YAQ: Crown of Glory, Light and Healing

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YAQ: Crown of Glory, Light and Healing

Postby Sandman25 » Mon Jan 18, 2016 5:17 pm

It looks like I am the only forum poster without wins so I resumed my next attempt to die :)
I have just met a preta with Blessweaver and Fervor which are very nice but I am not sure whom to disband. There are so many modified demons in this game that I don't know what to do with silver/golden matrixes. I didn't meet a single Faerie before Tower 5 and after some forum conversation I guess it is ok, I don't need it.
I started naming demons for clarity, Headless was renamed to "Useless" for example :)
This is first game where I activated link for Asrai, surprisingly it went quite easy. I was near a corner so 3 my units could attack 2 hostile units. "Deadly melee" was using Daring Cut (Headless wasn't useless before I traded the ability) to buff me, adjacent Lifegiver Healer was dodging attacks, healing as needed and sometimes attacking while its Low Profile allowed Anti Fire to fire Flame Darts at minions who were weak to fire.
I used student tome and sage tome to prepare Anti Ice for next fights, I love when a demon with immunity to fire uses ice attacks and a demon with immunity to ice uses fire attacks. I still need "Corrupt" demon to give Tormentor to Anti Fire.
Is Corrupt ability that good, seems useless except to make enemy artillery run out of SP?
Finally I started using runes vs 4 Jiang Shis, they were not that hard after flaming rune they were weak to. Too bad I failed to complete link for a modified one.

Code: Select all
Demon Party Dump File
Version 1/2/2016, Scoring Model: 1/1/2016
Dump file created at: 1/18/2016 12:06:42 PM


Summoner SandmanXXV...
was chosen by the Crown of Glory,
selected Light and Healing as their starting elements,
is currently at Tower:5,
and is still alive!



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

Name : SandmanXXV
Level: 4
MaxHP: 55
MaxSP: 100

Strength: 14
Magic   : 7
Vitality: 22
Agility : 14
Cunning : 13

Resist: Light
Weak  : Dark

Abilities Known:
1) Crusader Slash (Type: Slash, 10 SP. 70 Power attack. Has a 50% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
2) Throat Slash (Type: Slash, 10 SP. 70 Power attack. Has a 35% chance to inflict Mute, which prevents the use of non-physical abilities.)
3) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. Also grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
4) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
5) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
6) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which hinders HP and SP recovery.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Blood Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's offense by 20%.)

Inventory:
1 Bolt rune
2 Pure gem
2 Chakra gem
1 Gold matrix
2 Heal gem
3 Heal stone
1 Venom rune
2 Silver matrix
1 Orange essence
1 Chakra stone
1 Pure stone
1 Flame rune
1 Trouble chime



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

Name : Healer (Lifegiver Goblin)
Level: 4
MaxHP: 48
MaxSP: 100

Strength: 10
Magic   : 15
Vitality: 17
Agility : 14
Cunning : 14

Resist: Fire
Weak  : Mind

Abilities Known:
1) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
2) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
6) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
8) Life Siphon (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)


Name : Melee (Deadly Red cap)
Level: 4
MaxHP: 49
MaxSP: 100

Strength: 26
Magic   : 6
Vitality: 14
Agility : 12
Cunning : 12

Resist: Body
Weak  : Electricity Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
4) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
5) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
6) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
7) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
8) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which hinders HP and SP recovery.)


Name : AntiBodyDark (Chindi)
Level: 5
MaxHP: 44
MaxSP: 100

Strength: 6
Magic   : 20
Vitality: 15
Agility : 15
Cunning : 19

Immune: Body
Resist: Slash Pierce Ice Dark
Weak  : Impact Electricity Light

Abilities Known:
1) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
2) Blood Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's offense by 20%.)
3) Snuff Out (Type: Dark, 25 SP. Attempts to instantly kill the target (lower HP = higher chance, 0% chance until 30% of maximum HP, 100% chance at 20%). Cooldown: Dark (3))
4) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
5) Frost Ward (Type: Defense, Passive. Provides a 33% chance to block Ice attacks. This works even when Stunned, Paralyzed, etc.)
6) Fiery Claw (Type: Slash, 10 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
7) Life Siphon (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
8) ------------


Name : Corrupt (Vile Freybug)
Level: 3
MaxHP: 41
MaxSP: 100

Strength: 8
Magic   : 13
Vitality: 8
Agility : 13
Cunning : 23

Resist: Ice Body
Weak  : Fire

Abilities Known:
1) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Life Siphon (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
6) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
7) ------------
8) ------------


Name : Anti Fire (Ukobach)
Level: 3
MaxHP: 39
MaxSP: 100

Strength: 7
Magic   : 20
Vitality: 7
Agility : 16
Cunning : 15

Resist: Fire
Weak  : Ice Light

Abilities Known:
1) Searing Touch (Type: Fire, 5 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
3) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
6) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
7) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)


Name : Cursed Zar
Level: 3
MaxHP: 41
MaxSP: 100

Strength: 8
Magic   : 10
Vitality: 8
Agility : 13
Cunning : 26

Resist: Mind Dark
Weak  : Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
4) Yellow Whisper (Type: Mind, 20 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (8))
5) Distract (Type: Debuff, 15 SP. 70% chance to reduce accuracy by 20%.)
6) Piercing Cry (Type: Debuff, 25 SP. 70% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (6))
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
8) ------------


Name : Lifegiver Easg saint
Level: 3
MaxHP: 45
MaxSP: 100

Strength: 4
Magic   : 23
Vitality: 14
Agility : 14
Cunning : 10

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
2) Quiet Prayer (Type: None, 0 SP. Reduces Light and Dark cooldowns by 1 turn. 25% chance of an extra, random benefit as well.)
3) Humble (Type: Light, 20 SP. Must target a character whose HP is more than 50% of their maximum. 70 Power attack. Cannot miss. Cooldown: Light (3))
4) Judge's Mien (Type: Light, Passive. Light attacks have a 50% chance to inflict Guilt on targets whose last action was a damaging ability, healing those who damage the targets (excluding reactions).)
5) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
6) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets. 150 Power heal. Applies Mended.)
7) ------------
8) ------------


Name : Anti Ice (Asrai)
Level: 4
MaxHP: 40
MaxSP: 100

Strength: 5
Magic   : 26
Vitality: 7
Agility : 18
Cunning : 14

Immune: Ice
Weak  : Fire

Abilities Known:
1) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
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 by 12%. Cannot miss.)
4) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 5.)
5) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
6) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
7) Yellow Whisper (Type: Mind, 20 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (8))
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)



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

Name : Slime
Level: 2
MaxHP: 49
MaxSP: 100

Strength: 19
Magic   : 7
Vitality: 18
Agility : 4
Cunning : 12

Weak  : Pierce Fire Ice Electricity Body Light

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Block Impact (Type: Defense, Passive. Provides a 33% chance to block Impact attacks.)
3) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
4) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
5) ------------
6) ------------
7) ------------


Name : Malingee
Level: 2
MaxHP: 35
MaxSP: 100

Strength: 23
Magic   : 4
Vitality: 9
Agility : 15
Cunning : 9

Resist: Fire
Weak  : Ice

Abilities Known:
1) Fierce Stab (Type: Pierce, 5 SP. 70 Power attack.)
2) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
3) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
4) ------------
5) ------------
6) ------------
Last edited by Sandman25 on Thu Feb 04, 2016 1:39 pm, edited 1 time in total.
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Re: CiP: Crown of Glory, Light and Healing

Postby Ferret » Mon Jan 18, 2016 6:16 pm

Don't worry, you're not the only regular poster without a win. :) I know of at least one other. :D

This build was a bit of an experiment in terms of the number of modified demons present... it was a bit too much, I think. It will definitely be getting dialed back significantly in the next build (though probably not all the way to where it was either.)

Infection has two primary uses: restricting SP recovery, as you noted, and also reducing healing. Most enemy healers do not have access to Cleanse, making it an excellent way to negate their contributions. It also works well if you can land it on enemy heroes and/or summoners and their minions: the effect lasts a long time, and the reduced recovery adds up over a longer battle.

Finally, a bit later game, Infection can be used to trigger various other Body effects, you've already got a little of this with Blood Rot, but there are several other abilities that build off of it and other Body status effects.

As for what to ditch for the Preta... hmmm. That is a tough one. You've got a ton of good guys (so many modified guys... crazy build is crazy) ... maybe the Freybug? His abilities seem to be well distributed already, or you have other ways to access the effects they provided. Red Cap is a possibility too, but Poison is nice and I'm not sure Daring Cut -> Fervor is a good trade for this party, since you're already using Intent heavily.
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Re: CiP: Crown of Glory, Light and Healing

Postby Sandman25 » Mon Jan 18, 2016 7:50 pm

Freybug was my first candidate too, I just didn't mention it to hear objective opinion :)
I don't use Intent that often, just learned it recently (I used to underestimate buffs and I am trying to change it). By the way, are there any plans to provide action table like in DCSS? It could be very useful to see what actions PC took.
I agree that modified demons should be more rare, though I will miss randomness of the game. It is cool when games are so different, I even saw abilities which I had never seen before :)
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Re: CiP: Crown of Glory, Light and Healing

Postby Ferret » Mon Jan 18, 2016 8:26 pm

Yeah, Intent is great, don't get me wrong. :) Just doesn't mix well with Fervor since both share the Cantrip cooldown. :) If you want access to both +POW and +ACC, right now Daring Cut is a better choice than Intent... although I will point out that if you have attackers who don't use accuracy, you could just give Fervor to them since Intent isn't needed. :D

The increased randomness has been fun I agree :) I'll see about finding some ways to keep some of that without completely blowing things out of the water like the modifier change seems to have done. :D
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Re: CiP: Crown of Glory, Light and Healing

Postby Sandman25 » Tue Jan 19, 2016 12:55 am

That's an interesting idea, demons who don't use accuracy. There are many abilities for that.
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Re: YAQ: Crown of Glory, Light and Healing

Postby Sandman25 » Thu Feb 04, 2016 1:41 pm

Quit the character. I have been sick for two weeks so I couldn't play roguelikes and now that new version is out I should play it instead, too many modified demons felt broken.
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Re: YAQ: Crown of Glory, Light and Healing

Postby Ferret » Thu Feb 04, 2016 4:25 pm

Ouch, sick for two weeks? :( Well, I'm glad you're feeling better. :)

And yeah, too many modified demons was no good. It's still more than it used to be, but hopefully not insane like it was in the previous build. :D
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Re: YAQ: Crown of Glory, Light and Healing

Postby Sandman25 » Thu Feb 04, 2016 4:35 pm

Thanks ;)
I want to try heavy debuffs idea which I read on the forum, should be interesting experience.
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