![]() ![]() I'm a big fan of pyromancer - it's got offense, defense, support, the whole shebang. these two, ebony ent, ancient spirit, and say, sand golem maybe using provoke with health gear, could b a good little thing going early on - every turn, your stats get amped, you get healed, and hopefully the golem soaks up most of the punishment, until the other 5 allies are just stronger than the opposition. Third area has your second apocalypse ally. ![]() Reaver might be a good choice - you don't need a ton of good synergy, you just need to survive for a few rounds while your starter ally, inox apocalypse, buffs your damage. don't be afraid to potentially bench your starter in favor of some other allies, though i'd keep the unicorn, it's probably your only revival potential) (actually, just add these creatures to your team, level up a touch, and try again. Terra vulpes: can start fights casting spells, so you can have turn 0 damage done to foes, with a good caster build it's of interest as being one of the earliest caster specific traitsĮbony ent (heals allies) + ancient spirit (gives buffs when allies are healed) makes for a nice support combo available in the second area. check that, i don't think you can get their health high enough with artifacts before the third areas. health builds can get frigging CRAZY later, and it might not be as worthwhile to do now, but it's an idea. Manticore: it'll attack once, then randomly twice for 40% damage - better sort of single ally damager than the crypt bats, but a team of like 5 bats will do more damage.ĥ koloss firebrand with health boosting gear, 1 ebony ent: firebrand's big ability is to deal extra damage according to how much more health it has than the foes, so boosting health and having ebony ent able to regen any potentially missing health makes them potentially able to hit pretty hard - especially when you get access to hit all spells, can take a decent chunk of health off of everyone, and then the other kolosses can be dealing extra damage. (don't knock it, simple but effective - my siralim 3 early life build was just 6 light hunters, who's ability lets them deal an extra attack per hunter in the party, light hunter's one also heals them, hence i had allies that could deal around 3x damage,a nd heal 2x of their normal attack potential - worked pretty decently.) i'm aware it changed, i double checked listed monsters, etc.)Ĭrypt bats: they'll deal damage when an ally attacks, so a team of six will have one attacking for 100% damage, and the other 5 attacking for 35% of damage, not too bad. if the creatures listed show up, however, then the info here's accurate (example - the guide talks about the old crazed leper, i do not. Might be a good idea to change your team/specialization, maybe - iirc it'd require a reset, but it's not like you've made much progress.īelow is data i pulled from an older realm guild, so there might've been some changes i might not be aware of for early game. you can even check abilities in battle, and out of battle in your compendium, which also has a ton of other info, like what buffs, debuffs, minions, spells, etc all do. You can get some decent 'early' synergies going, but being on the look out for good abilities, and how they can mesh with your potential build, is something to keep in mind. have you filled out your team? have you gotten some semi decent skills rather than just 'whatever the fuck happened to be around to use'? have you fused them together (not sure if you even have fusion yet, so maybe skip that) Secondly, the way you win is by synergies between your skills, your ally traits, your spells, gear, and half a dozen other things. your issue is most likely levels, i'm guessing - equalize that imbalance a little more, and you should be fine. sometimes the answer is 'more levels', and you'll probably hit that wall 2-3 times in the 'main' story.Įarly game is a tad rough - there's not a lot of other ways to enhance your potential, you're lacking specialization potential, and your ally selection is at it's lowest. this isn't a game that's carefully balanced so you don't need to grind, this game is more like a mountain where you scale as much of it as you can before you need to take a break, catch yor breath, rest, gather your strength and continue again. Couple tips and sort of thing to get you into the 'mindset' of this game.įirst and foremost: enemies will scale up faster than you can level.
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