I had tried using damage and debuff spells but what ends up happening is your creatures choose targets for their spells that have already died, so it's a bit of a waste. Another worthy mention is giving Tanukrook the artefact trait that allows your creatures to cast one spell at random before they die, which I use to give even more stat buffs to Tanukrook. I chose to fuse more Wights because some of them have good Resurrection abilities that make it quite easy to ensure you have plenty of "ammo" for Tanukrook, as well as some other synergies. Because the only thing better than a list that plays itself is one that does it quickly! You can mix around traits with the Wights to get different effects, going for extra health to maximise damage from Woe is viable. Other stuff: Well, since this list kind of runs itself I think a lot of the flavouring like Fusion, Artefacts and Spell Gems can be left up to the tastes of the individual chef! I will point out that the Super Saiyan Option here is to fuse Tanukrook with a Mimic, making it so that Tanukrook gets to go first in every battle. I am currently at creature level 120-ish with this build, at max realm depth and walking all over enemies several levels higher. Anything beyond that usually will not survive a second wave of exploding Wights. Anything that survives is usually quite easily dispatched by your now stat heavy Tanukrook. Most battles, even against much higher level creatures only last a turn or two. Some other stuff can happen too, depending on what other traits or abilities you've decided to throw in, but that's about it. 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. Right now i'm working on completing the realm projects and other projects.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. ![]() Originally posted by Firlefanz:I assume you are still comparatively early in the game.Īs you progress, your team will likely change drastically, so don't grow too attached to your current setup and be open to experimentation. It grants a creature the Synthesis trait, which gives your creatures 30% of their highest stat whenever they gain a minion.Īs you progress, your team will likely change drastically, so don't grow too attached to your current setup and be open to experimentation. Should you, by any chance, run into the Discarded Blood trait material, it can greatly empower your team. Be sure to bring the Recharge spell with it. Necromancer absolutely hates Dragon Queen, so be sure to bring a Phase Knight.Īs for spells, Summon Horde is one of the best summon spells in the game (also available from the start), but suffers from a low amount of maximum charges. Hounds are creatures largely centered around the Dire Wolves minion, so they have a bit of synergy with Necromancer. Other Liches may be interesting for you too, be sure to give them a look as well. Lich Necromancer (realm depth 90 onwards) makes charge management for summon spells trivial. You can fuse both of them into one creature and let your whole team benefit from summon spells that normally would've only targeted the caster. Necro Grimoire (realm depth 30 onwards) and Mercurial Slime (realm depth 15 onwards) help greatly with that. ![]() One should look for passive minion gains and automatic summon spell casts, so your creatures can spend their turns attacking the enemy. I assume you are still comparatively early in the game.Įarly-game Necromancers benefit from focusing on building their army of minions as fast as possible to maximize their perk bonuses (way easier to do late-game).
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