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)