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Messages - virtua

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Help and Guides / Posting My Team Build and All My stats
« on: January 18, 2018, 12:25:05 PM »
Hey guys, just wanted to post a big post about how much I enjoyed the game, and now that I havent been playing as much while waiting for the new games... I thought I could post regarding my strategy build and items. some may find it interesting, and I would like to post before the knowledge leaves my head you know, its been a few months since I really played hard, and was killing the lvl 10 gods/daily realm streak MAX, so some choices here I might not remember why I made them lol.

game time: 480 hours
level 1052
battles won 4260, lost 15
arena wins 65, 5 losses

Key runes: EDA, IME
( these are key runes so that you have an almost 0% chance of dying to most trait combinations)


Nix Informer, Starting Battle with enemy silence is just necessary for speed of play, and when the enemies are so strong that 1 spell can kill you.


Spells: Parasites Start of Battle, Rain of Blood Start of Battle

Dragon Queen

The First Engine for killing creatures, 200% speed trait and max speed artifact is necessary here. you can pretty much breeze over mid level content with just this guy and start of battle debuffs. really pain free grinding.

Spells: Mind Storm Start of Battle, Black Ice Cast Extra Target and On Kill, Crystal Shield on Kill, Elemental Tome ( helps sometimes with very difficult guys) Start of battle, Drain Mana on Kill, Blur Start of Battle

Pit Guard ( boost queen speed)

Important to have shadow aegis on artifact trait ( as well as invis its self) here so you dont die to Diamond Attunement. Artifact Start Battle with Grace ( all creatures from hammer lord)

Spells: Volcano Start of Battle, Mutilate Defend ( if you need to remove debuff at the same time as nuking them)

Hammer Lord

Artifact Trait, Pariah, best trait in the game potentially, and you have it on an artifact for reasons, and you use this invis with so many things to make it super strong. ( rune, aegis ect) Start battle with ward.

Spells: none of note

Industrias Sanctus

just great defensive traits here...
Spells: Holy Protection Start of battle ( this can be moved to nether if you need things to be 100% at start of battle, just takes longer)

Sphinx Justicar nether

nether aura speed or def here
Spell tap is the 2nd kill engine, giving GREAT multi class spellgems to all creatures, and they maintain their properties like start of battle or on provoke/defend. You can kill anything with your whole team having provoke multicast extra target mutilates.

On provoke Spell gems: affliction, parasites, Mutilate Extra Target On death, Zephyr 1 extra time +58% healing, Chaos Channeling, Mind Explosion, Wormrot, EQ,
Spell gems on Death: ( remember all creatures now have these) Requiem, ive once beaten a lvl 10 god where i got one shot endlessly for 40 mins , but this kept proccing, and eventually I was able to regain control with invis/shell and get everyone back up and buffed/stable with invis rotation.

Regular Gems:
Divinity, some times you just need to restart the battle and roll the dice on starting order.
dust cloak ( so whoever is last can invis everyone at end of teams battles)
dark enchantment
elemental barrier on defend/crit/death
soothing breeze

Alternate Traits/Item Combos:

Absolution is a great one, as you are debuffing them anyway, why not get a buff too? I start with most of the good ones now that i have hammer lord, so to speed things up I took this off.
Sloth, is good if you keep dying to enemies before you can get invis or shell up at start of battle. not really needed as you cant cast shell before gods cast their start of battle things, since they are faster, but good as an early/midgame trait
Bulwark, good for protecting key creatures with invis/shell/res/heal before you get your spell tap nether and defensive traits setup.
Stank, another great defensive trait when debuffing

I have probably missed some alternate or extra spell gems I unequipped for speed reasons, but this is the core of my teams 2 killing methods.

I hope you guys learned and enjoyed this.

see you all in s3 and negative , side note, game im playing right now while waiting for s3/negative is called 'merchant rpg'

[Archived] Siralim 3 - Development Discussion / Re: My suggestions for S3
« on: January 03, 2018, 11:42:54 AM »
would be cool indeed to get the cloud save data integrated in some way, but maybe not worth it from a time point of view. but still fingers crossed.

id do anything to get the android version out sooner

dam, i was looking for it , but its at the top right of the forum lol

i agree complete immunity should be harder or impossible to achieve

[Archived] Siralim 3 - Development Discussion / Re: My own suggestions
« on: January 02, 2018, 04:01:53 PM »
yea that would be good for always attack creatures or certain buff/support creatures, but i guess this is up to the developer if he wants games to be this automated.

sounds interesting, will be hard to code.

whats the discord again?

[Archived] Siralim 3 - Development Discussion / Re: What I'd like
« on: January 02, 2018, 04:00:28 PM »
with less triggered stuff, numbers tuned down and one shots less likely, i think #1 might be a little less needed.

#2 agreed, but i remember them addressing that in some post but i forget

[Archived] Siralim 3 - Development Discussion / Re: Creature Classes.
« on: January 02, 2018, 03:59:24 PM »
multialignment or multi-color(mtg) stuff seems cool for siralim, maybe make some rare items or creatures that are multi class?

that is unfortunate...

[Archived] Siralim 3 - Development Discussion / Re: Devlog: Sigils
« on: December 13, 2017, 11:32:49 AM »
great this is what i was exactly talking about, sigils = challenge realms.

i really hope that you can remove/reroll 1 stat on them instead of rerolling them all. as well as adding stats to a sigil for a real challenge

i love the realm depth, gives a sense of progression! and can be some get risk/reward

love the rare artifacts too

pretty sweet!

question, will steam and android release be at the same time? or just steam in march

Well.. gotta admit this has been the most OP spell I ever found lol. The issue is I can exploit this during any boss fight making it super easy to win. Doing massive damage to boss type and keep same ability on normal enemies would have been fine.

yea getting a whole team of defend/provoke multicast mutilates is pretty insane

[Archived] Siralim 3 - Development Discussion / Re: Devlog: Runes
« on: December 08, 2017, 11:41:23 AM »
zar rune seems nice.

good idea on dumping excess runes for clues. i like that. i just want to make sure we dont have to manage thousands of items that could slow down mobile devices.

will you know when you discover a runeword or will it show up when active? or is it just equip a new setup and wait to see if anything happens in battle? hopefully no guessing game

[Archived] Siralim 3 - Development Discussion / Re: Devlog: User Interface
« on: December 07, 2017, 05:51:46 PM »
"There’s a + next to all the command text, including attacking and casting spells. That way, it’ll be easier for you to choose the best target based on the enemy’s class. Similarly, you’ll see a “-” sign next to the text if your creature’s attack will deal less damage due to a class weakness."

thats definitely what i wanted...

only thing remaining for me would just like to make sure you can list spell averages ( min to max dmg) or #s for healing damaging spells, so you can easily test how effective different traits, buffs and artifacts are for effect spellcasting and attacking abilities in battle.

yea i really wanted yeti's to be good and all that 'work' you do to be worth it, but it isnt.

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