Darksiders III

Darksiders III

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SPIDERna Jun 21, 2023 @ 3:24am
Ideal placement of enhancement on hollow weapons?
I'm going for apocalyptic difficulty, and I still can't optimize my build with enhancements.

Is there any tips on which weapon needs a good or specific enhancements?
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Not really. Also depends on your build (Arcane/Physical/Balanced).

Just a couple basic tips:
For the Fire Chains, use the most powerful damage Enhancement you have as it's the weapon with the most DPS in the game.

One dedicated life stealing weapon is also pretty much mandatory for health recovery. I like putting the life steal Enhancement into the Spear. It allows you to heal off of ranged enemies with the counter and in melee, the occasional chain lightning also counts as damage for the life steal.

Other than that, it depends. Just make sure to put utility Enhancements into weapons you are not using, the passive effects are always active. For me, those are the DLC weapons. Don't really like any of them over the base counterpart.
Last edited by InconspicuousBlackVan; Jun 21, 2023 @ 3:45am
Lanani Jun 21, 2023 @ 5:11am 
It really depends on your playstyle. My playstyle on Apocalyptic is mostly whip focused with Havoc form and fortification shards for really difficult fights, stats are 2/2/1 in Health/Strength/Arcane respectively, and my personal go to is:

- Chaos on the whip (my main weapon) for health steal and increased havoc duration

- on the other weapons (without the weapons from KotV):
-- Flame Hollow enhancement (immolation melts blocking enemies)
-- Juggernaut (for physical damage taken reduction)
-- Obscurus (for increased evade invincibility window)
-- Fortune (for increased potency of Fortification shards, which makes Crucible + KotV bosses a breeze)
-- Enoch (increased Havoc form generation)

- on the KotV weapons, if you have them:
-- Shade (reduces arcane damage taken)
-- Azazel (increased Wrath generation)
-- Fortifier (Health bonus)
-- Perdition (crossblade flight speed, can only go on the Crossblade, so switch with whatever from block 1 is on there)
SPIDERna Jun 21, 2023 @ 5:19am 
Originally posted by InconspicuousBlackVan:
Not really. Also depends on your build (Arcane/Physical/Balanced).

Just a couple basic tips:
For the Fire Chains, use the most powerful damage Enhancement you have as it's the weapon with the most DPS in the game.

One dedicated life stealing weapon is also pretty much mandatory for health recovery. I like putting the life steal Enhancement into the Spear. It allows you to heal off of ranged enemies with the counter and in melee, the occasional chain lightning also counts as damage for the life steal.

Other than that, it depends. Just make sure to put utility Enhancements into weapons you are not using, the passive effects are always active. For me, those are the DLC weapons. Don't really like any of them over the base counterpart.
if enhancements have been put in other weapons that are not in-used, the passives take effect ?
Lanani Jun 21, 2023 @ 8:09am 
Correct.
Active bonus - only in effect if you are actually using that weapon at the time.
Passive bonus - always active so long as the enhancement is socketed into a weapon
If you want my endgame/lategame build with which I went through most of the NG+ levels up to Armageddon 9 Reckoning, I just checked and used this:

Whip - Veneration (Whip specific). Used whip mostly to clean up mobs of low tier enemies with its massive AoE and the Veneration's on kill effect is the perfect fit for that. Once fully stacked up, you have a 50% chance of dealing double damage, which just melts everything,

Chains - Fafnir - the biggest damage increase available. Whenever you need to DPS something down, Chains are the go to. Extremely fast attacks and the fastest/most damaging counter in the game. Spammable.

Lance - Chaos - for healing, described in my first post. Also, the mid-air attack does an AoE, providing insane healing against crowds.
Mallet - Obscurus - just for the passive.
Edge - Shade - Arcane damage increase as I was only using it for the charge attacks (which are Arcane).
Talons - Juggernaut - just for the passive.
Polearm - Fortune - just for the passive.
Axe - Fortifier - just for the passive.
Scythe - Enoch - just for the passive.
Salvation - Leviathan - just for the passive.

Unused Enhancements:
Azazel - extremely slow passive Wrath bar buildup. Irrelevant.
Marauder - Item drop rate becomes irrelevant later on. Could be used early on.
Rage - another Wrath generating Enhancement. If you rely/like the Wrath attacks, this could be slotted in somewhere, probably instead of Fortune (but you will feel the item effectiveness loss HARD).
All the Hollow specific ones besides Veneration. Buffing your overall effectiveness is better than just a single Hollow.

Final stats:
64 Health
98 Physical
140 Arcane

Using the Chaos Bringer's Armor. By far the best for general use, even better than Abyssal. The Health bonus on it is insane, which the Abyssal unfortunately completely lacks.

Keep in mind however, that this is a late game build. Things like Fafnir for example will be mostly useless to you in your first and probably even 2nd playthrough as you need to maintain at least 120K Lurchers to get the full 40% damage bonus. So adjust your build as you distribute stats and find weapons that you like.

As for the weapons I was actively using for 99% of the game, it was Whip, Chains, Lance and occasionally Edge (exclusively for the right click stasis attacks). Barely ever touched the DLC weapon set and didn't like the Mallet either.
Last edited by InconspicuousBlackVan; Jun 23, 2023 @ 5:46pm
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