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I've tried minion builds many times and I feel like the key is toadblood and suspend mortality. Those two seem like the most powerful spells/skills for that route.
https://steamcommunity.com/sharedfiles/filedetails/?id=3208665637
https://steamcommunity.com/sharedfiles/filedetails/?id=3209275631
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My first win was with a Fan of Flames focused Arch Sorcerer build.
I usually almost always grab Fireball / Icicle / Lightning Bolt after Realm 1 to cover the basic elemental resistances/weaknesses/early shield (with Icicle double-hit).
Grab Fan of Flames Realm 2 - this will be our most used/most damaging spell for a very long time, due to following:
- Extremely good chaff clear, efficient as all hell due to built in channelling;
- Fire being a common resistance will be dealt with by upgrading with Fan of Frostfire - nothing in the game is immune to both fire and ice, as far as I know + adding another damage component let's us double dip on +damage equipment/skills;
- The short range will be built around with +range skills/spells, which is easier to acquire than +radius;
Sometimes I also grab Chaos Barrage early to take care of tanky enemies (Arch Sorc will later buff this significantly).Now we should try to play until we get Arch Sorcerer - more damage, more range, more charges, more good. If you feel like you need to pick up anything, go for it, but don't delay Arch Sorc too much - the damage/charge/range improvement helps with our cantrips not taking forever to kill;
Now come the memes - we pick up, in no specific order (gauge for yourself how your run is going, pickup anything you need - mobilty, CC, etc. if necessary), the following skills/spells.
With all the stuff, we now have a ~20 range cone of "delete this general area of the map". Due to the stupendously wide cone, this will curve around almost any walls, as long as you're not point blank to them. We'll be hitting pretty much any Spawner that is in the general vicinity of our aimpoint.
Grab any additional support spells you want. Blink + Blindcast basically becomes a teleport with our +range (and allows repositioning to kill more spawners). Anything that gives you +charges or +duration for Mystic Vision is also good, since it only has 4 charges and extending 8 turn duration is good; Blinding Light lets us not die in open maps, etc. Your build is very flexible at this point;
For skills, further support is provided by:
Equipment-wise, recommendations:
Forget about summons/pets/sigils, because we'll be covering about a quarter of the map with our Fan of Fire/Ice Death at a time. Very few summons will be able to survive this;
#1 got exotic pet on rift 2, managed to clear to rift 4 only with 2 lvl1 spells so I had 7 SP for Hatebolts. Hatebolts currently completely trivialise everything the game has until rift 20, just keep scaling it (+n effects, poison upgrade, Disintegration, sorcery + fire lord etc). Use the many unused points you have for something to deal with the bosses (Rain of Fire uses many of the things you already have and annhilation rocks are really good).
#2 World of Ice + Splitting Shards. Basically make enemies not play the game, need to be lucky to get some dmg scaling from items for bosses and not hit 100% ice resistant enemies. Icicle + Frozen Orb, then Frostbite -> Word of Ice -> Shards. Ice + ele burst spell is decent as damage from another scource than ice or phys.
Basic idea is to throw enemies everywhere with dispersion which will then cast arcane missile for each enemy teleported. Throw out your arcane orbs, which you can also use dispersal on to teleport them closer to enemies if you're camping on a corner of the map. All of your damage output is based on arcane missile so it's pretty easy to build albeit with a slower early game.
Prince of ruin combines with Serpents of chaos is great, throw in a spammable mass summon (wolves with the pack upgrade is what i use) and throw on Annihilation blade (mass armamnet upgrade). This constantly let me have hoards of minions doing annihilate to everything constantly. Each time a minion casts annhiliate they summon 3 snakes and if an enemy dies to any of the damages it cascades (never even bothered to pick up the cascading annhilate upgrade). had a couple challenges but mordred was done just after his first arena reset.
Wolf pack + Toadblood makes a lot of levels ezpz, just gotta avoid ghosts till you can spam mass armarments. I had wolves clocking in thousands of damages per level with the annihilate strat. Late game i switch to holy order, any upgrade is fine. with all the minion skill upgrades/equipment they all become almost unkillable.
biggest problem i had was with the giant chaos serpent bossfight
Wolves and Glass Mushbooms + Jar of Embers, to start. I managed to get Jar of Ectoplasm while I was at it, and would not have minded having Trollblood too, but they are not vital. While glassed enemies are resistant to fire, the burning aura procs Melting Armor, which reduces Physical resistance by 10, on top of the already massive debuff of Glassed to physical, which all nature summons deal by default. Fire damage as an AOE also seared through the first couple of realms and would halt the healing of Trollblooded enemies. What fire didn't kill, the Glassing and mob violence did. Jar of Embers procing on all summons is a nice boon too. Second: Mantismaker Staff and Lifespark Lantern Skill. This was vital for resupplying my forces after I had spent them all. The only spells I had were Wolves, Toxic Mushbooms, Bears, and Eagles. The sheer quantity of mantises and lightning bugs helped as both a constant source of DPS and meat shields while my other minions were naturally healing. I added Minion Regen and Natural Healing, which made it so that all of my summons healed not only by turn, but while I was spamming summons on the rollout. Third to come was Toadblood and Scent of Blood, which spawned even more minions as my existing minions died or were injured, which they would heal to farm more blood if they survived. Fourth skill was Hemocorruption, since all of my minions were healing constantly. After this, it was just grabbing Hordemancer, Conjured Vitality and Aggression, and Arch Conjurer to really nail it together.
Some more honorable mentions were that I had acquired Orc Houndmaster, Glass Butterfly, and Redcap Spawners, and an Immortal Redcap as an Exotic Pet, but outside of the Houndmaster Den, which were all subject to minion items as well, they were not as useful as I would have liked. I had acquired some thorns, but as Glassed Enemies skip their turn while glassed, it wasn't pivotal as it would be otherwise.
I should mention that every turn took quite a while to complete, even on XTurbo speed. Probably my own hardware, but keep it in mind that you'll have a LOT of entities to go through their turns every turn.
Some notes:
- I ended up getting something that summoned a fire elemental for every x amount of fire damage dealt. This actually made a massive difference to my survivability all the way to the final boss as you keep spawning more and more for free, they're fairly durable and take a lot of heat away from you (especially in close range where you need it most), and any that die are usually quickly replaced, even by their own doing.
- 1 damage for Disintegrator may not sound that impressive in description but effectively ended up doing as much damage as Fan of Flames on its own and was #2 in highest damage as a result.
- I ended up taking some skills that reapplied damage as a different damage source, such as holy, which seemed to help in bypassing some resistances. Enemies with both fire and ice resistance can be a pain.
- Blink was a great panic button, especially in the last few levels where enemies have a habit of teleporting you.
- Investing in Mystic Vision pays off very well, especially in the last few levels where the charges and durations help a lot to keep going.
Anyway, very fun build, I would recommend trying it. Thanks for sharing it!