Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But at heart it's a bursty aspect. You generally want to lean into that. Bindings like Incinerate, poison vapor, quicken and especially cleave are poor choices for the clairvoyant. and smokebomb and cone of frost CAN work, but it aren't ideal. Delayed damage isn't what the clairvoyant is all about, and while there are times that an un-augmentented spirit bomb can't be made ready on certain turns, the clairvoyant generally can't spare the will to use quicken.
Afterimage and Invigorate are GREAT options to bolster what the clairvoyant already does well. Blink and Grasp and shield wall can help with certain key things the clairvoyant might have trouble with. Cultivate and Restoration don't much help, but they don't really hurt. Cultivate can give you will later when you might really need it (to gain shield with telekinesis, for example) but it costs you a will when you might not be able to spare it.
For gameplay, you should generally:
1) position your orb
2) use psychic pulse
3) If you can get to 3 charges this turn, grab an orb and use psychic pulse again before spirit bombing. If you CANNOT get to 3 charges, use spirit bomb THEN grab the orb (to reduce cooldown).
4) finish your turn AWAY from enemies about to spawn in, and any surviving enemies, and ideally near the edges of the map. You want all the enemies to approach ONE side of you to be grouped up better.
Some notes:
- Spirit bomb doesn't consume charges unless you're already at 3. feel free to use it for burst damage below 3 charges if other stuff is on cooldown
- using telekinesis to repeatedly move your orb through yourself builds shield, and can be a plausible way to stall for a turn for CDs or will
- get good at ending your turn so that enemies will walk themselves right into your orb auras
- spirit bomb, without augments, and with ideal use of orbs, will not be usable every 3rd turn. Either stall on the 3rd turn, use other bindings for damage, augment your spirit bomb for -1 CD, or find some vestige sources of CD reduction.
Vestiges and sets:
Clairvoyant gets the same awesome use as anyone else out of shadow, vigor, and verdant. Those sets are just OP at the moment and are worth aiming for always. Magic damage is your focus....even if you were to grab grasp as a drafted binding, it's a tool, not a main source of damage.
Now that's out of the way, the vestige sets where Clairvoyant DIFFERS from other classes - Since clairvoyant has a higher than normal incentive to draft non-damaging bindings, Starwalker can be a useful set if you aren't using grasp/blink. Clairvoyant also frequently has will issues, with moving around the orb, using pulse, and then an increased cost nuke (increased even more with super spirit bomb), picking vestiges and sets that give will discounts or bonus will per turn or shattered will is a bit higher priority than most other classes - Cultivated Harmonies gets special mention here as an absolutely AMAZING vestige for clairvoyant. Kwilling hoarder is probably a lower than normal priority, due to all the other competing sets. Unless you constantly get offered alchemist, expert binder, physical, and treasure hunter stuff over and over, you can usually do with less rerolls than many other aspects and just grab partial sets of several useful sets rather than driving hard at a specific one.
Magma Miner and chainbreaker are the ones I have real issues with getting the 20 done.
Magma miner feels easy to me now. A really common pitfall seems to be people choosing nondamaging drafted bindings and using them mid-turn, and then wondering why they can't do damage.....if you draft a nondamaging binding....blink, shield wall, etc. Use it at the start or end of the turn only. Burn generally feels weaker than poison. Sure it decays slower, but it's never about the decay is it? it's about stacking as much on as possible for the biggest end-turn hits. So you can go burn, but magma miner often works better just focusing on physical damage. go damage/healing/crit or focus on Kwillings and do whatever you want with near infinite money.