- I had stormshield up, around 80% health, and was fighting a unique orc pyromancer and a rare orc necromancer in HP. There was no indication anything was remotely dangerous.
- I cast Blast. Instantly, shadow decoy triggered because I had been killed, which made me swap places with my shadow and remain alive. In the same turn my Ring of the Dead triggered because I had been killed a second time.
- I used shadow transposition to get out of the fight and behind a wall. Instantly I died to a melee attack. I had blood of life but my lantern was making me undead and I hadn't had time to swap away from it (which I was planning for my next turn).
This character was not fragile so all of this was a complete surprise. I'd been fine in melee for much of the game, never having anything like this happen, burning through two of my death protections and my final life in two turns. By the way, it sucks that I can't inspect Xerena post-mortem to see how it was doing so much damage so fast.
IDK. Anyway, some comments about the character. Here's my logic for the build:
- Why Shalore? Because the lore is that Doomed are fallen mages. Also Timeless is very good.
- I found from experience that it's quite strong in the early game, below level 20, to rely on Force of Will and Darkness schools. Float points in Willful Strike and Reproach, until Dark Torrent and Blast are available. The combination of Dark Torrent and Blast is enough to rip through pretty much everything while keeping it at a distance.
- Around level 20 I picked up shadows specifically so that I could get Shadow Decoy. This is simply too strong an ability to pass up. It saved me from death around 11 times over the course of the game. My run would have ended much sooner without it.
- Since I already had shadows, I decided to also go with advanced shadowmancy. Advanced shadowmancy is nice because it lets you deal damage at long range, often even from the other side of a wall, while also distracting enemies from yourself. However, my own character's damage modifiers do not work for advanced shadowmancy; instead it uses the shadow's damage multiplier from the Shadow Warriors talent. So, damage wasn't that great. Against a test dummy at level 50 with all 4 shadows I managed to average 3000 dam/turn over 30 turns, but of course this would be much lower in actual combat with shadows getting killed and perhaps with me being unable or unwilling to get close enough to melee, and with the enemies having resists and armor.
- Between Timeless, Relentless Pursuit, and Shadow Transposition, it wasn't necessary to have a Shatter Afflictions rune. I never missed it.
- I took the Adept prodigy and the Blighted Summoning prodigy, so that my shadows would have bone shields and last longer. Blighted summoning seemed decent for a committed shadowmancer. I had tried to get the Corrupted Shell prodigy to double my at-the-time very low HP, but wasn't able to beat the Grand Corrupter at that time. Adept prodigy was great anyway so no big loss.
- Up until my completely unexpected death, the most challenging opponent had been Vor, because his relentless AOEs killed my shadows before they could do much damage.
- I neglected to get psiblades mastery because I didn't know about it. By the time I learned about it, my Shalore racial talents prevented me from ever entering Zigur. Next game I'll just float those racial points in the early game so I can enter Zigur and learn psiblades.
- I also didn't get the cursed aura talent tree because I was trying to keep it simple. I hear this was a mistake.
- I went with heavy armor for survivability in melee. (Fat lot of good that did me! Although tbf I had lower AC at my death than I had for most of the game.) I've heard other players will not take heavy armor on doomed but will still fight in melee. That seems crazy to me, doesn't seem possible.