Dual Shields: Procs for the win ( Insane )
Posted: Mon Feb 19, 2018 10:23 am
Here's the winner: https://te4.org/characters/215967/tome/ ... 9b4cdfbf73
I've done it in a speedrun manner, and dare myself to enter High Peak at level 42( cleared 2 orc bastion and 2 locations required to come back west and nothing else ). I think I died 5 times to Elandar, and for the first time inspected and studied Elandar after the 3rd death.
The last fight, I killed the boneshield one pretty quickly, then the ground was mostly covered in darkness, I somehow can't use either rocket dash or fearscape shift (is it a bug?), that leaves movement infusion being the only gap closer and Elandar either pushing me away or teleport or vanish herself every other turn, making the fight unnecessarily painful. Then I finally realized I could stay next to wall where she won't be able to push me away, and somehow I got lucky she decided not to teleport away for a while, so I killed her in I think 8-10 turns.
Someone please share the general tactic for a melee character in that last fight.
Back to the character, I was trying to build a best melee adventurer, and switch between saws and dual shields. As core concept, both builds take Demonic Pack / Doom Shield, to abuse the proc damage and tankyness. Overall, the dual shield builds is way more tanky and has on par damage, the saws build has more mobility choice and covers the debuffs better in early to mid game.
Core Concept
1. Shield increases 2.5% proc damage per accuracy. For a character with 80 accuracy, your proc damage hits 300% as hard. Triple damage!
2. Earthen Power = 2 shield attacks & 1 counter attack, adding TK staff and Shield of Light, that's 5 hits per turn, each 300% proc damage.
3. I'd say Demonologist is the best defensive class in game due to Osmosis Shield and Blood Shield, imaging how good they are with 2 shields instead of 1...
4. There is an ego that proc damage equal to armor value and an artifact Blackfire Aegis, both greatly boost your offense and unique to shields.
Build Overview
Race
Dwarf as the only available choice.
Stats
Magic = Cunning > Willpower > Strength
Prodigies
Flexible Combat
Arcane Might or Pain Enhancement System or Cauterize
Class
Wild-gift / Earthen power: 5/1+/1/0
Corruption/Demonic Pact: 5/5/1/5
Corruption/Doom Shield: 3/3+/0/0
Celestial / Guardian: 2/1/3+/0
Corruption / Fearfire: 2+/1+/0/0
Wild-gift / Ooze: 5/1/1/3
Technique / Agility: 5/0/0/0
Chronomancy / Temporal Combat: 2/1/2+/1
Cunning/Lethality: 2+/5/0/0
Generic
Race/Dwarf: 1/2/5/0
Techniques/Combat Training: 5/5/0/4+/0/0 (accuracy is damage, more the better.)
Psionic/Finer Energy Manipulations: 3+/1/1/5 (so you can TK a staff)
Technique / Thuggery 1/5/5/5
Thoughts
1. I experimented 4 new trees in the winner:
Wild-gift / Dwarven nature: summon tanks, then cleanse 5+ debuffs. Great but not necessary in late game, especially when you just want to cleanse, it took two turns. So I replace it with Lethality in this guide, for much needed all penetration, as you can take down those level 90+ epic/boss with 90% all resist/antimagic shield/flat damage reduction and 10+ sustains.
Technique / Thuggery: Great. 50% stun and confusion immunity makes it much easier to achieve 100%, plus crit chance/crit multiplier/attack speed/armor pen/physical resist pen, all good staff. Best thing is, you have enough generic points to invest deep into this tree.
Corruption / Fearfire: gap closer + all debuff removal. Wonderful. the hp cost of Cauterize Spirit looks scary but really is not. Fact I only invest 1 point in my build.
Technique / Agility: would you invest a category point for: "45% chance to deflect any income damage by 250", yes, that's how ridiculous this talent can be with 500 block value. That's essentially 45% evasion since nothing really hit you harder than 250 hp. Instantly feeling like a boss when I pick it up at level 36.
2. After reach East, you'll have a cog icon talent, plus Cauterize Spirit / Fiery Cleansing, that's 3 "all debuff" removals, 2 with relatively low CD. Adding Reasign / Wild infusion and high saves from Dwarf, I didn't have any problem with debuffs late game.
3. With 8% vamp, Agile Defence + Mitosis + 200 armor, I already "arrow key" in and out 2 orc bastions without paying attention. Plus Osmosis Shield + Blood Shield paired with 500 block, and Retribution / Stoneskin/ Stone Fortress/ Reabsorb... I feel this build is a defensive overkill, as 90% of the game is a sleep walk.
4. Offensively, the only worry is the last fight, where resist pen is needed for killing it more quickly ( 10 turns isn't bad, but more chance for drama ), 99% the time, the proc damage will melt down everything in first contact. You don't get to "Demon Seed" a rare if not close in it with a movement infusion.
5. Temporal Combat seems unnecessary, but the early to mid game damage can be vastly different w/o it, in my experience. Somehow it hits very hard.
Order
take Guardian + Fearfire (save 1 cate before so you can take both) at level 10, then Thuggary -> Agility -> Lethelity.
Equipment
1. offensively, looking for: accuracy and proc damage early game, and critical chance, acid/physical penetration after Corrosive Cone.
2. defensively, looking for: heal mod and stun/confusion immunity.
3. utility, looking for: teleport and gap closer like rush.
Optimize
Temporal Combat & Agility can be replaced if you find a better fit to the build.
Potential candidates including eldritch shield/temporal/rampage/bone/celestial combat/shadowflame/shadow magic
That's all.
I've done it in a speedrun manner, and dare myself to enter High Peak at level 42( cleared 2 orc bastion and 2 locations required to come back west and nothing else ). I think I died 5 times to Elandar, and for the first time inspected and studied Elandar after the 3rd death.
The last fight, I killed the boneshield one pretty quickly, then the ground was mostly covered in darkness, I somehow can't use either rocket dash or fearscape shift (is it a bug?), that leaves movement infusion being the only gap closer and Elandar either pushing me away or teleport or vanish herself every other turn, making the fight unnecessarily painful. Then I finally realized I could stay next to wall where she won't be able to push me away, and somehow I got lucky she decided not to teleport away for a while, so I killed her in I think 8-10 turns.
Someone please share the general tactic for a melee character in that last fight.
Back to the character, I was trying to build a best melee adventurer, and switch between saws and dual shields. As core concept, both builds take Demonic Pack / Doom Shield, to abuse the proc damage and tankyness. Overall, the dual shield builds is way more tanky and has on par damage, the saws build has more mobility choice and covers the debuffs better in early to mid game.
Core Concept
1. Shield increases 2.5% proc damage per accuracy. For a character with 80 accuracy, your proc damage hits 300% as hard. Triple damage!
2. Earthen Power = 2 shield attacks & 1 counter attack, adding TK staff and Shield of Light, that's 5 hits per turn, each 300% proc damage.
3. I'd say Demonologist is the best defensive class in game due to Osmosis Shield and Blood Shield, imaging how good they are with 2 shields instead of 1...
4. There is an ego that proc damage equal to armor value and an artifact Blackfire Aegis, both greatly boost your offense and unique to shields.
Build Overview
Race
Dwarf as the only available choice.
Stats
Magic = Cunning > Willpower > Strength
Prodigies
Flexible Combat
Arcane Might or Pain Enhancement System or Cauterize
Class
Wild-gift / Earthen power: 5/1+/1/0
Corruption/Demonic Pact: 5/5/1/5
Corruption/Doom Shield: 3/3+/0/0
Celestial / Guardian: 2/1/3+/0
Corruption / Fearfire: 2+/1+/0/0
Wild-gift / Ooze: 5/1/1/3
Technique / Agility: 5/0/0/0
Chronomancy / Temporal Combat: 2/1/2+/1
Cunning/Lethality: 2+/5/0/0
Generic
Race/Dwarf: 1/2/5/0
Techniques/Combat Training: 5/5/0/4+/0/0 (accuracy is damage, more the better.)
Psionic/Finer Energy Manipulations: 3+/1/1/5 (so you can TK a staff)
Technique / Thuggery 1/5/5/5
Thoughts
1. I experimented 4 new trees in the winner:
Wild-gift / Dwarven nature: summon tanks, then cleanse 5+ debuffs. Great but not necessary in late game, especially when you just want to cleanse, it took two turns. So I replace it with Lethality in this guide, for much needed all penetration, as you can take down those level 90+ epic/boss with 90% all resist/antimagic shield/flat damage reduction and 10+ sustains.
Technique / Thuggery: Great. 50% stun and confusion immunity makes it much easier to achieve 100%, plus crit chance/crit multiplier/attack speed/armor pen/physical resist pen, all good staff. Best thing is, you have enough generic points to invest deep into this tree.
Corruption / Fearfire: gap closer + all debuff removal. Wonderful. the hp cost of Cauterize Spirit looks scary but really is not. Fact I only invest 1 point in my build.
Technique / Agility: would you invest a category point for: "45% chance to deflect any income damage by 250", yes, that's how ridiculous this talent can be with 500 block value. That's essentially 45% evasion since nothing really hit you harder than 250 hp. Instantly feeling like a boss when I pick it up at level 36.
2. After reach East, you'll have a cog icon talent, plus Cauterize Spirit / Fiery Cleansing, that's 3 "all debuff" removals, 2 with relatively low CD. Adding Reasign / Wild infusion and high saves from Dwarf, I didn't have any problem with debuffs late game.
3. With 8% vamp, Agile Defence + Mitosis + 200 armor, I already "arrow key" in and out 2 orc bastions without paying attention. Plus Osmosis Shield + Blood Shield paired with 500 block, and Retribution / Stoneskin/ Stone Fortress/ Reabsorb... I feel this build is a defensive overkill, as 90% of the game is a sleep walk.
4. Offensively, the only worry is the last fight, where resist pen is needed for killing it more quickly ( 10 turns isn't bad, but more chance for drama ), 99% the time, the proc damage will melt down everything in first contact. You don't get to "Demon Seed" a rare if not close in it with a movement infusion.
5. Temporal Combat seems unnecessary, but the early to mid game damage can be vastly different w/o it, in my experience. Somehow it hits very hard.
Order
take Guardian + Fearfire (save 1 cate before so you can take both) at level 10, then Thuggary -> Agility -> Lethelity.
Equipment
1. offensively, looking for: accuracy and proc damage early game, and critical chance, acid/physical penetration after Corrosive Cone.
2. defensively, looking for: heal mod and stun/confusion immunity.
3. utility, looking for: teleport and gap closer like rush.
Optimize
Temporal Combat & Agility can be replaced if you find a better fit to the build.
Potential candidates including eldritch shield/temporal/rampage/bone/celestial combat/shadowflame/shadow magic
That's all.