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If you are lucky to start with Strangler and the Stinger path. Then you can pick up the quickness enchanter path after first big boss. And next time improve it to multistrike ontop.
if you get path 1 and 2 at the start. Then path 3 will be offered beside the one you chose at the begining after first big boss.
Most Champions works fine at low Covenant, but as you get higher up you will soon notice how many of them scales rather poorly. For example the hellhorned imp queen and her 10 damage imp cards. Both low damage and takes up precious space. Or the sentient with the path that deals damage to the front enemy everytime its healed. Such champion abilities dependent on other cards quickly becomes useless when you are locked in a final battle with a boss.
Solgard with Coldchannel is an example of a champion scaling extremely well. Stacking increasing amounts of chill on your foes each time you get smacked. Hrm, Solgard ought to work well with Umbra too, as that would give the champion muchly needed longevity to reach full potential. The other Solgard paths is not very good. The Direchannel path is a good example of a -badly- scaling path. Both low damage compared to what Coldchannel can put out, as well only hitting first enemy.
https://steamcommunity.com/sharedfiles/filedetails/?id=2423623641
granted, I was only on cov 16 (I didnt exactly get stuck, I just decided increasing difficulty after around cov 18 wasn't increasing my fun and moved on to other games despite a winstreak)
with the sting/incant line he does start off with the most hp, 100. I think all 3 lines are good if you know how to build around them. incant 3 isn't terrible either. and combo with lifesteal, actually multistrike would make the lifesteal less effective, burning multiple stacks in one round, when with decent buffs he'll only need one hit from lifesteal to be back at full health. with sweep and quick and multistrike, I usually try to put another tank in front of wyldenten and buff wyldenten's attack. with incant line I use wyldenten as the tank. sting spells allow you to draw more cards next turn, allowing you to play more spells in a turn, allowing incant to be better. incant line is pretty good with stygian guard as ally too.
He's also hard for less experienced players to gauge how well you're actually doing in a run with him, because he can steamroll the early to mid game, and then just die to Archus, ring 7, or Seraph because of the lack of sustain.
Just finished this run inspired by your post. Very powerful!
That last part is very important.
I even managed to lose a run where I consistently hit the 999 Ember cap -- I had absolutely zero X-cards in my deck, and the rage stacking from holdover Perils wasn't sufficient scaling in the absence of multistrike/sweep. I think I had something like 2x holdover Perils + holdover/not-consume Kindle, but lacked any way to take advantage...
The base damage of a sting spell might not be insane but don't underestimate the +1 draw. You can also use them as free fodder for Seraph the Diligent (card consume), where the +1 draw is even more useful to counter the "lost" draws from blight cards.
Just to repeat what has already been said, if you want easy wins with umbra just go ember drain and pump a random minion. It doesn't really matter what champ or secondary clan you picked if you can get a strong ember drain build going.