![]() The result is pretty promising so far and by attacking my own creature on turn one I basically inflict 4 debuffs on every enemy on the field as soon as the fight starts, which will then be maintained effectively forever unless an enemy goes out its way to dispel the effect. I'm currently trying out a defiler build and what I've done so far is toġ: Fuse a creatures with two "inflict debuff on enemy when this creature is attacked" traits as well as another that has two "if an enemy receives one of these two debuffs, give it the other one" traits.Ģ: Take along a creature that replaces every debuff on the enemy with a new random debuff as soon as a previous one runs out plus another that inflicts one extra debuff on an enemy for every debuff that is applied to it, at the cost of reducing the duration of debuffs to a single turn. I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself. I was thinking it was each Round.Ĭoincidentally, it is also Grovetenders favourite spellīroken Cog fucked around with this message at 14:19 on Mar 16, 2021 If you have the entangle spell available, that could be a decent way to cut down on enemy turns while your team ramps up? Traits that chuck around snared or manipulate the timeline could be another good way as they become available. ![]() So, if you have a monster that can take several turns in a row (Like the old fan favorite Fallen Carnage or our lord and Savior, Assault Griffon), those numbers go up A LOT faster. Keep in mind that those abilities are keyed to each monster's turns, not rounds. I've gotten stuck theorycrafting builds again, so I don't even have the Gate of the Gods unlocked yet.īoss Killing was my exact justification for picking it I seem to recall getting stuck on certain fights with my Hell Knight so I was like, well fine if it takes me 7 turns at least I'll be swinging for huge numbers by then. Remains to see for when I get there though. I think reavers might be one of those classes that are better for late-game boss killing than for general fighting. Sab669 fucked around with this message at 12:49 on Mar 16, 2021 But there's a lot of redundancy between those talents, seems too expensive to invest in unless you're really deadset on making each battle last for as many turns as possible. Some of the other talents give you bonuses per battle won in a realm, or reduce the amount of time for Battle Fatigue to set in. Far far far from optimized, but like I said I'm only like 8 floors in so far So I've got my starter creature, a Unicorn Vivifier, that Wight that eats your allies stats when they die (which is fun with the unicorn), that Treant that gives your team Mending and then some random "punch mans" style dude who I can't remember what he does. And the first 100 point talent I snagged was also +30% Damage per turn taken. I'm blanking on the creature name but I just got some Inox Apocalypse (?) thing that gives me like +15% Stats per turn too. Yea your starting creature is like, +40% Damage for each turn you've taken. I'm assuming Reavers increase in damage following your turn, like realm damage, etc? I'm also considering starting a new save file to play through the story, but I'll probably wait to see what "annointments" actually do. But it could be a way to build Reaver longer term if you wanted to stick with it? I've never really played around with this spec. I'm assuming Reavers increase in damage following your turn, like realm damage, etc? In that case if you can strip the opponent team of their turn, you should be able to run through combat a bit quicker? Unfortunately, I think most of the tools to do that arrive much later in the game, but which point you could change spec anyway. Hopefully after the next patch when combat can be sped up even further, it might be less annoying for builds that take a few extra turns to come online. I'm still playing my team from early access and I kind of have the same problem with any new team idea I come up with, if it's not winning most battles in the first turn, it's worse than my current team. It sounded fun, but ehh needing to wait a few turns "to go off" just feels kinda dumb and pointless? I'm not even 10 floors in but even if I had all the perks I want it just seems like an unnecessary few extra turns compared to the other, more murderous specializations. I played a good bit in early early access from Kickstarter, but the new thread made me want to start fresh so I rolled up a Reaver last night.
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