Hubris and Succubi (YASD)

The tower awaits!

Hubris and Succubi (YASD)

Postby seth2 » Fri Jun 25, 2021 8:01 pm

Broke past floor 14 as Titan's Fist for the first time in a long time. Played quite carefully through the entire tier 2 zone and did well, picking up plenty of entries for my codex all the while. I'm guessing mental fatigue eventually accumulated from going so deep and I turned careless, didn't even read the succubus' failure warning....

Code: Select all
Demon Party Dump File
Version 6/4/2021, Scoring Model: 5/31/2021
Dump file created at: 6/24/2021 9:19:11 PM


Summoner Seth...
was chosen by the Titan's Fist,
selected Healing as their starting element,
has earned a score of 78848,
is currently at Tower:26,
and is quite dead!



--==== Main Character ====--

Name : Seth
Level: 35
MaxHP: 115
MaxSP: 100

Strength: 145
Magic   : 10
Vitality: 30
Agility : 45
Cunning : 10

Immune: Body
Resist: Dark
Weak  : Light

Soul Brand:
Ri-Rel (Lv.27)
  No base SP cost above 15
  SP Costs: -27%

Abilities Known:
1) Ghost Pierce (Type: Pierce, 15 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
2) Celerity (Type: Buff, 15 SP. Briefly improves speed by 33%. Free action. Cooldown: Cantrip (3))
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
5) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
6) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance). Does not work with MaxHP damage.)
8) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))

Relic Upgrades:
Aux Guard I (When you have 2 or less demons summoned, reduces incoming damage and increases status resistance by 20%, for both you and your summoned demons. The bonus does not apply to Heroic targets.)
Aux Guard II (When you have 1 or less demons summoned, reduces incoming damage and increases status resistance by 20%, for both you and your summoned demons. Stacks with Aux Guard I. The bonus does not apply to Heroic targets.)
Aux Power I (When you have 2 or less demons summoned, increases damage dealt by 20% and reduces SP costs and cooldowns by 20%, for both you and your summoned demons. The bonus does not apply to Heroic targets.)
Aux Power II (When you have 1 or less demons summoned, increases damage dealt by 35% and reduces SP costs and cooldowns by 20%, for both you and your summoned demons. Stacks with Aux Power I. The bonus does not apply to Heroic targets.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 5 at once.)

Inventory:
3 Zephyr card
3 Magic map
2 Chakra gem
15 Pure stone
7 Heal gem
2 Flame glyph
2 Might gem
16 Heal stone
9 Chakra stone
1 Mirror chime
3 Trouble chime
4 Bolt glyph
1 Blizzard rune
2 Guardian gem
1 Wind card
1 Silver offering
2 Night rune
5 Heart glyph
1 Curse rune
1 Peace offering
1 White essence
1 Tempest rune
3 Calm card
1 Pain glyph
1 Pure gem
2 Frost glyph
1 Meteor rune

Brands:
Mi-Al-Rel (Lv.2)
  No base SP cost above 20
  2 or less visible allies
  Strength: +10
Ra-We-Pa (Lv.8)
  Level is 18 or higher
  Strength: -8
  Speed: +24%
Wa (Lv.10)
  Remove Weak: Dark
Wa-Mi-Na-Fre-Ha (Lv.12)
  Speed is 120% or more
  SP above 50
  Cunning: -21
  Strength: +19
  Resist: Body
Ri-Na (Lv.14)
  Cunning: -11
  SP Costs: -21%
Du-So (Lv.15)
  Is a Demon
  Vitality: +15
Qu (Lv.19)
  Agility: +14
Co-Al (Lv.19)
  2 or less visible allies
  SP Costs: -5
Mi-Im (Lv.19)
  Magic: -14
  Strength: +19
Qu-Ef-Al-Sur (Lv.18)
  Base Vitality is 54 or more
  1 or less visible allies
  SP per Turn: +3.3
  Agility: +30
Ra-Wa (Lv.20)
  Remove Weak: Fire
  Speed: +9%
Ri-Rel (Lv.27)
  No base SP cost above 15
  SP Costs: -27%

Current Credits: 29283

Codex Daemonium Completion
Shared Codex   : 104 / 188 (55% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2          0          2          3*         1         
Impact       0          0          2          3*         1         
Pierce       1*         0          2          3*         1         
Fire         0          2          1          1*         2         
Ice          0          0          1          3*         2         
Electricity  0          0          1          5*         0         
Body         1          1*         3          2          0         
Mind         1          1          3          2*         0         
Matter       0          0          2          4*         0         
Light        0          3          1          0          2*         
Dark         1          1          3*         0          2         

n : Number of party members counted.
* : Denotes the main character is included.



--==== Current Party ====--

Name : Eradicator Throne
Level: 43
MaxHP: 91
MaxSP: 100

Strength: 91
Magic   : 28
Vitality: 33
Agility : 69
Cunning : 44

Immune: Fire Light
Resist: Slash Impact Pierce Body Mind Matter
Weak  : Ice Dark

Soul Brand:
Mi-Im (Lv.19)
  Magic: -14
  Strength: +19

Abilities Known:
1) Celerity (Type: Buff, 15 SP. Briefly improves speed by 33%. Free action. Cooldown: Cantrip (3))
2) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
5) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance). Does not work with MaxHP damage.)
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
7) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
8) Smiting God (Type: None, Passive. Your Slash, Impact, and Pierce attacks with 60-89 Power are raised to 90 Power.)


Name : Throne
Level: 43
MaxHP: 96
MaxSP: 100

Strength: 71
Magic   : 38
Vitality: 42
Agility : 73
Cunning : 41

Immune: Fire Light
Resist: Body Mind Matter
Weak  : Ice Dark

Soul Brand:
Mi-Im (Lv.19)
  Magic: -14
  Strength: +19

Abilities Known:
1) Friction Burn (Type: Slash, 15 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration. Also considered a movement ability.)
2) Celerity (Type: Buff, 15 SP. Briefly improves speed by 33%. Free action. Cooldown: Cantrip (3))
3) Fervor (Type: Buff, 5 SP. Briefly improves offense by 25%. Free action. Cooldown: Cantrip (1))
4) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Swift Boon (Type: Buff, Passive. While you have Speed Up, your time-based cooldowns recover 100% faster.)
7) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
8) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)


Name : Baba Yaga
Level: 36
MaxHP: 126
MaxSP: 100

Strength: 17
Magic   : 74
Vitality: 39
Agility : 21
Cunning : 74

Immune: Mind Dark
Resist: Ice Light
Weak  : Fire

Abilities Known:
1) Vigor Steal (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Energy Siphon (Type: Body, 0 SP. Drains the target's SP by 10%, restoring your own SP by 66% of the amount drained. Cannot miss.)
3) Witch's Mien (Type: Dark, Passive. Your Light and Dark non-Aura attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
4) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
5) Wither (Type: Debuff, 30 SP. 85% chance to reduce offense and accuracy by 20%.)
6) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
7) Curse Mastery (Type: Debuff, Passive. Abilities that may apply Offense Down or Defense Down may also apply Hex. Abilities that may apply Accuracy Down or Evasion Down may also apply Blind. Abilities that may apply Speed Down may also apply Stun.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)


Name : Immortal Vampire
Level: 33
MaxHP: 134
MaxSP: 100

Strength: 30
Magic   : 27
Vitality: 73
Agility : 51
Cunning : 51

Resist: Slash Impact Pierce Body Mind Dark
Weak  : Fire Light

Soul Brand:
Du-Sh (Lv.24)
  Cunning: +11
  Vitality: +11

Abilities Known:
1) Hypnotic Glare (Type: Mind, 5 SP. 70% chance to inflict Sleep on enemies, preventing them from acting for a few turns or until damaged. Cooldown: Presence (3))
2) Sleep Boost (Type: Mind, Passive. Increases your chance to apply Sleep by 50% of the original chance.)
3) Might (Type: Buff, 10 SP. Improves offense by 25%.)
4) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
5) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
6) Rabblerouser (Type: Buff, Passive. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
7) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
8) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)


Name : Virtue
Level: 34
MaxHP: 107
MaxSP: 100

Strength: 17
Magic   : 123
Vitality: 17
Agility : 44
Cunning : 52

Immune: Light
Resist: Fire Electricity Dark
Weak  : Slash Impact Pierce

Soul Brand:
Po-Qu-So (Lv.20)
  Is an Unmodified Demon
  Agility: +19
  Magic: +19

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Vitae (Type: Healing, 40 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal and bestows Regeneration, restoring health over time. Cooldown: Miracle (0))
3) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
4) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (0))
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
7) Iron Mind (Type: Defense, Passive. Reduces the duration of Mind status effects (except Stun) applied to you by 50%. Reduces your chance to be Stunned by 50% of the original chance.)
8) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)



--==== Recent Messages ====--

 The nokken looks surly!
 The rakshasa looks much more powerful!
 The yeti looks much more powerful!
 The incubus looks much more powerful!
 The yeti smashes your vampire for 6.
 It isn't very effective.
 The yeti freezes your vampire for 13.
 Your vampire will be shivering longer!
 The yeti shatters your vampire for 18.
 Your relic preserves your vampire's life!
 The couril takes a deep breath.
 The couril is refreshed for 30 SP.
 The couril gestures at you.
 You are charmed!
 You are still charmed!
 The incubus slaps you for 9.
 The nokken entangles you for 3.
 You are restrained!
 You are still charmed!
 The rakshasa shouts a desperate cry.
 The incubus is healed for 21.
 You are still charmed!
 You pick up the small cache.
 Your relic absorbs 256 C.
 Your vampire can move freely again.
 You are still charmed!
 You are still charmed!
 The nokken entangles you for 3.
 You are still charmed!
 You are still charmed!
 You concentrate briefly.
 You will be sped up longer!
 You are still charmed!
 The couril freezes you for 18.
 You feel cold!
 You are still charmed!
 You are still charmed!
 The nokken entangles you for 2.
 Your vampire is no longer chilled.
 You are still charmed!
 You are no longer charmed.
 You can move freely again.
 The incubus swaps places with the nokken.
 The couril gestures at you.
 You resist.
 The nokken entangles you for 2.
 You are no longer chilled.
 Kayna concentrates briefly.
 Kayna looks more accurate!
 Kayna looks more powerful!
 You can't use Celerity again yet.
 The couril gestures at you.
 You resist.
 Your evasion returns to normal.
 Your accuracy returns to normal.
 The rakshasa leaps at you.
 The rakshasa misses you.
 The nokken entangles you for 3.
 The yeti exhales an arctic blast.
 The yeti freezes you for 7.
 You feel cold!
 The couril gestures at you.
 You are charmed!
 You are still charmed!
 Your power returns to normal.
 You are still charmed!
 You concentrate briefly.
 You will be sped up longer!
 You are still charmed!
 The incubus slaps you for 4.
 You are still charmed!
 Your defense returns to normal.
 You are still charmed!
 The rakshasa mangles you for 16.
 You are still charmed!
 The incubus slaps you for 12.
 The nokken entangles you for 3.
 You are restrained!
 You are still charmed!
 You are still charmed!
 The incubus slaps you for 5.
 The couril swaps places with the incubus.
 Your vampire's evasion returns to normal.
 Your vampire's accuracy returns to normal.
 The yeti hurls a boulder at you.
 The yeti smashes you for 11.
 The nokken entangles you for 3.
 You are tightly restrained!
 You are still charmed!
 The rakshasa mangles you for 16.
 The incubus slaps you for 11.
 Your relic struggles to keep you alive!
 The couril freezes you for 23.
 Your relic struggles to keep you alive!
 You feel like you will be cold longer!
 You are still charmed!
 Kayna blinks towards you.
 You stumble.
 Kayna executes you for 44.
 You die...



--==== Recently Slain Allies ====--

Name : Brucha
Level: 30
MaxHP: 105
MaxSP: 100

Strength: 39
Magic   : 15
Vitality: 39
Agility : 63
Cunning : 39

Resist: Slash Impact Pierce
Weak  : Electricity

Abilities Known:
1) Bolt Shot (Type: Pierce, 25 SP. 100 Power attack.)
2) Bolt Spray (Type: Pierce, 30 SP. Attenuated 85 Power attack.)
3) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
4) Vitalize (Type: Healing, 5 SP. Briefly bestows Regeneration, restoring health over time. Free action. Cooldown: Cantrip (5))
5) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
6) Hex Boost (Type: Dark, Passive. Increases your chance to apply Hex by 50% of the original chance.)
7) ------------
8) ------------


Name : Gluttonous Anzu
Level: 28
MaxHP: 133
MaxSP: 100

Strength: 29
Magic   : 55
Vitality: 55
Agility : 34
Cunning : 23

Resist: Fire Ice Electricity Body Dark
Weak  : Light

Soul Brand:
Qu (Lv.13)
  Agility: +11

Abilities Known:
1) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
2) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
3) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
4) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
5) Energy Siphon (Type: Body, 0 SP. Drains the target's SP by 10%, restoring your own SP by 66% of the amount drained. Cannot miss.)
6) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Iron Mind (Type: Defense, Passive. Reduces the duration of Mind status effects (except Stun) applied to you by 50%. Reduces your chance to be Stunned by 50% of the original chance.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Mummy
Level: 16
MaxHP: 83
MaxSP: 100

Strength: 15
Magic   : 30
Vitality: 40
Agility : 10
Cunning : 30

Resist: Body Light Dark
Weak  : Fire Electricity

Soul Brand:
Sa (Lv.33)
  HP per Turn: +1.6% of MaxHP

Abilities Known:
1) Fester Touch (Type: Dark, 25 SP. 70 Power attack, followed by a 105 Power attack dealt as MaxHP damage that cannot reduce MaxHP below the target's current HP.)
2) Vitiating Grasp (Type: Debuff, 15 SP. 85% chance to reduce defense and evasion by 20%.)
3) Accursed Aura (Type: Dark, Reactive. Each standard turn, has an 8% chance to apply Pariah to enemies, causing each of them to damage their allies when they take damage (excluding reactions).)
4) Zealous Aura (Type: Light, Reactive. Each standard turn, has an 8% chance to apply Guilt to enemies, healing those who damage them (excluding reactions).)
5) Curse Mastery (Type: Debuff, Passive. Abilities that may apply Offense Down or Defense Down may also apply Hex. Abilities that may apply Accuracy Down or Evasion Down may also apply Blind. Abilities that may apply Speed Down may also apply Stun.)
6) ------------
7) ------------
8) ------------


Name : Paladin Nuckelavee
Level: 34
MaxHP: 136
MaxSP: 100

Strength: 52
Magic   : 36
Vitality: 41
Agility : 34
Cunning : 52

Immune: Light
Resist: Dark
Weak  : Fire Body

Soul Brand:
Po-Fr-Tir-So (Lv.34)
  Is a Non-Unique Demon
  SP equal to or less than 50
  Vitality: -21
  Magic: +53

Abilities Known:
1) Yank (Type: Matter, 25 SP. Can be used while Muted. Must target a character. Pull the target to you with a 70 Power attack. Inflicts Held, which reduces accuracy, evasion, and movement speed. Cooldown: Charge (6))
2) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
3) Acid Breath (Type: Matter, 10 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Melting, causing damage over time. Cooldown: Breath (4))
4) Miasma Aura (Type: Dark, Reactive. Each standard turn, hits all damaged enemies with a 30 Power attack dealt as MaxHP damage that cannot reduce MaxHP below the targets' current HP.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Humble (Type: Light, 15 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
8) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)


Name : Wechuge
Level: 35
MaxHP: 125
MaxSP: 100

Strength: 109
Magic   : 33
Vitality: 69
Agility : 18
Cunning : 18

Resist: Fire Ice Body Matter
Weak  : Mind Light Dark

Soul Brand:
Du-So (Lv.34)
  Is a Demon
  Vitality: +27

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Also Chills the target, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Charge (3))
2) Lifesteal Bite (Type: Pierce, 20 SP. 100 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
3) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed slightly. Cannot miss.)
4) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
6) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
7) ------------
8) ------------




Make sure to check out the surprise ending, eh? I played rather greedy since I've been able to run away from every dangerous engagement so far, and this time I'd also buy Devour Demon and start making hard sacrifices if it really became necessary, most encounters with charm haven't been too nasty because I'm so fast it would usually just send me running harmlessly down the hallway when nobody is summoned. This time it sent me standing front of a nearby corner. I also had a whole pile of consumables I forgot I even had because I never used any in the last 15 floors... Unfortunately a whole pile of heroic enemies didn't even give me the opportunity to wise up.

Build felt really strong, and uses mostly common skills (except leadership, I think titan is virtually defined on whether headless spawns or not because of how good it is). I could fill the 2 turn kill capture condition on 2 surprise thrones in Baphomet's Sanctum at level 19, that should hopefully say a lot about my killing and tanking power. Baba is my siege platform for hero battles, as long as they're isolated she should eventually make them suck enough to be safely killed, if not die eventually from vigor siphon/status effects. Vampire was my experiment with an AoE disable initiator/support, seemed like a good option for encounters where damage intake needs to be managed, it's usually a simple matter to walk up and plop her down in the right spot to sleep the entire enemy group in one shot. Backup throne was probably going to end up soul armor material, but alas, I evidently needed mind resist sooner than later. Actually I needed to not be stupid sooner rather than later.

Moral of the story: If you're a soul armor titan, GET MIND PROTECTION.
seth2
 
Posts: 6
Joined: Thu Jun 10, 2021 7:57 pm

Re: Hubris and Succubi (YASD)

Postby Ferret » Sat Jun 26, 2021 10:02 am

Oof. That's a rough way to go. :( Yeah, a failed Succubus encounter is basically "time to abandon the floor." That can be hard to do if you're busy being Charmed though. Kayna showing up was just adding injury to insult. :P

Consume Demon's definitely a good thing to have in cases like this: it is a free action with no cooldown, so if you can get even a moment of freedom, you can heal yourself up and still have your action available to begin to make your escape. It may leave your party in rough shape if you have to go crazy with it, but while there is life, there is (usually :P ) hope.

Titan's Fist has some built in resistance to status via Aux Guard, but if it gets overcome, things can go bad in a hurry if you don't have a way to break free. It may be possible to go without Mind Immunity or even Resistance, but in that case, your supporting demon probably needs to have Calm or Mindwatch or something, and ideally be at least Mind Resistant itself to make sure it is always able to fix you up. This is also another problem that sometimes can be solved by summoning a 2nd demon even at the cost of losing some of the Aux benefits for a bit, though capacity is usually rough on Fist summoners so it isn't always going to be possible to have a 2nd demon who is an appropriate aide to every extra-dangerous situation.

Still, Tower:26 is not a bad run by any means, especially for having just come back after awhile. :) Good run, and thank you for the report. :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: Hubris and Succubi (YASD)

Postby seth2 » Sat Jun 26, 2021 10:55 pm

Even with some CON investment and the bonuses, you're typically outnumbered by status users by 2-1 (sometimes even more) and they'll usually have high quality single-target status attacks to begin with, as those are the "common tier" of status attacks. Despite Aux's (and innocent's) status protection and average CON I generally played without considering they existed because you're constantly being hit with them anyway, to the point I didn't even view Mindwatch as that exciting because it'd probably be blasted right through. Maybe with aux, innocent, mind resist, and mindwatch it'd be de-facto immunity, but in bad situations like the one I just died in, I'm not so sure. Then again one probably shouldn't end up in my position to begin with, but just regular zar/gremlin/eloko/lilim/nefilin/yukionna/incubus/couril/etc packs were a huge persistent nuisance. You can power through DoT with bloodthirst or items but I'd consider mind disables (and also mind turn delay) the single biggest counter to Phys-melee Titan, as it turns off all your damage/escape/healing mechanisms in one shot and can potentially even make you kill your own demon (my virtue would die in <1 turn to my attacks which is why I hesitated summoning it). In hindsight I'd definitely have gone adept akateko over dancing akateko for my soul armor, I'd even get some extra HP from it to boot. Sure there are sometimes enemies that blast you for half your HP (I really don't know how the math works for Powers to hit that hard when I have 100ish STR myself) but the summoner has incredibly strong inherent survival mechanics via movement, summoning, items, relic protection, and devour demon anyway, I've never found HP damage to be a major run-threat compared to long-term disables that can't be self-removed with items (of which all are covered by body+mind immunity) and alas, those disables are also how I died.

Although with proper play either faster or mind-protected I think I was in a strong position. For all I know what 20% speed was the difference between most encounters being straightforwardly easy or quite messy. The most important thing in either case is ultimately good decision-making.
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Re: Hubris and Succubi (YASD)

Postby Ferret » Sun Jun 27, 2021 11:30 am

That's true: Mindwatch being effective for a Titan more or less requires that *most* status effects aren't getting through. Something repeatable is probably more useful if you find most status effects are getting past your defenses.

Powers pretty much always have Offense Up active at all times: backed by very high Strength, it can enable them to do fairly absurd damage. Non-Fist summoners who have neglected VIT and defenses in general can get in very real trouble very fast against them, even being forced into Relic Preservation before getting a chance to respond if multiple in a group pull off their initial Rhino Charge -> Lethal Thrust. I actually very, very slightly nerfed their Strength recently, but they're still among the hardest hitting enemies in the game relative to their level.
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Re: Hubris and Succubi (YASD)

Postby seth2 » Sun Jun 27, 2021 9:19 pm

Powers are a great example of an encounter where the Sleep Vampire plan was more effective than tag-teaming with the Throne. The combination of physical resist, extremely high strength, and highrolly damage makes them an uncomfortable target to just faceroll with bloodthirsty attacks, but sleep interacts quite nicely with innocent and single-target titans. Dreamstalker comboes inherently with Innocent as well. I'm interested in doing a sleepy "assassin" titan next but the tools will be somewhat trickier to gather, might need to just spam adept fusions because honestly, Titan doesn't need to spend on much else than collecting its skill kit and a demon with status removals earlygame. This run I invested heavily on constantly fusing and copying skills to my demons even on tier 1, but it turned out to be mostly unnecessary as titan is basically self sufficient post-anomaly outside a couple specific utilities like a status healer and an anti-hero demon.
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