![]() Solace is one of the two pieces of health stacking we're using, and goes nicely with Naturalization. Even if you're not solely focusing on health stacking. I've done heavy testing with and without some health stacking, and the higher in ranks you go you definitely want a buffer. Naturalization is the bulk of our damage reduction, and great with the Expanded Mind anointment we're using. Blessing of the Sands is multifaceted and an absolute must - specifically with Diabolic Fortitude and Diabolic Protection. We don't have enough stats for Pharaoh's Boon to be relevant, but Pharoah's Bane does scale nicely with the enemies stats the higher the level, so it does provide some nice indirect protection. Diabolic Fortitude is our second piece of health stacking, and works great with Blessing of the Sands. Chain casting Clayman, then Timewalking Dryad is a very quick way to push out damage with the Voracity anointment we're using. Our debuff combo is definitely the MVP of this teams foundation. Nature Transformation is specifically for Zonte, as he can make our team wipe themselves at the start of battle without it.Ībsolution is the last piece of our debuff combo that provides massive benefit to every fight. Between Dryad's Sense of Purpose and this, we can keep the damage pressure up for Voracity. Rejuvenation helps units keep their HP full after multiple Clayman casts. ![]() Provides protection for various debuffs that can be applied to us as well. The Virtue of Patience is for Azural mainly, but generates massive value overtime in any fight.Īnother absolute must is Endurance Aura, and mainly Torun protection. This combo is very potent combined with our debuff Salted Earth + Absolution + Despair combo. This is very important for fights with Gonfurian and Azural where once applied, you don't have to think about it again unless they cast Dispel/Mass Dispel. Not only do your buffs last forever, but enemies debuffs stay forever too. Six Tome's of Relaxation: Health Up/Speed Down, uncommon drop in loot/realms.5740-NG, Impenetrable Plate of 4080: Rank 50.Thousand Needles, Honed Bow of Apocranox: Rank 70.Bloodseeker, Hungering Dagger of Mortem: Rank 70.Materium, Shifting Gem of Aurum: Rank 100.Salus, Jade Guardian of Lister: Rank 90.Whisper, Shadow Staff of Tenebris: Rank 60.The change of your lowest ranking master being the one who will appear makes getting this way easier. Master of Diabolic Horde Trait Material: Diabolic Horde Master can be found in the Kingdom of Heretics.Expanded Mind: Caliban the Unredeemed False God.All Others: Will be random drops in regular loot.Living Staff, Living Necklace, and Living Helmet: Arena shop after a certain rank.Entangling Roots: Nature Guild after a certain rank.Utopia: Life Guild after a certain rank.Not necessary when you have Life Orb, but a nice safety net. Phoenix Down: Life Guild after a certain rank.I left it blank for future upgrades however you see fit. You don't need the Netherstone slot which is the most expensive. Six Helmets at Rank 50: Needed for the Spell Gem socket, an absolute must for Tartarith.Mimic: Mana for it can be farmed quickly in the Arachnid Nest as it has a high spawn rate for them.Venedon: Beat him at the GOTG for his mana to summon him.Upgraded some spell gems, notably Greater Dispel over Mass Dispel.Īdded some spells and deleted some spells that weren't necessary anymore. We loose the speed we were able to kill, but we picked up more safety in fights like Muse/Torun. Since one shots are not possible anymore at higher ranks, I added more damage reduction. Replaced the Eternal Echo anointment with Inner Light. Vulpes with Thousand Needles can still chain cast it. We loose some extra casts of Clayman off staff's, but now most units have it equipped. Since we rely more on HP boosting now that Mutilate is gone, we need more reliable ways to keep HP up.Ĭhanged everyone to Helmet Artifacts, prioritizing survivability and HP. Replaced Sanctum of Eternity for Rejuvenation. We don't need this anymore, so in it's place we're using Living Staff which works nicely with the amount of spells we're carrying. Mutilate was nerfed to do damaged based on the caster's current HP, instead of the enemies MAX HP.
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