to be adding in strong gunners that could take out a potential bone reaper or frenzy ghoul, but also fast enough in that they go before the FO creature.

Oh, and glad Topaz Attunement was also left alone :) for now . . .

Offline VagrantSun

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Re: What does your creature team consist of?
Reply #91 May 04, 2015, 11:44:41 PM
Colossal is 20ish AFAIK, though I've been informed my ability to guess tiers is vastly overrated.

Ascendancy is an offensive and death-effect proc, rather than a defensive; I wouldn't advise it on anything that uses neither. Afterlife is the Stardust Amaranth ability that ressurects with 100% health and grants Shell + Mend to the entire party.

SotW is, indeed, the Colossal Giant's ability. It's arguable which is better between that and Butchery, but I've always been of the opinion that being able to slice Defense like that is much more valuable at higher levels (since 50% of your enemy's defense will inevitably become higher than any attack boost you can muster).

Since HD's nerf to a base 60% barrier, it's not as reliable a wall anyways.

Offline jamosup

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Re: What does your creature team consist of?
Reply #90 May 04, 2015, 11:27:40 PM
Consider replacing the Pilwiz with a Colossal Giant, which has better base stats and, IMO, a better ability: Soul of the World has almost as high damage potential as Pilwiz even at its best in Daily or Sigil, and is much more reliable early on. It has high synergy with one-shot builds, too, since having your team alive guarantees at least a +120% damage boost. For an enchant I'd pick Frostfire Embodiment, for reasons I'll elucidate on below.

The Butchery enchant, which ignores 50% of defense, is a natural fit for the Smith.

If you're going to keep the Stronghold, I would advise putting either Afterlife or Electroheart on it, both of which grant your creatures an extra layer of security even after your tank goes down. The Attunement can go to your sixth.

Your sixth, and you'll be tired of this monster already, should be an Acolyte. I know it's nerfed, but you're running a oneshot build, so you want enemies as hurt as possible, plus this gives all your monsters a boost in attack equal to 35% of their health. Give it Topaz since both are battle-start abilities, then enchant for status and use it to break Shell or disable stubborn foes.

Which tier is Colossal Giant? I'm not sure if it's available to me yet, though it may have recently come up - I think I have up to tier 14 unlocked.

I was definitely considering Electroheart as it generally is currently dying in less than one enemy round and the amount of time that will buy me is immense. I was also thinking about Ascendancy, though there is a crucial window where it is not provoking where my creatures could get killed. Still, being able to proc Calamity twice along with being much more tanky the 2nd time around is powerful; the Attack bonus is wasted, unfortunately. Afterlife is the one that gives my party Shell and revives it, correct? That may give the "double explosion" effect without my team being at as much risk.

I don't have access to Butchery, though I did obtain a material for Strength of the World, which may be a good stand-in for the moment. That's coincidentally the Colossal Giant ability, isn't it?

And yes, I was considering an Acolyte as support; I usually am pleased to see them on the enemy team, so having that on my side myself helps me increase my "maximum level" by about 20-35%. This does have a negative interaction with Holy Defiance, though, and at this point anything but my tank is taking capped damage 99% of the time, and even my Stronghold often takes capped damage.  Currently I'm using the Nightwing Gargoyle again for farming and may attempt to get a Diamond Paragon to help my Stronghold catch up (due to me only using rubies, its defense is actually awful, though I have mainly All Defense enchants on its artifact)

Offline VagrantSun

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Re: What does your creature team consist of?
Reply #89 May 04, 2015, 11:15:18 PM
Consider replacing the Pilwiz with a Colossal Giant, which has better base stats and, IMO, a better ability: Soul of the World has almost as high damage potential as Pilwiz even at its best in Daily or Sigil, and is much more reliable early on. It has high synergy with one-shot builds, too, since having your team alive guarantees at least a +120% damage boost. For an enchant I'd pick Frostfire Embodiment, for reasons I'll elucidate on below.

The Butchery enchant, which ignores 50% of defense, is a natural fit for the Smith.

If you're going to keep the Stronghold, I would advise putting either Afterlife or Electroheart on it, both of which grant your creatures an extra layer of security even after your tank goes down. The Attunement can go to your sixth.

Your sixth, and you'll be tired of this monster already, should be an Acolyte. I know it's nerfed, but you're running a oneshot build, so you want enemies as hurt as possible, plus this gives all your monsters a boost in attack equal to 35% of their health. Give it Topaz since both are battle-start abilities, then enchant for status and use it to break Shell or disable stubborn foes.


Offline jamosup

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Re: What does your creature team consist of?
Reply #88 May 04, 2015, 07:11:24 PM
I've been doing some more optimization to my team, and things have gotten a lot easier - currently climbing and killing most enemy teams in a few turns, though I'm only at level 20 currently.

Brim Smith - No Enchantment
Undecided on what enchantment I want on them currently. Still the backbone of my team, doing a huge initlal blow that generally sets things in motion.

Cinder Devil - Calamity (with full attack artifact)
The reason why I can wipe enemy teams with ease now. Calamity, even after its nerf/change, sets off devastating chain reactions that often wipe the enemy team with one kill thanks to the splash damage mixed with explosion damage. Also gives an emergency backup - if the enemy team gets a turn, which is usually enough to shred through my underleveled tank, the allied explosions can finish the job. And now with all the attack from the artifact, their damage isn't half-bad if it's needed.

Steampowered Pilwiz - Overkill
Backup damage. Definitely considering replacing the PIlwiz - the "wind-up" time on every new realm level is very awkward if my Brim Smith can't hit hard enough. Still would have use in Sigil farming (clean out a realm first and burn through them) and Daily Realms (with the bonuses running up to 300%+ near the end).

Volatile Phoenix - Rally
Buffs everyone's attack and then buffs the Brim Smith even more. Since this is usually a "one shot" build, the bonus for my team being alive is usually active. If I have dead creatures and the enemy team isn't dead yet, that's usually a sign things have gone south even without the buff.

Nether Stronghold - Topaz Attunement
While the Nether is rather underleveled and doesn't have amazing stats for its level due to getting impatient with gems, it's still able to take some pressure off if the enemy team does get a turn. And Topaz Attunement is absolutely necessary for this build to work, or the enemy team would go first and ruin my day with spells or just killing my damage dealers. Critical also helps a lot.

Unicorn Vivifier - Sacrimony
Another creature on the chopping block, as while revival is great, I don't really need it with this setup and could use the slot for more buff support. Sacrimony synergizes beautifully with Calamity, as every explosion makes the next one stronger, and for extra-tanky Nethers, it helps break through their defense once the extras are dead.

Counters: Bone Reapers, to a degree, though they can easily just be picked to be the first target in the chain reaction. Siren Coercers are extremely annoying and can delay the setup, along with anything that grants evasion. The ultimate counter, however, is just when I reach the point I can't feasibly kill one enemy before things get too messy. Once one's dead, more tend to fall, and even if none die from Calamity, Sacrimony helps me keep it rolling, even with my non-attack creatures.

Offline VagrantSun

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Re: What does your creature team consist of?
Reply #87 May 03, 2015, 09:24:16 PM
It's self-exclusive, otherwise that would be broke as hell. And no, the max multiplier is 360% - 10% for each Horde, for 60% total, times the six Hordes that have it for a total of 360%. You can double up on the ability, sure, but that only gives you an extra 60%; better to spring for healing effects, Frostfire enchant, Redeemer enchant, topaz, and then your Anomalys.

Offline jamosup

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Re: What does your creature team consist of?
Reply #86 May 03, 2015, 09:19:54 PM
Is the Storm Lord's ability exclusive to itself? Otherwise it wouldn't be much different from Holy Defiance and one of the Ent's abilities. :P Seems like a pretty survivable and crazy setup, though - a fully rubied Raving Storm with +240% HP would likely be able to crack 2000 HP or more at level 1 with no artifacts. I imagine it would also be quite effective with the Hordes - with six Hordes, I think the ability that increases max health can increase max health by up to 360% if you have six of them with the ability, though it would restrict getting some other abilities due to having to use six of the same creature. I assume it's 360%, at least; the last time I fought a large group on them they had at least 3-5k HP each when most creatures only have 600-1000 where I fight, so I'm guessing -each- Horde applies the ability to each other one, essentially multiplying the original effect by 36!

Offline Respwner

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Re: What does your creature team consist of?
Reply #85 May 03, 2015, 09:17:01 PM
Interesting storm build Vagrant ;)

Another new one with lots of potential changes:

Magma Golem
Cataclysm: After being attacked, afflict attacker and all enemies in its row with Burn for 5 turns.
Steadfast Resilience: Creature always has Taunt and does not suffer a Defence penalty while provoking.

Unchained Djinn
Flame That Changed The World: Enemies take 50% more damage from Burn.
Subversion: Enemies always have Blight. (Cant have the enemies heal from fire damage now can we!)

Scourge Mummy
Blazefury: Enemies are afflicted with Burn for 5 turns at the start of battle.
Undecided: Here goes any skill that increases the burn damage by the highest amount. (% damage have any effect, or pure attack only?)

Flamegrip Clutcher x3
Ember to Inferno: After attacking a target with Burn, lock the number of Burn stacks to 5 for the rest of the battle.
Catching Fire: After attacking a target with burn, remove the debuff and deal the full amount of damage this debuff would have done over the full duration.

Step in:
Flaring Efreet
Ashes to Ashes: Your creatures always have Molten Armour

Offline VagrantSun

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Re: What does your creature team consist of?
Reply #84 May 03, 2015, 07:53:32 PM
Newest build after patch go!
____________________________________________________________________________________________________________

Raving Storm
Cloud Connected: Gain 40% HP for each Storm.
Anomaly: After attacking, deal 50% Current HP to enemy, with 50% consecutive chance to bounce.

~*~


Raving Storm
Cloud Connected: Gain 40% HP for each Storm.
Anomaly: After attacking, deal 50% Current HP to enemy, with 50% consecutive chance to bounce.

~*~

Raving Storm
Cloud Connected: Gain 40% HP for each Storm.
Anomaly: After attacking, deal 50% Current HP to enemy, with 50% consecutive chance to bounce.

~*~

Hurricane
Storm to Pass: 50% chance to fizzle spells.
Stormcall: after attacking, heal 10% to all creatures for each Storm you have.

~*~

Storm Lord
Damage Control: All damage above 20% HP is reduced to 20% HP.
Ruby Attunement: After provoking, all creatures gain 10% current / max HP.

~*~


Storm Lord
Damage Control: All damage above 20% HP is reduced to 20% HP.
Ruby Attunement: After provoking, all creatures gain 10% current / max HP.

_____________________________________________________________________________________________________

I considering Dumpling instead, but I had too much fun making an actually viable Storm build to care about Dumplings omgwtf damage potential with new Anomaly.

Offline mtc1031

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Re: What does your creature team consist of?
Reply #83 May 01, 2015, 05:41:17 PM
A Brim Smith is always a nice overpowered addition as a pure damage dealer to any party. If you want support for your FC a Blood Hound is nice (put your FC in the top left spot and try to keep your Blood Hound faster than your FC). Tier 5 gives you another great support in the Raven Acolyte which plays well with a FC (sets everyone's health to 50%)

Ohh I didn't even consider that with the Raven Acolyte. I do have the cores for it already, but my creatures' Speed isn't high enough that I feel comfortable using it :P

I could grab a Frostfire Efreet with Exalted Emblems, combined with a Raven Acolyte... That could be pretty devastating.

Skeleton Triggerman is one my favorite low health characters as well.  He does 250% more damage when his HP is below 60%.  Thanks to RA, he can do damage right from the get go.  Plus the skeleton sprites are badass.  That alone should be enough of a reason to use him.  I gave him Mortar Kombat, and he's mowing down enemies left and right.
« Last Edit: May 01, 2015, 06:10:33 PM by mtc1031 »

Offline StakOverflo

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Re: What does your creature team consist of?
Reply #82 May 01, 2015, 04:55:52 PM
A Brim Smith is always a nice overpowered addition as a pure damage dealer to any party. If you want support for your FC a Blood Hound is nice (put your FC in the top left spot and try to keep your Blood Hound faster than your FC). Tier 5 gives you another great support in the Raven Acolyte which plays well with a FC (sets everyone's health to 50%)

Ohh I didn't even consider that with the Raven Acolyte. I do have the cores for it already, but my creatures' Speed isn't high enough that I feel comfortable using it :P

I could grab a Frostfire Efreet with Exalted Emblems, combined with a Raven Acolyte... That could be pretty devastating.
« Last Edit: May 01, 2015, 04:58:12 PM by StakOverflo »

Offline Respwner

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Re: What does your creature team consist of?
Reply #81 May 01, 2015, 04:42:11 PM
-_-

*scribbles over setup*

Carry on, then.

EDIT: Hah, found a way to make it work! You can remove the Ectoplasmic entirely and just give the Stronghold the Blood Union ability, which makes it recover to 100% HP after provoking and distributes the damage to the rest of your team equally.

What to do with the Jelly's slot then . . . Ashwood Ent, mayhaps?

Yeah, that seems like a better setup, have to make sure the phoenix has the lowest hp, so it dies first, even if you meet an enemy with subversion, preferably so low that you manage to kill it with 1 provoke ^^