![]() ![]() Tanukrook starts his turn, kills all the Wights and then all the enemies die from Woe, which has procced five times. Their trait, called Woe, does damage to all enemies when they die equal to 50% of their Max HP. Main perks for this build are all your Resurrection based abilities, specifically the one that gives a chance to resurrect each dead ally at the end of each creatures turn.ġ: Tanukrook, at the start of his turn he kills all his allies and gains 30% of their stats.Ģ-6: Gravebane Wights. I have played it with Doombringer as well, but that is a very high risk high reward strategy and requires specific considerations. Looking forward to diving deeper and giving this a go, would be keen to know if there are some other traits I could consider to boost this team further.Thought I'd share my build, even though I'm sure this it is nothing new it worked well for me and is kind of oddly fun to play.Ĭleric is pretty key to this build. Because of the Dusk Ossein trait, this increases their maximum life by about 50% each time they die, further increasing spell and attack damage. Finally, when either of the first three creatures die (two of which should be provoking) they will attack 5 times, with each hit causing other dead creatures to revive. Also the Koloss Firebrand perk increases damage by the difference between it's health and the enemies health, which I believe applies to every tick of death blossom. Ice Salamander provides a bonus where any damage greater than 15% will cause them to cast death blossom, twice, hopefully topping their health back to full. With permanent leeching, every hit tops up health and makes up for the 25% health cast cost. All creatures have the Death Blossom gem with 97% chance to cast twice cast damage 53% and magnetic (75%? more damage). Creatures 1 & 2 are the wall, Creatures 4 & 5 are the damage and Creatures 5 & 6 are support. ![]() This trait does not stack.Īll creatures are Death class, meaning they all share their traits with the monsters next to them at the start of the battle. This trait does not stack.Īll creatures have 75% more health. If this amount exceeds their Maximum Health, their Maximum Health increases by an amount equal to the difference. When your creatures are resurrected, they are resurrected with 100% additional Health. This trait can only activate once per turn for each creature. Your creatures always have Leeching and receive 30% more healing.Īt the start of battle, your creatures' races are changed to Diabolic Horde.Īfter your creatures take damage that exceeds 15% of their Maximum Health, they Cast one of their spells at random. This trait does not stack.Īt the start of battle, your other creatures with the same class as this creature share their innate trait with the creatures adjacent to them. Your creatures' Diabolic Horde traits act as if your party contains 3 more Diabolic Horde. ![]() This creature always starts battle at the top of the Timeline.Īfter this creature kills an enemy, it deals damage to all other enemies equal to 75% of this creature's Current Health. Your Diabolic Horde have 10% more Health for each Diabolic Horde fighting on your side. This creature starts battles with 125% more Health, but takes damage equal to 15% of its Maximum Health at the start of its turn. This creature deals additional damage with attacks and spells equal to its Current Health minus the target's Current Health. Then, their Maximum Health is decreased by 75%. This damage cannot exceed 100% of your creature's Maximum Health.Īfter this creature dies, enemies take damage equal to 30% of its Maximum Health.Īt the end of this creature's turn, it gains 35% Current and Maximum Health and Provokes.Īfter this creature Attacks, it resurrects a random ally with 50% Health.īefore this creature dies, it Attacks random enemies 5 times.Īt the start of battle, your Diabolic Horde share their Maximum Health with each other. Unlike most attack focused builds, this is built around the death spell "death blossom", which hits all enemies 3 times.Īfter this creature is Attacked, it deals 50% of the damage taken to all enemies. I've still got 120 levels to dive before I can access the avatar creatures however I'm doing fine so far with a lot of pieces missing even at instability 4 and 5.īasic strategy: As a Blood Mage, the build is around stacking as much health as possible to increase overall damage output. Currently theorycrafting an end-game blood mage team and wanted to share with the community to get feedback / advice on some other monsters or traits that might make it better. ![]()
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