Siralim Ultimate

Siralim Ultimate

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Hell Knight and The Hands-Off Team
By Horde
The purpose of this guide is to walk a player from beginning to end through the process of making an auto-kill Hell Knight. By the end of the guide, the build will develop into something that can survive the hardest settings in the game regardless of their random effects without hardly ever needing to click a button during combat. I started three new games and played them through to the milestones needed to write each section of the guide. At the end is my notes on the furthering journey outside the scope of the original guide. I may or may not continue it.
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Specialization and Perks
For this build, we'll be using Hell Knight because of its Kindling perk. It has quite a few utility perks to increase the effectiveness of the Firestorm spell that Kindling provides as well as boosts to the combat ability of your creatures. The theory behind this build is making use of Firestorm, other spells, and triggered effects that happen outside of the normal combat order. Eventually, survivability options will be added to allow for delving into the harder dungeon settings and fights. My final build export is over here if you want to TL;DR - Build Dump[pastebin.com]

The cornerstone perk of this build:
Important things to note about this perk:
  • The first creature in your team Casts the spell
  • It Casts at the beginning of combat before any action is taken
  • It hits All enemies
  • It applies a Debuff called Burning to All enemies
  • The damage for both the Spell and the Debuff are based on the caster's Intelligence
  • It is a Chaos (Red) Spell that is Cast but not a Spell Gem
The accompanying buff to the cornerstone perk:
This should be your second grab for perks. It directly affects the damage of your Firestorm based on your Attack and applies directly to other utilities we will be stacking to go along with it.


The other perks are all great but, I'd highly recommend picking up Magma Diver, Massacre, Reckless Abandon, and Indomitable (pick this as early as you feel is necessary). They will only really be used for cleanup or when debuffed with Silence.
Early Game
Note: The game has reorganized creature placement and appearances since this was written. I will work on redoing it when I have the time. These are not essential to the build and do not negate the final result. You will just need to pick up different physical creatures for early game until you get to Diabolical Horde creatures.

I'm going to list decent choices that play well with Firestorm (or at least can kill story bosses) early game. These will all be replaced as soon as unlocking Bastion or as late as Barrens. I'm recording this as I play through a New Game so I can provide a more realistic build list.

Starting out we've got a Chaos Asura and a Light Vivifier. Not a terrible start as you can craft Molten Armor for later and a 2x Attack Sword for the Asura to get by. That'll carry us until we customize our first team. Let's see what we get.

I started grinding Realm 2 until I had a full team with Asura, Satyr, Pilwiz, Pilwiz, Hellhound, and Ent in order to prepare for the boss at Realm 3. Make sure to Save + Restart when you get enough to make a creature then head back into a fresh realm (Can't gain creature points if you have one of the same type ready to make). Make Pilwiz Peasants above anything else but don't run without a full team to save for it. The Hellhound and Ent will carry any lackluster DPS for a little bit.

My goal before reaching Realm 6 was to have a fully Sword Artifact team of Pilwiz Peasants and Gimp Mummies with an Ent. I also slowly started building my artifacts and spell gems. At this point, I was able to start handling Mini-boss rooms without much issue making resource grinding much faster.

Creatures:
1x Ent
2x Pilwiz
3x Gimp Mummy

Artifacts:
6x Sword - Atk - Atk - Atk/Int - Damage Reduction (Anything +Atk for now eventually pure)
1x Staff - Int - Atk/Int - Int/Def - Damage Reduction (Anything +Int for now eventually pure)

Spell Gems:
2x Antidote - Removes Debuffs for emergencies
2x Constriction - Shut down problem targets

3x Nightmare - Shut down problem targets
3x Vampirism - Give everyone heal on hit for extended fights

Once I got 100 perk points (Start of Caustic Reactor), I took Kindling and switch my highest Intelligence (with Personality Growth Up Intelligence or Field Item Tome of Shrewdness etc) creature into my first slot and put the Staff on him. From now on, all priority goes to maximizing the Staff for Intelligence, Spell Potency, Damage Reduction. This is when you also unlock Crazed Leper. Another essential piece of the puzzle. I swapped Ent out for him immediately.

2x Pilwiz
3x Gimp Mummy
1x Crazed Leper

Leper is in the first slot with Staff once he levels up (Highest Int until then). Everyone else is Swords. Personality wise making sure no Sword holders have Down Attack and the staff holder doesn't have Down Intelligence. Nothing else much matters at this point. Didn't bother upgrading any spell gems. Firestorm's damage will suck early on - expect it. Until we start adding multipliers, it is just a debuff for now.

Grabbing at least 3 Noxious Smogs from Caustic. We'll need them for fusion. As I was collecting Noxious Smogs, I realized the Ent just wasn't getting Mending off enough to be worth it. I ended up swapping him out for one of the Noxious Smogs. Once it was leveled up, it was far more reliable.

I've been adding Inner Focus perk as points allow. I can see it slowly raising Firestorm and Corpse Explosion. It may be more viable to focus on the AoE damage and Crit perks at this level but I'm sticking to my original idea.


Mid Game
This point begins with Bastion and Fusion. It is where the build starts to come into its own. Slowly building all of the pieces below as we go. Start with Noxious Smogs to fill the missing pieces for secondary infuse (to get Chaos) until you unlock the rest.

Perks to get:
Finish Inner Focus then go for the Magma Diver>Massacre>Reckless Abandon combo. Picking up Indomitable when Scorned Debuff starts becoming a nuisance.

The team will consist of:
6x Diabolic Horde creatures
Starting with the Atk, Int, Def, HP, Speed variations. Can customize later.
Fused with:
1x Sunclaw Gargoyle or Noxious Smog
1x Stonehorn Gargoyle or Noxious Smog
1x Thunder Salamander or Noxious Smog
1x Crazed Leper
1x Oculum Leech
1x Leech Digger

This adds:
123% Attack
60% Int, Def, HP, Speed
30% Damage
Up to Triple Cast on Firestorm and Inner Destruction
Up to Double Cast on Corpse Explosion
Leech healing on all damage

Artifacts:
Staff All Intelligence Stat - Spell Potency - Damage Reduction - Horde Trait (Diabolic Revolution)
Sword All Attack Stat- Attack Damage - Damage Reduction - Horde Trait (Odd One, Bloodline, Diabolic Protection, Diabolic Link, Celestial Fortitude - Recommended in that order)

Chaos Spells (Replace any missing with another Chaos to keep trait bonus):
3x Inner Destruction - Cast Twice - Increased Damage - Penetrate Defense
3x Molten Armor - Cast on Heal (Do Not Use Cast on Attack)
3x Savage Roar - Cast Twice - Cast on Attack - Cast on Heal

Death Spells (Replace missing with "Enemies" or "Caster" or "Your creatures" spells NOT "Target"):
One each of: Annihilate, Decay, Defile, Damnation, Unholy Augmentation, Wormrot
Upgraded with: Cast on Attack - Cast on Heal - Generous
End Game
By this point, you should be done with the main story and have Gambling and Relics unlocked. The build really starts to shine after Realm 100+. A small tip: turn on Turbo Mode and Double Movement in Options - Gameplay. It'll cut your grinding time a significant amount. Also, be sure to check my Tweaks and Discoveries section down below. It'll have changes to the build as problems arise while I'm trudging the depths.




Creature One
We have a Shrewd Personality (Up Int, Down Speed) Diabolic Spectator + Thunder Salamander with an Int + Final Excretion Staff for the Firestorm and Corpse Explosion combo. Using the Triumvir to boost spells even further and add another Firestorm trigger (Prioritize getting rank 30 asap). His spell set is Inner Destruction that casts at the beginning of an enemy's turn, Savage Roar to buff Attack on trigger, Suds to play off our perks to make all our creatures Attack on trigger. 15 Int Scrolls.

Creature Two
We have a Daring Personality (Up Attack, Down Speed) Diabolic Watchman + Sunclaw Gargoyle with an Atk + Celestial Fortitude Sword for AoE Attacking, Inner Destruction, and Damage/Reflect Reduction. The spell gems are the same for all the Chaos based creatures to provide maximum spell charges and triggers. Dusk & Dawn is low priority but adds a debuff and Attack boost. 15 Attack Scrolls.

Creature Three
We have a Daring Personality (Up Attack, Down Speed) Diabolic Observer + Clamorous Cockatrice with an Atk + Pharaoh's Boon Sword for AoE Attacking, Inner Destruction, 2 more race count (11 total for Horde traits), and 40% All Stats (4 Chaos class). The spell gems are the same for all the Chaos based creatures to provide maximum spell charges and triggers. Ferro relic is low priority just an Attack boost. 15 Attack Scrolls.

Creature Four
We have a Daring Personality (Up Attack, Down Speed) Diabolic Commander + Stonehorn Gargoyle with an Atk + Diabolic Revolution Sword for AoE Attacking, Inner Destruction, 2 more Casts on Chaos Spells (Firestorm, Inner Destruction, etc), and 3 more Horde race count (11 total). The spell gems are the same for all the Chaos based creatures to provide maximum spell charges and triggers. Wintermaul relic is low priority for Attack boost and debuff. 15 Attack Scrolls.

Creature Five
We have a Daring Personality (Up Attack, Down Speed) Diabolic Henchman + Oculum Leech with an Atk + Diabolic Link Sword for AoE Attacking, Leeching heals for Cast on Heal, and essentially a 450% Health increase for the team (75% of Combined Health or Health*6*0.75 or Health*4.5). The spell gems are debuffs and extra damage to debuffed with "Enemies" targeting so that Cast on Heal uses them correctly. Fleshripper relic is low priority for Attack boost and debuff. 15 Attack Scrolls.


Creature Six
We have a Daring Personality (Up Attack, Down Speed) Diabolic Intruder + Leech Digger with an Atk + Bloodline Sword for AoE Attacking, 30% Damage Boost, Protection from Blighted, and constant Class damage/defense bonus. The spell gems are debuffs and anti-magic buffs with "Enemies" or "Your creatures" targeting so that Cast on Heal and Cast on Attack uses them correctly. Rosenthorne relic is low priority for Attack boost and debuff. 15 Attack Scrolls.
How's This All Work?
  • Firestorm will cast up to 3+ times as soon as the battle starts (Gargoyle and Thunder Salamander)
  • Corpse Explosion will trigger up to 2+ times per death caused by Firestorm hitting all enemies and repeat the cycle for each subsequent death
  • Inner Destruction will hit up to 4+ times per Gem equipped (One on each Chaos creature on your team) at the beginning of an enemy's turn (Spell Gem Trait, Gargoyle, and Thunder Salamander)
  • Corpse Explosion will trigger again
  • All your creatures do AoE damage, always critically strike, Leech, and a Second Attack
  • Every attack has a chance to Cast Flamestrike based on the number of Burning enemies (They all have burning from Firestorm) which can cast up to 3+ times per original cast per burning enemies (6*6*(3+) times)
  • All your creatures have access to up to Eight spells each that can trigger both on Attack and on Heal to buff the entire team, debuff all enemies, or both.
  • Your creatures will all have 85% Damage Reduction by Artifact Tier 50 which, combined with 25% Damage Leeched, makes you immune to reflect Instabilities and also causes Cast on Heal Spell Gems to trigger.
  • Resurrection on Death Traits and Instabilities WILL drive you crazy. But, they cannot kill you. There is a solution to this in the Tweaks section. Reduced healing combined with silence and reflect can stop you, however. So, be careful.

Max Realm & Instability Nether Boss right after unlocking and making a relic set.
Tweaks and Discoveries
I'll be using this section to talk about changes I've made as I've progressed deeper and made more discoveries.


  • I've discovered that Spicy Suds is not functioning properly at this time. So, I switched those out on my Chaos creatures with Blastwave (Cast Twice, Cast on Attack, Cast on Heal) to get bonus from Firestorm's burning
  • I picked up a Barbarian Poem and discovered it negates the Resurrect on Death nuisance from Instabilities. Swapped out Final Excretion for it since that wouldn't trigger anymore anyway. Works on everything but bosses and creatures that resurrect due to something other than dying making it great for grinding. No more endless chain spam or having to skip resurrection instability rolls.
  • I noticed Blastwave and Acid Rain weren't doing enough work on my Artifact spell slots and also that charges don't matter. Swapped out for Rapture, Cruelty of the Wild, Firewall, Sandstorm, Pestilence, and left one Blastwave. This stacks up some nice debuffs and plays off them. Rapture on the first creature since its Firestorm + Triumvir combo has him casting his Artifact spell before combat and it's the most severe.
  • I haven't figured out a viable way to replace the two death creatures. Their healing trigger and debuffs are just too powerful for extended fights and some instabilities. That's my next goal though.. trying to find viable replacements. Obviously, the traits I can switch between weapons and fusion but the spells are practically irreplaceable.
Anointments LV 415+
Getting anointments unlocked wasn't too hard. Very few bosses can stand up to Firestorm and triggers. About the only danger was getting a Silenced or Damage/Stat Reduction debuff in the Instability rolls as down at this depth they can get quite broken values (Firestorm going from 3mil to 1k for example). I've not unlocked everything I want to use yet, but here's my planning board so far. I'll update as I go. Guilds of Rodia is a pain in the ass and very tedious. It's going to take quite some time.

Burn Their Corpses
Ranks: 1
Cost Per Rank: 100
Anointment: Yes
If an enemy dies while it is afflicted with Burning, it cannot be resurrected.
Pyromancer anointments can be obtained by defeating Nebodar.
Note: This will allow me to switch out the On-Death prevention trait and put Corpse Explosion back in use. And it works on bosses. Since Firestorm casts before the fight and applies Burning immediately, it will cover most instances.

Echo
Ranks: 1
Cost Per Rank: 100
Anointment: Yes
Your creatures Cast spells an additional time.
Evoker anointments can be obtained by defeating Caliban the Unredeemed.
Notes: Adds another cast of Firestorm and triggers that go along with it.

Eternal Echo
Ranks: 2
Cost Per Rank: 50
Anointment: Yes
Your creatures Cast spells 1 additional time per rank.
Maximum Bonus: 2 additional casts
Spellweaver anointments can be obtained by defeating Hydranox.
Note: Same as above, more Firestorms and triggers.

Convocation
Ranks: 1
Cost Per Rank: 100
Anointment: Yes
After your creatures Cast a spell, they gain Arcane.
Warden anointments can be obtained by defeating Jotun.
Note: Due to Triumvir, This will essentially guarantee a continuous double damage throughout all the extra casts and fight.

Rigor
Ranks: 1
Cost Per Rank: 100
Anointment: Yes
Your creatures are immune to Snared, Frozen, and Sleeping.
Reaver anointments can be obtained by defeating Loid Prime.
Note: This will prevent two of the most annoying debuffs - Frozen and Sleep. There's no anointment for Silenced unfortunately. I've not found a solution to that yet. I might consider switching to one of the Classes that has it innate then move all the HK anointments over that provide the main grunt work of the Firestorm build. All depends on how guild grinding goes.


I want to move around a lot of traits going forward. Obviously, the one noted above for burning resurrection prevention for Corpse Explosion.

I'd also like to drop all the death spells and go pure Chaos at this point. So, I want to remake the 5th and 6th creatures to Horde/Horde with the Leeches as Artifact mods (Still need those On-Heal triggers, reflect safety, and Blight prevention) . I'm not getting a whole lot of use out of the death debuffs anymore now that Firestorm is wiping out most of the mobs before battle. Having more Chaos gems increases overall damage by a great deal from the 3 per creature chaos gem damage buff trait. My 6th creature keeps crashing the game when it attacks as well. So, maybe remaking it will help with that.

I'd also like to switch out the +Speed Horde trait for something more useful. Speed is irrelevant in this build. I want the enemy to take their turns first if they're not dead so that Inner Destruction will kick in. I was looking at another Increased Race Count by 2 trait that stacks with the others I have. That's a pretty massive boost to overall damage and defense from Horde traits.

- Specialization, Anoinment, and Guild info above pulled from https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2190265173
Journey through Anointments
  • First anointment choice I got that was worth equipping: Evoker's Burst (incremental +50% damage for each extra cast). It seems to work really well combined with Firestorm, Thunder Salamander, and Spell gems slotted with cast twice. Not to mention Flamestrike casts like 60 times and explodes in damage. I can't imagine how effective it'll be with double and triple cast anointments. I might have to update my skill list.
  • I switched all my Artifact spells to Rapture for the increased damage (slotted with Cast Twice, On-Attack, On-Heal). Rapture is the single best Artifact spell slot choice. It is superior damage and inflicts two debuffs on all enemies. Still using the 5th + 6th Death fusions for the 6 Death spell gems Debuff triggers. It saved my ass vs Caliban Guild fight by keeping his 50 million turns and triggers shut off. Firestorm still can't opening shot kill his limbs yet. I'm betting it will after double/triple cast.
  • 6th creature is still crashing. Definitely going to have to remake it soon.
  • Second functional anointment: Momentum (50% chance to double damage and healing for all my creatures). It's not what I wanted but it is a massive boost when it works.
  • Ahah - Rosenthorne Relic is what is causing the crashes. I created new 5th and 6th creatures as well with Horde Int / Horde HP / Leeching and Horde Spell Charges / Cockatrice Class Count / Leech Blighted Immunity. Then, loaded them with the same spell layout as 1st-4th for the Chaos Gem damage bonus trait. Swapped the broken Rosenthorne for Temptation - it has massive Attack boosts and can negate Defensive fights. But, the blind will be missed.
  • Still can't reliably kill Guild of Rodia Caliban on Instability 5. 0 he gets killed in the first round. Hard to keep up material costs at 0 though. Hopefully, I'll start getting some more useful Anointments. But, the new creatures are working solidly. The extra spell charges remove all worry about extended fights. The extra class count bonus counteracts the losts Bloodline trait and brought Firestorm up another notch. Still hurt by silence or disabled extra casts.
  • I had stopped playing but I'm back after a slew of bug fixes that touched on almost all of my problems and added some new content that plays well with the build. Moving to a new section.
Post-Patch Revisit
So, after the latest few patches, most of the issues I've had have been resolved. I decided to come back in and take a look at what can be improved. After some grinding and redesign, here is where I ended up so far Build Printout[pastebin.com]. This will not be too in-depth as it's just a modification of what I've already mentioned in other sections. I've been running Instability 5 Barrens with Sorcery Guild False God Bounties to get to here. This gives both Mastery/Cards for Diabolic Horde boosting their overall performance and also boosting Spell Damage for Firestorm every Guild rank up.

I'd say it pretty much fulfilled all the goals I had set out to reach. I was having some fun with the recording tools and ran into a pretty rough fight.. an I5 Vijta Nether Boss on my 3rd character. Kinda uses all the tools. I tried to get as much stuff showcased as I could.

Anointments:
  • Firestarter - Enemies always have burning. This helps keep the build going even with silence, debuff removal, or other things that stop Firestorm from going off.
  • Burn Their Corpses - Prevents all resurrection annoyances on higher instabilities and boss fights. Doesn't have the limit the old trait did.
  • Eternal Echo - Adds two additional casts on all spells. That's 4 casts on Chaos spells (Reign of Chaos) and 2 on Corpse Explosion or other various procs. Even more on the gems with Chance to cast twice.
  • Burst - Increases spell damage for additional casts. Works well with the double cast spell gem mods, Eternal Echo, and 2 more Chaos cast trait (Reign of Chaos). Pushes Firestrike into overdrive.
  • Momentum - 50% chance to double damage, healing, and stat gains. Combines well with our normal damage, leech, Savage Roar, and War Magic

Creature 1:
  • Traits - Diabolic Resilience, War Magic, Corpse Explosion
  • Artifact - Intel x4, Spell Potency, Damage Reduction, Corpse Explosion, Rapture
  • Relic - Triumvir for all the Arcane and Damage bonuses as well as more Chaos spell procs and spell charge retention
  • Chaos Spells - Blastwave (Cast 2x, Cast on Attack, Cast on Heal), Savage Roar (Cast 2x, on Attack, on Heal), Inner Destruction (Cast 2x, Damage Increase, Defense Pen)

Creature 2:
  • Traits - Diabolic Might, Primitive Incantation, Celestial Fortitude
  • Artifact - Attack x4, Attack Damage, Damage Reduction, Celestial Fortitude, Rapture
  • Relic - Dusk & Dawn for poison debuff and huge stat boost from +5% per attack and extra attack per poison - This creature regularly has 30-100x its initial Attack power.
  • Chaos Spells - Blastwave (Cast 2x, Cast on Attack, Cast on Heal), Savage Roar (Cast 2x, on Attack, on Heal), Inner Destruction (Cast 2x, Damage Increase, Defense Pen)

Creature 3:
  • Traits - Diabolic Protection, Odd One, Pharaoh's Boon
  • Artifact - Attack x4, Attack Damage, Damage Reduction, Pharaoh's Boon, Rapture, Trinket with +1 Spell Gem Slot
  • Relic - Ferro for the attack on enemy turn, proficient damage increase, and spell slot trigger
  • Chaos Spells - Blastwave (Cast 2x, Cast on Attack, Cast on Heal), Savage Roar (Cast 2x, on Attack, on Heal), Inner Destruction (Cast 2x, Damage Increase, Defense Pen), Radiant Sunfire (on Attack, on Heal, Attack on Cast)
  • Note: Radiant Sunfire is an amazing companion for a burning build. I occasionally find myself manually casting it to push a boss fight along sometimes. It'll easily wreck almost any fight. Adds a debuff to the enemy and a buff to your team for each burning enemy. Then casts 4 more times. Each one has a chance to trigger an attack which loops back after giving the +Attack buff for casting Chaos spells. Can sometimes boost creature's attack up 50x or more.

4 and 5 have not changed much from previous iterations - Wintermaul, Fleshripper, yadda yadda - 5 has a Trinket with Horrifying Visage (give fear to 3 enemies at start)

Creature 6:
  • Artifact - Same but a new Trinket with Wasted Age making this one immune to spell damage above 90% health
  • Relic - Rosenthorne is back on the menu after dev bugfixes. The blind and related damage buffs are just so powerful. Along with the murder of crows spam. It was really painful trying to replace this. So glad it is back.

As it stands:
  • All enemies start with Burning and Cannot resurrect.
  • All friendlies start with Extra Attacks, Savage, Splash, Perma-Crit, Leech on Hit, and Blight Immunity from Perks/Traits
  • +110% Intel, Attack, Defense, Health, +11 Spell Charges for each Spell Gem, and 55% Damage Reduction from 11 Diabolic Horde count
  • +80% to Intel, Attack, Defense, and Speed from 8 Chaos creature count and Pharaoh's Boon
  • +126% Attack boost from Primitive Incantation with 18 non-Ethereal Chaos Spells
  • +4.5x Health boost from Diabolic Link give or take
  • +80% Max Hit Reduction from Celestial Fortitude
  • +4 Additional Chaos Spell casts, +2 Additional Other Spell casts, and 2x on damage, heal, stat boost
  • 5 Firestorm casts at the beginning of the fight, each one +50% more damaging than the last, and each one able to double in damage - They don't all happen before the first creature takes their turn.
  • 6 Rapture casts per Artifact Weapon proc (3 + cast twice) which also sets Vulnerable/Weak on all enemies with a chance at double damage and each one +50% more damaging than the last - Can also proc from Relic attacks and procs - doesn't use charges
  • 20% chance for 5 Firestrikes per enemy with Burning that can hit for double damage and each one will be 50% more damaging than the last
  • 20% chance for 10 Blastwaves (5 + cast twice) which are boosted by Burning, chance for double damage, and each +50% more damaging than the last
  • 20% chance for 10 Savage Roars (5 + cast twice) which each having a chance to double in strength - boosting Attack for the entire team
  • 20% chance to cast (Or Manually cast for +24% chance to Attack afterwards) 5 Radiant Sunfires on Creature 3 which gives up to 30 debuffs to the enemy team and 30 buffs to the friendly team (5 Casts x 6 Burning Enemies)
  • +35% Attack boost on every Chaos Spell cast - which should be at or close to the maximum number of casts per turn
  • +25% Attack is added to Intel to calculate spell damage from Perks
  • +25% chance to cast random debuff on enemy on attack
  • +20% chance at the beginning of each enemy's turn to cast up to 12 Inner Destructions (1 + cast twice + 6 Spell Gems) on themselves if they're alive by the time their turn comes up.
  • 3 Corpse Explosions for every enemy that dies , each one +50% more damaging than the last, and able to double in damage
  • This can all happen without ever sending a command to any creature due to the way Artifacts, Relics, and on Attack/Heal play off each other. But, eventually, clicking will be needed for False Gods and some harder Masters or Keybosses.
  • I've been able to run Instability 5 False Gods fairly regularly as I was adding to this build. The only thing that ever stopped me was massive reflect and disabled heals combined together. That's pretty rare.
A little bonus that was requested by a rando reader. They wanted a typical I5 Bounty run. Well, I rolled high HP and Low stat gain.. which made for one of the longest Hydranox fights I've ever had.. lol.
Post-Patch Tweaks
  • I noticed Final Excretion (Corpse Explosion) wasn't doing as much as it should.. partly because I didn't have an Immortal Crown to move Celestial Fortitude off of my Intel creature to move Corpse Explosion over there and partly because it requires a death to start triggering.
  • Vext's Boldness (+50% stat softcap before diminishing returns) seems like an excellent replacement for Final Excretion. Not only does it ramp my stats gains up faster but, because of War Magic and Savage Roar, they can happen at start of combat ramping pre-combat damage up significantly. This nearly doubles my pre-click damage. I tried the other +50% stat gains trait but it couldn't compensate for diminishing returns.
Post 0.12.0 Patch
  • So far, none of the patch notes affect the build at all except double cast trait on spell gems was increased from 97% to 100% which is a buff not a nerf. If I find time to get into the game again, I will see about updating content.