Stealth Adventurers

Builds, theorycraft, ... for all adventurer builds

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

Re: Stealth Adventurers

#16 Post by visage »

Gavinfoxx wrote: Fri Jul 02, 2021 3:22 pm Did anyone determine the 'best' Adventurer Stealth build yet? Especially a ranged focused one?
I've found that the following are all good enough that Insane is a cakewalk, but not so good that I've managed to beat Madness with them:
  • Artillery + Psyshot (with the remainder of the core being: Predator, Endless Hunt, Ooze, Scoundrel, FEM; I've found that Poison isn't worth the investment)
  • Mechanical Arms (with the remainder of the core being: Predator, Endless Hunt, Ooze, Absorption, Mobility)
  • Ooli's non-perma-stealthed "mindstar cursed + stealth"
If I had to pick one to be the strongest overall for Insane and lower, I'd probably say the Artillery build -- you can maintain enormous distances with just about any enemy. The Mechanical Arms build has the advantage that you can easily focus on a single damage type, which make resistance penetration easier to come by, but that's not a critical problem for Artillery before Madness.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Stealth Adventurers

#17 Post by Sirrocco »

I tried to get mechanical arms + tentacles to work, and I just couldn't get the arms to actually trigger. What is necessary for mechanical arms, to function anyway? I feel like arms+throwing knives + tentacle would be a pretty solid combo if you could actually get it to work, but at the moment I'm not convinced that it's even possible.

Yeah, you'd be splitting damage types, but I'm pretty sure you could largely ignore that, act like the tentacle damage was the only damage that really mattered, and do pretty well.

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

Re: Stealth Adventurers

#18 Post by visage »

Sirrocco wrote: Sun Dec 04, 2022 2:05 pm I tried to get mechanical arms + tentacles to work, and I just couldn't get the arms to actually trigger. What is necessary for mechanical arms, to function anyway?
Mechanical Arms attacks with the offhand mindstar, so that can't work with tentacles.

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