[quote=“Qwireca, post:1, topic:953”]Hello,
I bought this game a week ago and are having a great time. I love planing the team and finding ways to use the most of their abilities.
Trying not to read to much on the forums as not to spoil with a “best” setup, but I think I will have to ask about this one.
I’m a lvl 66 sorcery mage (I know, have read they might not be the best: )playing on random creatures, with the following setup
77 volatile Phoneix - 77 Steampowered Pilwez - 77 Skeleton Mortarman
51 Witch doctor sacrificer - 68 Nightwing Gargoyle - 75 Stronghold
Artifacts are ok, even if there is no amazing abilities on them and no nethers as of yet, but are planing a Def stronghold with a blue orb and a hp witch doctor sacrificer with a red orb.
The team hold up pretty well, even if record is just realm 8, but are usualy totaly decimated if the enemies have either an artifact with root or stone, killing my stronghold in a round, or the more usual mass stun, mass snare, dubbel aoe spells resulting in a fast wipe. This often happens as low as realm 2.
My questions are:
1: Is there any good counters to this beside the consumable making you take 0 spelldamage next fight? I know there is some silencing creatures, but that is after the first spell, ofter rendering the silence useless.
2: Was it a really bad idea to do my first playtrought on randomized creatures?
I feel pretty helpless when I can take on pretty tought teams in one fight, and in the next be decimated by “scrubs” just cause I can’t counter a spell.
Not giving up and are not after a game winning setup, just some pointers to where I go wrong :)[/quote]
The obvious solution is Nightmare Mummy, but with random it’s hard to tell when you would get him, and shutting off spells entirely generally hurts you more than it helps in the long run, since you can leverage spells more effectively than your enemy. It’s generally only more useful if you don’t have a lot scroll charges to spare (like in the early to early-mid game).
Get initiative. On low realm levels this can be done with speed enchants. Higher on you need the topaz enchant (try not to summon the Topaz Paragon, as this unlocks him on enemy group), the nature mage/druid’s Raid perk, or the bugged Presence of Mind ability when combined with the angel shrine. Take down or disable most of your enemies on your first turn and you don’t have to deal with so many spells.
If you’re lucky you may find a random artifact which grants the Berserker Fiend’s Outrage ability, or its legendary material equivalent. This will let you double your Mortarman’s damage, as well as letting him heal for 10% of the damage he deals (to the primary target, IIRC.) Pump up enough attack on your Mortarman and he can probably 1-shot most enemy parties with his first turn under Realm 10 or so, even without being a nether.
If you’re even luckier you can get an artifact which grants you the Cloak and Dagger ability. Sticking this on the Sacrificer lets him turn invisible when defending, so the Stronghold wouldn’t even be necessary.
If you have the emblems to spare, switching over to Life Mage and putting one point in Holy Defiance will often times let your creatures survive one more hit. Yeah, Sorcery is kinda of a gimped choice in the early game (and in the late game as well).
The main problem with your composition is that you don’t have a lot punch (damage-wise) or disables. Mortar Kombat spreads damage pretty evenly across the enemy party, so most of them would still be alive for nearly the whole fight, giving them more chances to cast spells. Try to enchant your support creatures’ artifacts with hit-on debuffs to help disable the enemy party.
Buy a stack of dispels from Bynine. It costs 1 emblem for every 5 charges, and can remove all debuffs from a friendly creature. Casting it is a free action (strictly speaking, it uses up your current action, but gives you another one right after that, which is an important distinction if you have bleed/poison/infection or other DoT debuffs). Dispel your Stronghold if he gets hits with nasty debuffs.
- Yeah, it’s really more challenging if you play with randomized creatures on your first playthrough, since the default progression eases you in from simpler abilities to more complex ones, as well as giving you a range of offensive/defensive/support abilities to choose from to make a viable team. More interesting, yes, and sometimes it can even be easier depending on the creatures unlocked. In your case you’re kinda lucky to get the stronghold, sacrificer, and mortarman early on.