![]() Shadow Warriors also boosts the damage of Shadows' spells. They tank damage, deal damage, and pin enemies. They wander off and do their own thing, but that's actually really good because usually that means they're already killing stuff before it even targets you. Shadows are what really makes this class work. ![]() Never put any points in this terrible category. Dark Torrent is not terrible aside from the fact that it's like your only talent that does darkness damage. This category takes a whole lot of points to do pretty much nothing. If you have a hate on mind crit item, this will likely keep you at max hate for the entire duration. ![]() Unseen Force is like a bunch of mini Willful Strikes, which is obviously amazing. Also this is your only talent that lets you corner snipe aside from the Shadow stuff (if you have vision of the target) and Cursed Sentry. Sometimes it hits twice because of the knockback but I don't know a way to do this reliably. I think it's pretty obvious that this is an essential talent on Doomed.īlast dazes, knocks back, and does lots of damage. Poor range makes this not as important as your other talents.ĭeflection makes you not die. Willful Strike had okay damage but the knockback is great. If you get the fourth Shadow without spending a category point, then the last category point can go to Survival or Fears or even boosting Cursed Aura if you somehow got a bunch of Shrouds and Nightmares items.įorce of Will: 1/3/0/0 early, 1/5/5/5 core, Willful Strike luxury You can boost Shadows earlier if you value the fourth one over the Inscription slot but waiting is good if you are holding out for Umbraphage or a mastery amulet to drop. Something like Insc, Insc, Advanced Shadowmancy, boost Shadows. If you have low enough mindpower that it can't be salvaged, you probably want another defensive prodigy or you may want to re-evaluate your gear choices to build more mindpower and then take Superpower or PES. If you have 90 or higher mindpower without Superpower or PES, then I recommend Mental Tyranny instead for more Madness procs. ![]() If you have under 90 mindpower and Superpower or PES will push you over 85 mindpower then I recommend one of those at 42. I don't know about other difficulties but on Insane the mindpower sweet spot is around 90 where you can semi reliably beat the mind save of almost anyone including the final bosses. Spine of the World at 30 for the Ruined Earth combo. In hindsight I should probably have used a second Movement over the Wild. I actually used Movement, Regeneration, Heroism, Wild, and Shielding but I found a really good Shielding Rune and had Boots of the Hunter so I didn't use a second Movement Infusion. Standard set of Movement x2, Regeneration, Heroism, Wild/PD/Shielding. Otherwise Thalore and Ogre are decent as always but neither have any synergy. Shalore gives the Ruined Earth + Spine of the World + Timeless combo and Doomelf's Haste of the Doomed and Pitiless are greatly appreciated. Prodigies: Spine of the World at 30, Superpower, PES, or Mental Tyranny at 42 Inscriptions: Movement, Movement, Heroism, Regeneration, Wild/PD/Shielding Seriously just read the guide for where to put spare generic points. Spare class points can go in any talent from the four used categories other than Hateful Whisper. Like in my Corruptor guide, I'll put a tl dr build at the top but you really need to read the whole thing to actually understand how to play this class because it's a weird one. I like to teleport away from Melinda while she's still in the room where I found her, and clear all the enemies on the floor before returning for her.Seems like very few people have any idea how to play this class but somehow it just clicked for me so I guess I'll write a guide. Be warned though, she acts a lot like an escort, and this is a dangerous area! As long as you're in her LOS, she'll follow you, unless there's an enemy around. If you kill all the cultists in time, the girl will start following you around. Having powerful ranged attacks is also quite helpful, but not absolutely necessary. Movement abilities such as Rush, Movement infusions, and controlled phase-door are very helpful here. You start with a very tiny time limit, and every time you kill a cultist, you gain more time (the less cultists there are left, the more time the ritual takes them to complete). If you kill all the cultists in that room before the time limit (which represents how much time you have until their ritual is completed), you can save the girl.
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