Major Sigil Commentary

So, on my way through Major Sigils. Here’s my observations so far and how to make them more difficult - I’ll be posting them in five-packs so as to prevent text overload.


Willow Spirit Sigil

Lots of dodging creatures, a Nether Willow, and two Hunters. Very flavorful, but equally depressingly easy to defeat. Replace both Hunters with Colossal Giants and one Aspect with an Ashwood Ent; the two remaining Aspects will still put up plenty of Provoke, the Ashwood’s Mend/Grace regenerates what gets through their dodge rates and the Willow’s invisibility, and the Giants take advantage of all that survivability to boost their own prodigious DPS.

The Willow itself, of course, becomes an incredible pain in the patookie to take down, considering that it goes invisible and regenerates 40% HP by the time it turns visible again. Inventiveness is suggested. Failing that, Mutant Swampdweller + Raven Acolyte kills the entire group in 3 rounds, but every sigil should have a backdoor for the well-prepared.

~*~

Skeleton Cannoneer Sigil

HP Regen! I see a Vampire Bat doing good work there also, but the Wildfire and Dark Smith are bit out of place. Replace one with whatever creature has the Vigilance ability (I don’t know personally, I just have the material), which gives the Imling a free tranform and its Iron partner two free attack boosts/turns. The other can be swapped for an Imperial Angel, which takes all that nice unkillability and turns it into Stun chances. Not as brutal as the Willow sigil, but a nice setup nonetheless.

~*~

Mutated Pulse Bat Sigil

Replace the Lethal Smog with Scourge Mummy to prevent status loss, bring in a Thunderheart Phoenix to drop double status on everything, and consider swapping the Overmind for a Moss Golem or Necropolis, both of whom throw out party-wide status for the Bat to feed on. As it stands, though, it’s a well-built party on its own.

~*~

Topaz Paragon Sigil

Troll Necksnapper + Carver Sadist is always fine, but the other three are oddly chosen. Take a Pit Wrath Lord, a Planetary Amaranth, and a Brownie Brute instead; the Lord and Amaranth bring, respectively, offensive and defensive advantages out of the stab storm the Sadist unleashes, and the Brute can take that early turn and wreck a team singlehandedly with its Stun.

~*~

Tower Giant Sigil

Take a Djinn Dreamweaver, which lets you ignore the Giant’s defending drawback. Include a Diabolic Henchmen for Stun scattershot, and let the last three be a pair of Soul Reapers and an Occultist Spellbinder. This gives the Giant great durability while the Reapers ignore their damage debuff by going for the guaranteed 3TKO. It even gives a sort of nightmare / dreamworld theme to the group, suited to the Giant’s dreamy nature. (rimshot)

Thanks a lot for writing this up! I just finished changing these to match your description and you’ll see these in the next patch.

Flaring Efreet Sigil

Good stuff, one of the easier-to-combo abilities out there. The Death Guard and Stormbringer Unicorn don’t quite synergize with the DoT; throw in a Hurricane and a Priest of Light instead to provide more efficient healing/spell disruption.

~*~

Necropolis Sigil

Yo.

This one I give an A+.

~*~

Skeleton Sniper Sigil

Add one Raven Acolyte, one Alcazadar, two Troll Arsonists, and a Siren Coercer. The Alcazadar tanks and reflects damage, the Corcer buys time for the fortress to get up a provoke, and then the Arsonists beat everything to 15%ish health for free. At that point, the Sniper is pretty much instant death.

~*~

Exalted Spirit Sigil

Good theme going - but the back half of the team is all chance-based, and could be more reliable. Slide in a Pegasus and a Rapturous Ghoul, then for offense fill the last slot with a Skeleton Mortarman; no one can ignore that, and they’ll have to try to penetrate that defensive network and get themselves all Scorned up as a result.

~*~

Pit Wraith Dominator

Ground up: A Dryad Keeper, a Siren Coercer and Purifier, a Raven Bloodmage, and an Ashwood Ent. A full-defensive team that uses rotating walls of Shell to prevent the Bloodmage from keeling over until its turn, where it throws its damage out to the rest of the team, probably causing a Moon Ward Shell on all of them and letting the Ashwood wipe all of that damage out in one turn of regen - not to mention that any turn that one of these creatures gets the full benefit of its Mend, it’ll gain a Shell from Purifier too. Meanwhile, the Dominator just gets uglier and uglier to take a hit from.

Dammit, now I want to use this team.

I feel like Major Sigil battles should have a boolean “designed by VagrantSun” flag that doubles the chance of getting a legendary crafting material.

Nice, thank you! I’ve updated the new ones you mentioned as well.

Credieki, I would ask, instead, that any Sigil battle designed by me drop a special consumable, which lets all your creatures wear black shades for one battle. No other effect is necessary.

/jk

On a more serious note, beginning to realize that the main difficulty with these battles is not coming up with fiendishly difficult builds, but keeping them from becoming repetitive.


Summer Aspect Sigil

Frustration time! Take two Wyvern Windriders, one Phase Paladin, and keep the Rapturous Ghoul. Now, fill the last two slots with Shoguns, and enjoy a battle where you have a 40% chance at best to hit the Nether provoking you, while you deal with instant death attacks. Now if only there was a monster with an ability that activated off of dodge procs . . .

~*~

Brownie Mauler Sigil

Keep both the Unicorns (no Sigil battle suffers for their inclusion, honestly) and swap the Banshees for a Siren Oracle, a pair of Celestial Idols, and a Scourge Mummy. The whole team is going to do crap direct damage, but between the burn, the Idols pumping out teamwide health slicing, and getting smacked in the face by the Mauler, it might prove challenging.

~*~

Siren Coercer Sigil

I personally adore this ability, so I’ll make this one a pain. Three Doom Devils in the backrow, plus a Pegasus and a Soul Reaper in front. Timebomb never tasted so good.

~*~

Witch Doctor Necromancer Sigil

If you’ve got a Nether that can rez things, then bring in stuff that benefits from dying. A Thunderstruck and Frost Phoenix, a Raven Ritualist, a Wicked Carver, and an Omnipotent Deity sounds like a team made from a mortician’s wet dream, so long as, you know, the player doesn’t bring a Bone Reaper or something.

~*~

Troll Arsonist Sigil

Nobody gets a free ride on this one - bring four Arsonists, a Topaz Paragon, and a Raven Acolyte. Alpha strike all the things!

That Troll Arsonist sigil is going to be brutal!

I’m actually in the middle of building an arsonist team set up like this. Have a few bugs to work out but its almost done. It works amazing so far

If you’ve seen the Daily Duel concept, my immediate thought for one of them was this build:

Troll Arsonist (Itchy Finger)
Troll Arsonist (Itchy Finger)
Troll Arsonist (Itchy Finger)
Troll Arsonist (Itchy Finger)
Troll Arsonist (Topaz Attunement)
Troll Arsonist (Everything’s Gone)

For the curious, that works out to about a 55% chance each turn to get an extra turn from the Itchy Squad. The probability curve for them not getting a free turn is more difficult to work out, but lies a few orders of magnitude below 1 percent.

All that said, everyone would just beat it with Lich Overseer spam, so it’s not like it’d be hard to beat.

~*~

Agreed, Zack, the Arsonist sigil will be monstrous, but IMHO the Resin ability is one of the top five in the game, and no one should get it for free. Any of the sigils I do that have defining abilities are going to be grueling slugfests.

And once more into the breach!


Moss Golem Sigil

Let’s go with a mini-burn theme this time, as it benefits from the time bought by Snare. Two Haunted Golems in back around an Ectoplasm Slime, to spread lots of Calm; and a Flaring Efreet and Scourge Mummy in the front. Simmer and let sit for 5 turns.

~*~

Brownie Captain Sigil

I like the Blademaster paired with the Captain! Double down on it; bring in an Elder Ent and a Priest of Radiance, keep the Dark Brim Smith buffing the Blademaster, and drop in a Stronghold for flawless shielding. This’ll be one of the rare offensive sigils.

~*~

Raging Efreet Sigil

wtf triplets
I’ll have to remember that you’re okay with dupes of the Sigil monster. For right now, swap the back row for a Scourge Mummy and two Flamegrip Clutchers. Nothing’s really going to survive a turn of Burn5 plus the Catching Fire damage, and the Firewound Angels aren’t reliable status inflictors.

~*~

Harpy Pillager Sigil

Commit! Bring in an Ethereal Clutcher and a Cinder Devil, then fill the back row with a Dark Brim Smith in between two Harpy Screamers. If either one of them manages to snag a kill from the excessive amounts of indirect damage happening in this build, they’ll become fatally effective.

~*~

Ruby Paragon Sigil

WTF SEXTUPLETS
Alright. Three Ruby Paragons up front, I don’t disagree with that. Then an Ashwood Ent, a Gold Golem, and an Ectoplasmic Slime in the back row; the game plan is that the Paragons raise max HP continuously, drastically increasing the Link HP pool, while the Ashwood heals everything and the Gold Golem turns that monstrous pile of health that you’re trying to burn through into a TPK.


Realtalk time: I’ve been going mostly for Sigils with abilities I can actually make a build around - there are plenty that it simply isn’t possible for, such as the Wound Angels, or the Mirage/Disciple/Zealot Occultist. Should I go ahead and make teams for these anyways around whatever theme I come up with on the spot, or should I ignore them and go for significant Sigils (whatever ones I find, anyway?)

Personally, if I may give input (love these sigil builds, by the way).
I’d say you should totally do those odd ability ones. Instead of trying to build around their ability, perhaps go for themes? Like giving the mirage Occultist a pet thrasher and a harpy screamer who take down the monsters she likes to harvest cores from. Add in an alcazar where she dwells, since she can’t deal much damage, she’d have a fortress that could do it for her. Then two timeworn ents like forests that weaken the prey around her lair.

Whichever is most fun for you! Keep in mind that ultimately, the numbers will be tweaked on all abilities to the point that all creatures have some use.

I have to ask - while your setups are extremely clever, is it necessary to make -every- sigil a puzzle that requires raising an entirely new team to beat for each one? That’d make it awful hard on new players - if you can’t beat -any- sigils, you’re not going to make much progress. It just sounds at this rate they’ll pretty much all be impossible without grinding a dedicated counter team up to speed for each, which seems like a bit much. Though, am I overestimating how strong you’re trying to make them?

Well he’s definitely making them strong, but I don’t see majors sigils as something new players are going to be farming up much. They aren’t all only counterable by one team, but definitely easier to beat a certain way. You’d only really need to have your creatures at about level 50 or so. Leveling them to that point should be easy. Just take some of your higher powerhouses and bring your little guys out to the bigger levels. They gain multiple levels each battle, so it goes quickly. I only have a couple nethers and I’ve leveled all of my creatures to near 40 with a stable of over half the creatures in the game. But I’m playing the scenic route :stuck_out_tongue:

That was their intended purpose to begin with anyway :slight_smile:

[quote=“Zack, post:15, topic:575”]

That was their intended purpose to begin with anyway :)[/quote]

That’s fair, heh. It’s possible I think they sound too hard because I’m used to some major sigils just being too easy, though I do think some basic “building block” abilities should have simpler sigils. I think that’s what he’s going for, though. Super-strong abilities being in heavy “puzzle” fights, while simpler stuff has more of a fun theme with some synsergy?

There are heavy, heavy limits on how difficult I can make any of these fights, and I expect maybe four of the ones I’ve made so far will make people cast spells. Not lose; I mean, use their spellbooks. The player’s ability to focus fire, bring properly stacked artifacts (with legendary enchants, even!), and buff with Perks are massive advantages that nothing I suggest can counter. That’s not even bringing up the fact that since the Sigil tells you what the Nether is, you already have a pretty good idea of what to bring into the fight.

What I’m doing, rather, is making Major Sigils a noteworthy challenge, rather than something I burn two dozen of in a night with the same absentminded Q mashing I use in the first ten floors. The fact that they’re the only place in the game, so far, that allows players to fight designed parties means that they’re a unique challenge in the game right now, and that I should take up the gauntlet to make that designed angle a valuable facet of the experience.

[quote=“VagrantSun, post:17, topic:575”]There are heavy, heavy limits on how difficult I can make any of these fights, and I expect maybe four of the ones I’ve made so far will make people cast spells. Not lose; I mean, use their spellbooks. The player’s ability to focus fire, bring properly stacked artifacts (with legendary enchants, even!), and buff with Perks are massive advantages that nothing I suggest can counter. That’s not even bringing up the fact that since the Sigil tells you what the Nether is, you already have a pretty good idea of what to bring into the fight.

What I’m doing, rather, is making Major Sigils a noteworthy challenge, rather than something I burn two dozen of in a night with the same absentminded Q mashing I use in the first ten floors. The fact that they’re the only place in the game, so far, that allows players to fight designed parties means that they’re a unique challenge in the game right now, and that I should take up the gauntlet to make that designed angle a valuable facet of the experience.[/quote]

That’s true. I think I just got a bit scared with how much you played things up :stuck_out_tongue:

S’all cool. True story: I play each Major Sigil before I make suggestions for it, along with a half-dozen others I don’t choose to comment on. I do it all with the same team, a Fallen Carnage build that doesn’t use spells, percentage damage, or debuffs, and I throw away two creature slots and an enchant on Nexus Amaranth, Nightwing Gargoyle, and Whoracle (buffs Emblem drops, resource drops, and legendary enchant drops).

I’m farming Major Sigils with effectively four monsters, and it’s rare the enemy team ever gets a turn anyways.

I don’t think that should happen, therefore the commentary.

[quote=“VagrantSun, post:19, topic:575”]S’all cool. True story: I play each Major Sigil before I make suggestions for it, along with a half-dozen others I don’t choose to comment on. I do it all with the same team, a Fallen Carnage build that doesn’t use spells, percentage damage, or debuffs, and I throw away two creature slots and an enchant on Nexus Amaranth, Nightwing Gargoyle, and Whoracle (buffs Emblem drops, resource drops, and legendary enchant drops).

I’m farming Major Sigils with effectively four monsters, and it’s rare the enemy team ever gets a turn anyways.

I don’t think that should happen, therefore the commentary.[/quote]

Yeah, that does seem a bit too easy. I mostly just didn’t want every single major sigil to warrant hours of grinding to deal with, though it should still require good strategy and changing up your team a bit now and then. :stuck_out_tongue: It sounds like you’ve sort of sorted abilities out in tiers, though, with more basic/generic abilities just getting themed or “cool” teams, while very strong ones getting devious synergies that will require some thought to beat, so there’ll still be some major sigils that aren’t too complex to serve as an entry for new players.