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You need some sustain/good dmg early (heal/shield actives are A tier), then it's a breeze.
Yea the only hard moment of torment 4/5 is 2nd stage. If you survive it you should win easily.
I banned several cards to make the rotation of the ones I wanted faster.
Screenshots of my endgame:
https://imgur.com/sMkcxhf
https://imgur.com/iSAcI9B
Dark Marker + scourge + mulitple Weakens kept me alive through many rough spots.
If you pick John The Builder, the unlocked tower slot does wonders since you have the potential to have four towers up at stage 2.
I couldn't make Judgement work. But I did roll for 1 nuke early-game (not in the first circle, but early in second), and it was make-or-break of this combo.
Also, what did work for me, was focusing on a pure turret damage, ignoring everything else. Before entering the final circle I already had over 1000% turret damage. I didn't pump any crit rate or AoE. Just whatever-buffs-turret-damage, projectile speed, and to a lesser degree: range along with actives. Everything else came secondary. I picked Petrify only in the 3rd-to-last pull, so it had no impact on the gameplay. But getting these two nails (double the projectiles) in the first 1/3rd of the shift was a godscent.
Hope it helps someone!
https://steamcommunity.com/sharedfiles/filedetails/?id=3453156849