Doombringer Guide & Analysis

Builds, theorycraft, ... for all defiler classes

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xSeQueL
Wayist
Posts: 25
Joined: Sun Apr 26, 2015 6:00 pm

Re: Doombringer Guide & Analysis

#16 Post by xSeQueL »

I've messed around with Doombringer a bit but can never get past level 6 without dying, they're super squishy early game...

Sirioh
Cornac
Posts: 39
Joined: Tue Apr 12, 2011 3:52 am

Re: Doombringer Guide & Analysis

#17 Post by Sirioh »

Many of my attacks don't seem to be properly refunding the vim cost when they kill targets. I just killed a wretchling by itself with obliterating smash, and went from 38 vim to 19. The attack only dealt physical damage to the target (and that damage well in excess of its health), so it is not as though my attack left it with a sliver that then killed it with incinerating blows proc or some minor damage over time on its own turn. Only other thing I can think of is that the target wasn't immediately adjacent to me, instead being one tile away (but nonetheless struck by smash's arc).

Anyone know if this is intended functionality for this class, a bug due to the mixed stamina/vim costs, or something else?

huldu
Low Yeek
Posts: 5
Joined: Sat Oct 17, 2015 2:50 am

Re: Doombringer Guide & Analysis

#18 Post by huldu »

This class must have been fun to play pre-nerf I take it? To me it feels rather weak at least for now, I've only got one up to 15 or 16, playing roguelike. I just don't see me getting it above 25 without dying a single time. I've already had 3-4 close calls. The worst part by far was getting out of the starting area, that felt so unbalanced in every bad way. I'd always end up right next to a rare/boss in the Gloom, the same happened in Trollmire, but then I got lucky and managed to escape out to buy a new infusion and then I could finally progress. I think it actually took me about 5-6 attempts to get to that part. To be honest I've only had that bad experience trying to get a ghoul or yeek out of their starting area.

Majestix
Halfling
Posts: 93
Joined: Thu Feb 05, 2015 5:00 pm

Re: Doombringer Guide & Analysis

#19 Post by Majestix »

huldu wrote:This class must have been fun to play pre-nerf I take it? To me it feels rather weak at least for now, I've only got one up to 15 or 16, playing roguelike. I just don't see me getting it above 25 without dying a single time. I've already had 3-4 close calls. The worst part by far was getting out of the starting area, that felt so unbalanced in every bad way. I'd always end up right next to a rare/boss in the Gloom, the same happened in Trollmire, but then I got lucky and managed to escape out to buy a new infusion and then I could finally progress. I think it actually took me about 5-6 attempts to get to that part. To be honest I've only had that bad experience trying to get a ghoul or yeek out of their starting area.
I don't know whether anything has changed since the above post, but I actually think that the starting area is extremely well balanced. Love the expansion so far (currently lev 18 on Insane/RL, the furthest I have got so far).

tabs
Wyrmic
Posts: 298
Joined: Tue Mar 08, 2016 3:55 pm

Re: Doombringer Guide & Analysis

#20 Post by tabs »

Found this guide to be very helpful! Won (normal/adventure) with a halfling: http://te4.org/characters/190198/tome/5 ... 4e33c14123

It was really very easy past level 25 or so. I'm looking forward to improving on the character for Nightmare.

tabs
Wyrmic
Posts: 298
Joined: Tue Mar 08, 2016 3:55 pm

Re: Doombringer Guide & Analysis

#21 Post by tabs »

Won Nightmare/Adventure with a nearly identical character.

http://te4.org/characters/190198/tome/0 ... 37436f3fed

Still cruised through the endgame, managed to save Aeryn this time too. Largest problem I had was lack of any ability to debuff enemy sustains.

Couple things I'd note re: the guide...
a. really nice having abduction at 4/5 or even 5/5. Damage change is trivial, but that extra range is great for nabbing casters.
b. I found fiery torment less than useful since I was doing overwhelmingly physical damage.
c. I prioritized Dismember over Surge of power in the Corruption/Demonic Strength tree and ended with 5/1/5/5 in the tree at the end. Maybe juggle points in Surge if you're frail early, but lategame I really hope you won't need it, what with Blazing Rebirth. Also, Dismember is great for the on-crit effects even after you have 100%critrate.
d. I never touched Hope Wanes despite it being patently awesome. Definitely not needed and frees up generics.

Hempel123
Cornac
Posts: 44
Joined: Sun Jan 20, 2013 9:06 pm

Re: Doombringer Guide & Analysis

#22 Post by Hempel123 »

How are you doing enough damage? I really struggle in the last dungeon on my way to the final boss.

hatsuyume
Posts: 2
Joined: Tue Dec 06, 2016 6:17 pm

Re: Doombringer Guide & Analysis

#23 Post by hatsuyume »

So I started playing a Doombringer today. I found a Tirakai's Maul when I was level 2 and have been using it for the entire run until now (level 18). According to the wiki, the weapon's base stats will scale with the tier of gem I put in it, and nothing I've found in stores or dungeons seems to be an upgrade. How will I know when I have found a better weapon?

Also, what infusions do people suggest? I currently have magic/mind Wild, Movement and Heal and really could do with another slot but was planning on taking the category with Destroyer in it at level 20 (I took the cat with Cauterize Spirit at 10).

posetcay
Halfling
Posts: 100
Joined: Mon Apr 18, 2016 9:46 pm

Re: Doombringer Guide & Analysis

#24 Post by posetcay »

I would recommend going 5/0/0/0 in Opression. Hope Vanes has too high cd and vim cost while also removing stacks. Doombringer is generic starved so freeing those points help a lot. Horrify is pretty solid. Also Tirakais Maul isnt very good early game since it deals "on crit" dmg and you have no crit early game.
posetcay, the guy who only plays Doombringer

Number43
Wyrmic
Posts: 239
Joined: Tue Dec 20, 2016 7:46 pm

Re: Doombringer Guide & Analysis

#25 Post by Number43 »

So you know, you can replace the gem in Tirakai's maul with a new one, but you don't get the old gem back. In addition to the stats on the gem itself, it gets higher other stats for higher tier gems.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Doombringer Guide & Analysis

#26 Post by Razakai »

Yeah Tirakai's Maul is pretty good early even with low crit. It does more damage than non-artifact weapons of equivalent level, so it's worth equipping a tier 2 gem from Trollmire 4 asap which is on par with some of the Last Hope items.

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Doombringer Guide & Analysis

#27 Post by Effigy »

Number43 wrote:So you know, you can replace the gem in Tirakai's maul with a new one, but you don't get the old gem back. In addition to the stats on the gem itself, it gets higher other stats for higher tier gems.
Unless it was changed recently, you do get the old gem back when you socket a new one in the Maul.

Kiralio
Wayist
Posts: 16
Joined: Wed Mar 18, 2015 6:46 am

Re: Doombringer Guide & Analysis

#28 Post by Kiralio »

I want to draw your attention to an item choice that was left out of the guide, the Blighted Maul.

It comes with a steep penalty to attack speed, but in exchange you get one of the most powerful on-hit procs in the game:
Damages enemies in a radius 1 of your target (based on Strength)
This is especially significant because Obliterating Strike activates proc effects, meaning if you use it with this weapon on a group of enemies, every single one that you hit will proc a radius 1 strength-scaling burst of damage, which quickly stacks up to ridiculous numbers.

It's also a 50% drop from the Rotting Titan in Rak'Shor Pride, meaning that it's very easy to find compared to some of the other Tier 5 options.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Doombringer Guide & Analysis

#29 Post by ster »

Sadly Blighted Maul's proc is useless against single enemies which are the majority of dangerous fights in the game (still does really good damage though due to its high power and str weighting). It does do work against summons and necromancer minions though, and you have gspeed so you're attacking at 100%. Definitely would use on any 2hander guy that doesn't get sawrd or legacy of the naloren.
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: Doombringer Guide & Analysis

#30 Post by visage »

ster wrote: and you have gspeed so you're attacking at 100%.
Conveniently, Doombringer attacks happen at spell speed rather than weapon speed, so Blighted Maul's speed penalty is a lot less relevant to them.

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