Mandragora: Whispers of the Witch Tree

Mandragora: Whispers of the Witch Tree

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What are the best class synergies?
So ive been trying to put some builds together, sadly i didnt find much synergies across talent trees. I played much arround nightshade/vanguard/spellbinder/flameweaver.

The few things i found was, darkvenom from nightshade lets you inflict weakness every 5 stacks of poison. Spellbinder tree has some nodes that triggers on weakness, fire explotion and chaos damage (chaos motes). However this didnt work out for me since the damage even on power scaling weapons is inconsistent, and building arround power nodes leaves you with very low survavility.

Then i tried playing arround bleed/poison. Both suck, especially bleed, even with hard investement (gear+nodes+crit chance)

So flameweaver has Furry, which at first seems it'll be good on daggers, could potentially work with DoTs from vanguard or nightshade, but in reality is kinda of lackluster since you either dont have enough stamina to land so many hits or you either have to dodge because of combat mechanics, so the 15% attack speed bonus is meh.

And that's pretty much it. I ended up playing what really seems to work which is stacking crit chance and crit damage while playing with daggers. No sinergies other than having some poison dots.

Overall my experience with the game felt wierd, while i liked the game itself for its maps, bosses, etc, i disliked not being able to put builds together. As i leveled up the character didnt felt stronger, just more of the same, adding nodes on my tree that wouldnt add much to the whole.

Do you guys had a better time building arround?
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Showing 1-15 of 15 comments
For nightshade you have 3 options IMO: power, spirit, and str/dex+crit.

Power, like you observed, is uneven in my experience. The base damage is the lowest out of the 3, however the procs make up for it. What I didn't like about it are: it's the most fragile, there's no endgame armor that supports it afaik and there are unavoidable knowledge nodes on the way to useful talents.

Spirit is quite nice, mostly due to the free spirit from Sic' em. With a few talents from astral it addresses one of the nightshade's primary weaknesses - survivability, and does that while also increasing damage. It has endgame equips. The main issue is there are only two weapons that deal wyld damage, one very early and one very late.

Lastly is str/dex which I prefer. Flame, combat and nightshade. Pretty much vanguard with daggers. Warrior's might and eternal rage to passively increase damage. Armor breaker, armor kit + ring of the unstoppable further increases damage. It has endgame armor, unfortunately no endgame dagger.

It's also possible to build around shadowstep's invulnerability for nearly 100% uptime, but it's too all-in of a build for me.
Benton May 20 @ 7:22am 
I, for now, am using great sword with tons of bleeding / HP regeneration, got some cool stuff from the flame tree for hp/more dmg etc (but all skills are from greatsword), it's quite strong since you got heavy armor, good stock of HP and it's getting HP back with bleeding and also with spinning attacks.
Be nice if we could add enchantments to Shields as well.
I tried several shield builds and dropped them in favor of the Greatsword/Bleed option.
Originally posted by talkslow4me:
Be nice if we could add enchantments to Shields as well.
I tried several shield builds and dropped them in favor of the Greatsword/Bleed option.
Key to a shield build is to forget about blocking/parrying and just use a tower shield for the bonus armor and shield charge. By endgame an sns build can do about 900-1K per swing.
Chaos weaver - absolutely melts. Invest in mostly power in the chaos tree and use the weapons that S scale with chaos. Chaos beam and shadow orbs help too
I tried all combos.
the best combo is none, going pure 1 tree is the best in term of DPS/Ability usage
Hisoka44 May 20 @ 11:08am 
Thing is, i see people playing mostly with vanguard as bleed/hp regen. I guess everyone just plays the 2 builds that there are on youtube.
Now im testing a build i made my self which works arround fire/burn damage. Going 1h mace and fire relic. It basically combines the physical damage, where the 50% of it is going to fire damage+spellbinder triggers. HOWEVER, im lacking a source of inflicting weakness, which is the only thing i cant figure out how to. Weakness is supposed to trigger on chaos damage, I thought Dark Focus (from nightshade) would trigger weakness, but it doesnt.
flushfire May 20 @ 11:56am 
Originally posted by SilentWhisky:
I tried all combos.
the best combo is none, going pure 1 tree is the best in term of DPS/Ability usage
Wrong.

Originally posted by Hisoka44:
Thing is, i see people playing mostly with vanguard as bleed/hp regen. I guess everyone just plays the 2 builds that there are on youtube.
Bleed is best treated as a bonus and not something to build around.

Originally posted by Hisoka44:
HOWEVER, im lacking a source of inflicting weakness, which is the only thing i cant figure out how to.
As long as you have shadowmelt then any fire damage you do can trigger weakness, including from weapons. Burn damage seems to be excluded. You will of course need to have a chance to trigger weakness in the first place.
Hisoka44 May 20 @ 12:02pm 
Originally posted by flushfire:
Originally posted by SilentWhisky:
I tried all combos.
the best combo is none, going pure 1 tree is the best in term of DPS/Ability usage
Wrong.

Originally posted by Hisoka44:
Thing is, i see people playing mostly with vanguard as bleed/hp regen. I guess everyone just plays the 2 builds that there are on youtube.
Bleed is best treated as a bonus and not something to build around.

Originally posted by Hisoka44:
HOWEVER, im lacking a source of inflicting weakness, which is the only thing i cant figure out how to.
As long as you have shadowmelt then any fire damage you do can trigger weakness, including from weapons. Burn damage seems to be excluded. You will of course need to have a chance to trigger weakness in the first place.

I think shadowmelt doesnt trigger weakness, because the fire damage only triggers chaos damage as a bonus, but its not DIRECT chaos damage. Weakness only triggers at direct chaos damage. So im guessing my only option is to find the chaos runestone and enchant it to my wep. (any idea where this runestone is?)
flushfire May 20 @ 12:14pm 
Originally posted by Hisoka44:
I think shadowmelt doesnt trigger weakness, because the fire damage only triggers chaos damage as a bonus, but its not DIRECT chaos damage.
You can simply test it if you don't believe me.
Hisoka44 May 20 @ 12:30pm 
Originally posted by flushfire:
Originally posted by Hisoka44:
I think shadowmelt doesnt trigger weakness, because the fire damage only triggers chaos damage as a bonus, but its not DIRECT chaos damage.
You can simply test it if you don't believe me.

Yeah, that's why im telling you. It doesnt work. An easy way to test is get unstable burst node, and if it doesnt triggers then you're not getting consisten weakness status
Originally posted by Hisoka44:
Yeah, that's why im telling you. It doesnt work.
https://streamable.com/94k91r
Hisoka44 May 20 @ 1:20pm 
Originally posted by flushfire:
Originally posted by Hisoka44:
Yeah, that's why im telling you. It doesnt work.
https://streamable.com/94k91r

Not working for me. None of my fire/burn hits are increasing the weakness chance. Im playing on 1.3 version of the game
Originally posted by Hisoka44:
Not working for me. None of my fire/burn hits are increasing the weakness chance. Im playing on 1.3 version of the game
The weakness chance was increased by equipping different hat and gloves. I did the first cast with 0% weakness chance just to prove that you need weakness chance in the first place for shadowmelt to apply weakness.

For unstable burst to work you need to apply weakness to an already weakened target, which is difficult unless you're doing hits in quick succession e.g. a DoT spell.
Hisoka44 May 20 @ 1:45pm 
Originally posted by flushfire:
Originally posted by Hisoka44:
Not working for me. None of my fire/burn hits are increasing the weakness chance. Im playing on 1.3 version of the game
The weakness chance was increased by equipping different hat and gloves. I did the first cast with 0% weakness chance just to prove that you need weakness chance in the first place for shadowmelt to apply weakness.

For unstable burst to work you need to apply weakness to an already weakened target, which is difficult unless you're doing hits in quick succession e.g. a DoT spell.

So what's your point? shadowmelt by itself does not trigger weakness. And i need a source to trigger it. Therefore i can only see my self using a chaos runestone.
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