On particular daemons: Blood apes are good fodder. There's a tendril-y deer monster that makes a good tracker, and there's a wasp thing that makes a great flying mount and is (surprisingly) loyal to it's master once summoned.
On stat upgrades: Willpower, Occult, Essence, ramp these for summoning, ESPECIALLY if you get 2nd circle summoning (the power jump and difficulty to summon is immense at this stage).
On charms/spells There's a blood/soulsword spell at terrestrial that lets you use your mental stats as combat stats, very nice. Defensive charms are always a must, especially as you're unlikely to have combat stats to speak of. Finally, social and research-y charms. Sorcery will give you combat/travel/limited medical powers, and these charms will cover most of the rest.
Additionally there is one demon that consumes any poison you consume that can inhabit you stomach and a fairly good 1st circle demon that acts as armour. If you are a Martial Artist go with the Wood Dragon Claw spell, if you are melee or a ranged attacker use Spirit Sword (as it can be wielded by either Melee or Occult).
I'd use the blood apes as bodyguards and thus have them on Defend Other duty at all times (For this useful combat option and many more see the Official Errata). Also Glories Most High has some awesome charms in it in general for Solars. There is one in Integrity which upgrades Solar anima banners, the Twilight upgrade halfs spell costs I believe. Also the Eclipse one is just great...
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Blood apes are good fodder. There's a tendril-y deer monster that makes a good tracker, and there's a wasp thing that makes a great flying mount and is (surprisingly) loyal to it's master once summoned.
On stat upgrades:
Willpower, Occult, Essence, ramp these for summoning, ESPECIALLY if you get 2nd circle summoning (the power jump and difficulty to summon is immense at this stage).
On charms/spells
There's a blood/soulsword spell at terrestrial that lets you use your mental stats as combat stats, very nice. Defensive charms are always a must, especially as you're unlikely to have combat stats to speak of.
Finally, social and research-y charms. Sorcery will give you combat/travel/limited medical powers, and these charms will cover most of the rest.
Hope that helps!
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I'd use the blood apes as bodyguards and thus have them on Defend Other duty at all times (For this useful combat option and many more see the Official Errata). Also Glories Most High has some awesome charms in it in general for Solars. There is one in Integrity which upgrades Solar anima banners, the Twilight upgrade halfs spell costs I believe. Also the Eclipse one is just great...
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