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For the weapon choices, my go to picks are listed first with other strong alternatives also listed after for each career. For talents, I'm listing the numbers from left to right on each row and starting at level 5.
Battle Wizard:
Melee: Crowbill (if you have DLC)/1h sword/Mace
Staff: Conflag/Fireball/Flamestorm
Talents: 3/3/2/2/3
Battle Wizard talents are usually based on the staff picked, so be wary of that.Talent rows lvl 5/10/15 usually have decent options between 2 or 3 choices which are:
1 vs 3 on row lvl 5
1 vs 3 on row lvl 10 (2 can be picked if true soloing)
2 vs 3 on row lvl 15 (1 is basically for block cost reduction meme build)
Pyromancer:
Melee: Crowbill (if you have DLC)/1h sword/Mace
Staff: Beam/Bolt/Conflag
Talents: 3/2/2/1/2
For the first lvl 5 row you could run 2 instead of 3 for the attack speed which is also good, but I usually like the heat bonus.
Unchained:
Melee: Crowbill (if you have DLC)/Mace/1h sword
Staff: Fireball/Beam/Conflag
Talents: 2/1/3/2/3
The first lvl 5 row has a +20% maximum health option, but I highly recommend against it since Unchained is usually more at risk of dying due to overheating rather than losing all of her health. The 25% max overcharge is basically more breathing room with overcharge and allows for more offensive power with staves. It also lets you maintain a 5 stack with much less risk of exploding.
For melee weapons, you generally will run attack speed/crit chance/swift slaying on just about everything. Also, you may have noticed I put crowbill as the melee weapon for everyone because it is just so strong for armored damage. It compliments Sienna's horde clearing staves so well.
With the staves you go for certain breakpoints with either infantry/skaven/chaos and get crit chance otherwise. Traits on staves you go for thermal equalizer for the most consistent heat reduction, but heat sink is workable on pyromancer due to her crit chance passives. Barrage can also be ran if you don't feel like you need the heat reduction. Hunter could even be ran as well if you feel like its better than barrage. You can play around with better heat or more damage to see what feels better.
For necklaces you always run 20% health and can run block cost reduction or +2 stamina for extra pushes. Generally you want to pick barkskin to run on all careers, but natural bond seems okayish on Battle Wizard if you want to run the 30% healing talent. Natural bond as a trait really only gets good value if you cannot reliably get a lot of temp health. If temp health is not a problem for you, natural bond is basically useless since temp health is just as good as green health for defensive purposes as long as you can maintain it. Boon of Shallya could be ran too, but it's generally overkill for temp hp generation.
As for charms you have to consider what breakpoints you are going for, but usually you consider +5% attack speed otherwise. Decanter/Concoction/Proxy are all fine options. It's somewhat situational what is better. I usually just go with Decanter because I'm lazy.
Trinket is also fairly cookie cutter with +5% crit and 33.3% curse resist with the trait being either shrapnel or grenadier. I personally use grenadier all of the time on all careers because getting a bomb dupe can trivialize a terrible situation where you get overwhelmed by elites. Shrapnel is useful for boss damage mainly. Bombs in general should only be used in stressful moments with elites or on bosses. Bombs can be used on bosses to cause stagger, which is very useful for grabbing threat or freeing a grabbed team member. Bombs should usually not be wasted on simple horde trash unless you feel like you're being totally overwhelmed.
I'm sure somebody will critique this, but these setups are quite strong for normal legend.
Weapons: Sword and Bolt Staff.
The staff should have Hunter, which can be quite reliably procced with a handful of quick bolts, and the power boost transfers over to your melee as well. This way with max Unstable Strength stacks and hunter up you're at +85% melee power. You will shred anything that isn't armored, and the bolt staff helps with things that are. Since you're a horde clearing machine at melee, Bolt is also the most synergistic choice for UC IMO, giving the team some always welcome sniping ability and allowing you to personally handle anything.
Talents: Form of the Fire Wind; Essence Syphon; Natural Talent; Reckless Rampage; Tick, Tick, Tick...
Your ulti is almost exclusively for preventing an overcharge explosion death, so upgrading it's pitiful damage potential would be a total waste.
Unchained or Pyromancer
1st weapon: Crowbill
2nd weapon: Nothing
Talents - any
Gameplay:Spam space + a or d and left click. You get bonus point every time crit pops on light and you 1shot elite with crowbill.
...Unchained or Pyromancer for best results.
Resourceful Dagger crit + bcr, stam, as
Resourceful Bolt crit + infantry
Necklace health + stam, bcr
Charm chaos + inf
Trinket crit + whatever
Sustainable as ♥♥♥♥.
You dont need vampiric for this build. so u can heal ur mates for 20%.
Equipment:
Enjoy your 80%+ legend pub winrate.
I actually found mace to be more clumsy towards hordes than crowbill. Albeit supplementing timed dodges into the mix, crowbill is more than manageable towards dealing with small clumps of enemies. Even with just running +5 atkspd. If your looking to solo charge down hordes with sienna, fireball's a definite "go to" in that department.