First off, as of 1.2.4 Doombringer is clearly very powerful on normal. I died once of sheer mistake on level 5 or so. After that I wasn't even close. Running through the game and beating both Atamathon (4-5 turns) and Linaniil (first time) without breaking a sweat.
I took a layout of some other guides to do this one....so sue me

What does this guide contain?
1. Introduction
2. Choice of race
3. Stats
4. Class talents
5. Generic skills
6. Misc:Category points/runes/equipment etc.
7. Strategy
8. Change log
1. Introduction
Doombringers offers the great melee combat style with very strong sustains and pretty good mobility. Hence this guide focuses on that and will not try to be a mage. The class uses Vim and stamina and most of you skills unlocks with Strength which is you primary attribute. Constitution and magic should come second depending on what you are skilling at the moment.
2. Race
I will not grade them specifically since I've only beat the game once with doombringer (a few more times with other classes) but unless you have some weird thing for ghouls or dwarves (hey no judging) just go with Shalore.
Cornac gets the extra category point which you don't need. Higher could be good, not as good as Shalore in my opinion. Thalore ... nah... you are a magic user and will hardly put a point into willpower.
Halfling could be good but you will have extra slots for infusions anyway so pick Shalore. Dwarves are awesome ... just not as good as Shalore and Yeeks are defi... (are you still reading this? just pick Shalore already!)
3. Stats
Put your points into Strength. Extras goes into constitution and magic depending on if you picking a magic skill or bumping up thick skin. You will max these three stats out by end game. The rest could go into cunning or willpower. I choose willpower since my crit.chance already was 80+.
4. Class talents
* = bad skill
** = not that good
*** = good
**** = very good
***** = mouthwatering
**(**) = not that good on normal but could be very good on harder difficulties.
underline = name of skill
Combat Techniques
Rush ***
Get one point at level 1 and improve on need for lower cooldown. I found myself in the slime tunnel with still 1 point. If you find rush boots or wanderers rest you probably are mobile enough anyway.
Precise Strikes ***
Max it if your physical crit chance isn't very good by the end of the game, I had like 60% end game before investing in it, lack of better place to put the points.
Perfect Strike **
You will be maxing combat accuracy and don't need this.
Blinding Speed * Shalore (**** other race)
Global speed is good, but not on Shalore since it doesn't stack with Grace of the Eternals which is better. Skip it as Shalore.
Combat Veteran
Not needed at all (on normal anyway). Waste. Would be more fun if two-handed weapon tree was here but that would be to powerful. (Maybe together with a nerf, change this to two-handed?)
Corruption / Shadowflame
Not very good for a melee class. Unlocks with magic.
Wraithform ***
Very good skill that deserves a point right off the bat. Great for escaping (before you get all strong and scary). Ending the spell inside a wall it can be used to teleport. Set it on auto-use since its an instant and gives defense and armor. Add a few more points later if you want. I didn't due to the fact that most of the time I had full health/shield anyway.
Don't bother with the rest of the tree unless you just want to try the skills out. I did max Flame of Urh'Rok but to be honest the cost (90 vim) is a bit steep and not necessary on normal difficulty. On nightmare and up healing from flames could be useful. Fearscape is just too expensive to run alongside Flame of Urh'Rok and also not needed on normal. Darkfire is not that good on normal since you will be one-shotting most mobs anyway.
Corruption / Brutality
Good tree.
Draining assault ****
This is your first attack when in melee. It hits twice, heals you and replenishes your Vim (which does not regenerate by itself). Start the game with a point, get it up to 3 pretty fast and then max it mid game.
Fiery Grasp *
Skip this. I didn't use it once. You want your enemies to swarm you... the more the better! Damage over time is a bad excuse for not killing instantly... Unless you're truly a tormented soul and feel like laughing at you burning enemies for several turns instead of just one-shotting them

Reckless Strike **
Didn't use it once but could be useful om harder settings to abuse when low on HP.
Share the Pain ***
Great on paper but since your enemies will be falling so fast they won't have time to share your pain (unless you count the pain they feel from watching your delighted smirk as you behead them)
A few points and then the scaling falls off a bit.
Corruption / Torture
Yeah baby! Now we're talking.
Incinerating blows ****
This is your first sustain and its great. The damage is mediocre but it stuns in a radius 3 for 2 turns which lets you pick out the casters around you first.
Start the game with a few points, max it later to get the larger radius.
Abduction *****
Such a good skill! Your bread and butter skill and what you use to pick off everything when stopping from auto-exploring. If you target survives it conveniently now resides next to you for finishing off with a draining assault which heals you and replenishes Vim. With destroyer skill from Wrath tree it becomes godly!
Fiery Torment **
I dunno.. I put some points here in lack of something better. Used on tougher bosses to bring down resist and such. Try it out I guess.
Eternal suffering **(**)
Could be great on harder difficulties. Since your killing everything so fast it isn't necessary on normal. On tougher difficulties it could be great since buffs/debuffs becomes essential.
I 5/5 it late game in lack of better place to help with final fight and other toughies such as Linaniil.
Corruption / Wrath
Mohahaha!


Unlock at L10 (for nightmare/insane Cauterize spirit might be needed faster and hence Fearfire)
Obliterating smash ****
Great skill that would deserve five stars if the cooldown wasn't so long. With destroyer skill in this tree you clear entire rooms in one blow. Get it to 4 fast. I think I maxed it late since last level was quite small improvement.
Detonating charge ***
Good damage and an extra rush basically. Great for mobility. With this, rush and maybe rush boots nothing can stop you. The detonating part is meh... you want you enemies clumped together for obliterating smash and effect from share the pain.
Voracious blade ***
Guaranteed crit! More multiplier ... now thats added value! The downside is you only have it for 6 turns so more than 3 kills is not necessary. The extra Vim is to low to matter much.
At end game I had over 90% crit chance without this (thanks to awesome equipment, keep your eyes out for Deathblyd, a new 2H sword made for doombringers that gives +20% crit.)
Leave it at 3/5 points I guess. I never maxed it.
Destroyer ****
Ever wanted to become a genetic experiment between Arnold Schwarzenegger and you worst nightmare. Now you can!
Reduces cooldowns, increases ranges and adds extra attacks to your most used skills. Also bumps you physical power, regen and some immunities. Whats not to like...Max it late game.
Corruption / Fearfire
Unlock at L20 (for nightmare/insane Cauterize spirit might be needed faster at L10) unless you've found one or two really good wild infusions, covering detrimentals. There is also a new item that gives Fearscape shift skill so that makes the tree even less interesting.
I didn't happen on any good wild infusions so I took this at L20 I think.
Fearscape shift ***(*)
Great for mobility, another way to port yourself. Flames will damage you unless in demon or destroyer form. With high fire resistance it doesn't matter that much. Maxed out late game it will deal 300 damage directly and 300 more over 4 turns. Since you will be dishing out 1500-2500 per hit in melee most things don't survive that long. The bonus track is probably great for harder difficulties.
Cauterize spirit ****
Great skill that could kill the unprepared. Get it up to 3/5 maybe 4/5 to handle the damage. Pop a regen infusion or something so make sure you can take the damage.
Otherwise instant remove of all detrimentals effects? Hello insane difficulty... I told you we would meet again

PS. Always use wild infusions, relentless pursuit (mid game) and timeless (shalore) first. This is a backup.
Infernal breath **
Not good for this build. You do so much more damage with Obliterating smash.
Fearscape aura *
Damage is too low for the Vim sustain cost.
Corruption / Heart of fire
Burning sacrifice **(*)
Good for one or to points early. You have to get the mobs burning for this to kick in. And every time you gently stroke them with your burning axe they kinda die right away ...
Devouring flames *(*)
No. Not on normal anyway. Takes a turn which can be used to win the battle instead. Just one point to get to the next skill.
Inferno Nexus *
Not good for this build (or any other?) . Great radius but 100 damage or so end game on burning enemies... nah ... they won't be alive long enough. One point to get to the next skill.
Blazing rebirth ***(*)
Saved me once or maybe twice. Put two or three points to smear out the return damage somewhat. Could be really useful on harder difficulties.
5. Generic skills
Not as detailed but should be pretty straightforward.
Generic Talents
Race/Shalore: 1/5/1/5
Tech./Combat T: 5/5/5/0
Cunning survival: 0/0/1-2/0 (pick up from thief escort to deal with invisible mobs)
Corruption/Hexes: 1/0/0/0 Never used it. Could be good crowd control on harder difficulties. One point should do it.
Corruption/Dem.str: 5/4/5/5 Awesome tree. Get surge of power two points fast to regen stamina and heal. The other skills in this tree are great as well. Max them all in order of preference.
Corruption/Oppression: 0/0/0/0 To be honest I didn't get this tree. Looks bad on paper. Build up fear stacks over several turns? One draining assault swing is all that is needed!

Celestial/Light: 0/0/0/0 Pick up from escort if possible. I took another infusion slot instead since I didn't feel Providence was needed. Extra barrier from rune is better since it's instant and set to auto-use. Also your low on generic talent points as it is (even with elixir).
6. Misc:Category points/runes/equipment etc.
Category Point Order
L10 Wrath
L20 Fearfire/infusion
L36 Fearfire/infusion
Wyrm bile Infusion/Celestial/Light
Inscriptions/runes
2XShielding, Wild Physical/Mental or heroism, and Phase/teleport (get a teleport torque). I had a regen on auto-cast instead of a second shield (hey you use what you find).
Prodigies
I took flexibel combat and Draconic Will.
Equipment priority
Check out new equipment that lowers cooldown on doombringer skills. Otherwise physical crit. chance and critical multiplier. Also all physical damage increase or penetration is great.
Alchemist Quest priority
+2 generic, +2 class +4% physical critical chance, +3 str/con
6. Strategy
Early Game
Get abduction fast to take out casters etc. Build up draining assault and some points in Put points in strength and constitution. Find armor or cloak that gives + health to increase survivability. Get a wild rune and upgrade shield whenever possible. Get a teleport torque or maybe a good wand for some extra distance damage early on. Weapons with +damage is good here.
Mid Game
At this stage you can start considering items that improve physical damage, crit chance etc. but should hold onto +HP items until your shields are reliable enough. Stuff with good percentage usually starts getting better here than base bonus points. Invest heavily in Wrath tree. Get cauterize spirit to 3/5.
Good offense = not so needed defense.
Late Game
You are now a fiery crazed demigod. Enemies run (or should) when they see your many notched, blood dripping weapon. Also most dungeons you leave smells like burnt meat and reminds you of kebab!
Max out destroyer and other great skills. The same goes for generic tree demonic strength. Tinker a bit with skills such as fiery torment and eternal suffering. You'll find that you have more than enough class points but always seem to be short on generic. Get good heal modifying gear and you won't be casting much healing at all.
Beat the end bosses in a few turns without having to bother with the orbs. Smack Atamathon around and put the Linaniil to the torch! Revel in the glory of destruction you brought to the world!
My char:
http://te4.org/characters/47270/tome/b1 ... da68aa57b0
7. Changelog
2014-11-04 first draft [1.2.4]: No changes
Comments and questions are welcome! And be nice ... its my first guide.
PS: I did use equipment from my vault which made the game a bit too easy. I still think a nerf is coming for doombringers. (but please make detonating charge deal more damage around target and remove the knock-back. That would open for more fun and interesting gameplay with oblitering smash, share the pain, burning sacrifice etc.)
/Dhurke (soon to be Dhurke the insane if my temper can handle that difficulty).