The Slormancer

The Slormancer

45 ratings
Huntress Arrowshot Build
By Blakeyboy11
Straightforward Huntress build for the 1.0 release. Strong enough to carry you through the whole game.
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Intro
I've never made a guide before, but I loved the game so I figured I'd share the build that got me through it. It's definitely not optimized and there's for sure ways to make life easier, but it'll clear maps at Wrath X in endgame (it's slow against bosses, but it still kills them).

The guide is going to assume you know a little bit about the game. If not there are great intro guides on the github: https://slormbuilds.github.io/
Skills
Early on, experiment with stuff while leveling, you don't really need to lock-in and min-max until very late game. Try stuff out, you might end up liking something else more than what I'm building here.

That said: we're going sharpshooter, the jump is incredible and the tree is best for what we're going for.

Arrow Shot

Your bread and butter, the skill you're going to be using 90% of the time. This build doesn't really interact with the tormented/delighted mechanic at all (I prefer just holding one button). So you'll be delighted most of the time which is fine since it just means you'll have slightly more attack speed.


















  • I: Bouncing arrow. You want bounces, bounces can lead to more forking as you'll see once we get into gear and more skills.
  • II: Obsidian Arrowhead. Great synergy with ricochets. Basically, every shot you shoot will go through a mob and bounce off a wall. Incredible in maps that have tiny rooms.
  • III: Snap Back. More dmg after bounce, great. Also the 100% chance happens often once you get a lot of projectiles.
  • IV: Furious and Fast: Early on, before I got a lot of projectile speed, I would switch this one around often. While leveling, if mana isn't an issue, the extra projectiles are better. If mana is an issue (but not terrible) insatiable arrow is also great (assuming you don't have a lot of projectile speed). Once you start stacking projectile speed into the mid-late game I pretty much always went with Furious and Fast.
  • V: Multiplicative Arrow. If you're using drum bow you definitely want this. If you have no chance to fork AT ALL then go with poison. The poison tics are also nice against those guys that have like 6 layers of armor early on.


Tumble

This is your escape to get out of sticky situations. It's given to you when you specialize into Sharpshooter of the Wild. There's a few nodes that can be moved around depending on what you need.
























  • I: Lonesome Cowboy: With a lot of projectiles bouncing around on and off screen, the chance of hitting an isolated target seems high (oh and bosses are isolated often). Also, I ran most of the time with the move speed boost from my ultimatum (ultimatums cap the stat you are using them for) so Assassin's momentum would have been wasted.
  • II: Fragility. I usually had some kind of debuff on the enemy so I ran this one, but hand to hand combat is more widely applicable, so run that if you don't have debuffs on enemies.
  • III: Self control. There's honestly nothing really on this row for our build. Like I said earlier, we're delighted most of the time so it's pointless, but sometimes you get the extra attack speed after a tumble.
  • IV: Booby trap: More utility than anything, but the stun has saved my life before (you can stun most elites), daggers felt less useful.
  • V: Precision of the Wild. Crit and attack speed are both important, but crits have a larger impact (imo). Either option is solid though.
  • VI: Rapid Shot. +40% projectile speed is great and pairs well with arrow shot's 4th skill to increase dmg.
  • VII: Baba Yaga. Late game there's an insane amount of elites. And even early game it's very helpful to kill them faster. I never tried the projectile repel, but I bet it works fine too--what works even better though is having fancy feet.
  • VIII: Superior Endless Quiver. This skill is an enormous mana suck. You can keep it at a lower skill level to help with the cost, but realistically, you wont be turning this one on until you have a good amount of mana on hit. I used Savage Luck for the majority of the game and even in late game on bosses that don't have a lot of adds I'd have to switch to it mid-fight sometimes. NOTE: early on if you want more projectiles just use the extra projectiles skill from arrow shot, it's cheaper (still expensive to spam though).


Immortal Arrow

Honestly, if you find another skill more fun to use here than this one, go for it. It's very low impact to the build. It's mostly just a few more passive hits from the wandering arrows that help with life on hit/mana on hit.

Basically what I did is every time I entered a new map I'd hold right click and wiggle it around a bit until Immortal arrow went off -> look at my wandering arrow stack counter to make sure it's maxed out -> ignored that skill the rest of the time. Only caveat to that is I would sometimes use it to kill those guys inside the bubble if it was too dangerous to get close to them.





















  • I: Wandering Arrow. Just passive dmg increase to your arrows that float around you. This is the buff that shows up on you and it'll have a number on it after you cast the spell, you just want that number as high as you can get it (4 usually until later when it'll be like 6-8ish).
  • II: Arrow of Replenishment. Rare that this happened, honestly I wouldn't have known.
  • III: Academic's Arrow. Another arrow follows you, hitting things.
  • IV: Experienced Arrow. The attack speed buff is very short and I couldn't be bothered using it enough to keep the buff up which is why I went with this one. On the rare occasion I did send it out to kill someone the crit helps.
  • V: Companions. 2 more arrows follow you, hitting things.


Once you've gotten all the skills you want just start maxing stuff out. You get more raw damage just for spending slorm in the skill tree (you get ele dmg if you spend it in the ancestral legacy sphere grid).
Stats/Gear
Adjust stats as needed if you notice you're deficient in anything.

At the bottom right in the inventory screen you can click the filter-o-tron button to refine what you see on the ground. As you get higher you'll stop wanting to see normal/magic gear so adjust accordingly. I'd keep it so that you always see perfect scores on the ground for all rarity because they're very rare. If you're looking for certain stats you can left click the stat in your stat screen and then adjust the filter to show drops with those stats. If something white or green drops you can always make it a higher rarity at the blacksmith (gets expensive though).

Around lvl 40 you'll actually want to start rerolling your gear at the smith to get your stats in a decent spot, but don't go crazy you'll be replacing that gear eventually.

Main stats we're looking for offensively:
  1. Raw damage, this build is just a straightforward big numbers damage build, raw damage is our #1.
  2. Attack speed & crit chance & crit dmg, i put them about even in my book, but as your crit dmg gets higher i think crit chance becomes more important.
  3. Projectile speed, more speed means more things get hit. Also direct dmg upgrade because of skill IV in arrow shot.



Main defensive stats (quick caveat: I don't think evasion stacking is great, I think a blend of armor and evasion early on is better until you can get a specific legendary I'll mention later, but I'm doing this list based on how I built):
  1. evasion
  2. max life
  3. some armor and resistances if you want. You cant evade everything.



The only thing not mentioned above is lifesteal/manasteal. They are integral to staying alive in this build. Prioritize mana on hit, life on hit first; those 2 are the most impactful. You're also killing often so mana on kill/life on kill is good (meh against bosses, but most bosses have adds). Then mana leech/life leech, I never had much in leech and arrow shot hits so often that on hit is generally better.



Legendaries that make life easier (I still haven't seen all of them so I'm sure there's some better ones out there).
  1. 2 rings: moonlight essence and sunlight essence. Moonlight gives mana on hit/on kill, sunlight gives life on hit/on kill. Moonlight can almost solo carry the load of giving you enough mana sustain to not have to worry about mana. Get a couple more on hit mana's on your other gear and your solid.
  2. Boots: Sorrowzyl's Pact. Any hit over 5% of your max life is staggered over 10 secs. Huge game changer for me when i got these boots. No longer can you be one shot! These boots are why I was ok stacking evasion. Plenty of time for you to get some life regen going before you die.
  3. Gloves: Archery Gloves of Adaptable Steel. After a rebound Arrow Shot has a 100%* fork chance on the next enemy hit. Huge, covers the screen in arrows if you've got a few multi.

Those are the main legendaries that really carried my build. But here's a few others that i also used, but were less impactful:
  1. Chest: Heart of Darkness. +26% evasion multiplier. Solid stat bump.
  2. Shoulders: Catalyst of Detonation. Explosion on projectile dmg. Meh dmg, helped some I think.
  3. Bracers: Echoes of Vilinis. Delayed skill dmg on a crit. Also meh dmg, but it all adds up
  4. Belt: Hurling Fury Girdle. Throws out an axe pretty often, meh dmg, but I think it counts towards our on hit stuff (also it takes on our projectile modifiers, neat).

*It might not start out at 100%, it's worth rolling it at the blacksmith until you get it to 100%.
Slorm Reapers
Early on there are a few notable slormreapers that have value (I'm not going to talk about the reapers you get incredibly late, they're strong, you'll know them when you get them):



Big Fury Bow: Crazy damage, some of the biggest single target numbers I achieved were with this bow; however, it's single shot so you'll need to runn some multi if you want to shoot multiple arrows. Carried me through a lot of the mid game.



















Drum Bow (this is the last evolution of it): Loved this bow, if you can get it early it's incredible because you don't need to spend crazy mana to get additional projectiles, they're built into the passive of the bow. Incredible at clearing rooms, and not bad against bosses. Got this bow early and used it a ton until I needed more survivability (and mana became less of an issue).
















Spider Bow: Good alternative to drum bow if you cant get drum bow to drop, also was just fun to use, especially once you get it primordial. Not incredible, but I still used it quite a bit (another good one if you're running out of mana a lot, but want more shots).














Bow of the Many: My boy. Late game staying alive through the amount of projectiles, stuff on the ground, sheer amount of enemies, etc. felt impossible until I tried this guy out. It ups your survivability exponentially, especially once you get it primordial. This is the bow I used to get me through all of late game, including the final boss.

















There are sooooo many cool weapons though that definitely can get you through the game, these are just the ones I used/liked.
Attributes








While leveling I kept these fairly even, then pumped more into dex as I got closer to lvl 100 for the bonus ranged dmg based on distance (the very last node in dex).

Once you start adding attributes to gear make sure to go in and correct your attributes so that you're not overcapped.
Ancestral Legacy
This one is for sure not optimal, but it worked for me. Use the magnifying glass at the top if you want to search for specific things (attack speed, raw dmg, etc.).

Early game
















Basically, mana is a problem. So you rush this node to help with mana on hit and mana regen in general.


Mid Game

You have options here depending on what you want to do. If you want to spam as many projectiles as you can, spending tons of mana, then you'll need another mana node -> go north.




















If mana is managable and you want to go for more damage you can go this route:














In my opinion the dmg route is more ideal, but if you've been unlucky with reapers/stats, or just want to shoot a million arrows you can go the mana route, it just has a lot of useless nodes to get you there (but hey, you'll get to see an ancestral strike).

Everything is pretty straightforward, use the aura if you want, we just needed the node to get to that sweet, sweet raw damage.


Late Game





















Here we've dropped all the mana nodes because we've got mana on hit/mana leech/mana on kill on our gear at this point and no longer need it. Basically grabbing all the best stat boosts we can. As soon as you get the floater stone that doesn't need to be connected grab that raw damage node that's by itself (called raw boost).
Ultimatums
I said it earlier, but I only used the move speed ultimatum pretty much the whole time I was pushing harder content.

Was nice to not have to worry about that stat on my gear and personally I didn't like the slorm temple as much as the other content in the game. There's definitely better ultimatums to run in this build (crit %, crit dmg, fork chance, etc.), just know which one you're going to use before you start rolling stats on gear so that you don't waste gear stats with that stat.

I also maxed out the exp ultimatum and used that one when I was doing forge or grinding.
Runes
I'm unsure if I was using optimal runes at all, but they seemed relatively low impact to the build.

For activation rune I used: Activation Rune of Astorias.
It felt like that one would be on the most often since it was only 130ish kills to activate.

For effect rune I used Rune of the Nimble Warrior.
Pretty much ignored the ancestral strike stuff since this build doesn't even use one. But the crit %, crit dmg, and primary skill damage are solid and also the buff lasts a while, felt like almost 100% up-time.

For enhancement rune I used Rune of Beigarth.
Just boosts stats given by effect rune.
Outro
Really enjoyed the game and I'm open to suggestions anyone might have on how the build can be refined. Thanks and I hope the guide helped!
9 Comments
Light 15 Jun @ 5:54am 
I can definitely confirm that Big fury has the highest dmg output so far. Elemental Overload is probably the 2nd highest. Though the elemental effects can make a lot of mobs melt just about as fast as big fury does with its big dmg. It just depends on which random element is active at the moment. Also, some of the primordial bow forms kinda suck with their penalties so its better to use the non primordial for like the Drum Bow.
Light 13 Jun @ 9:10am 
I need to max out out Elemental Overload's level and compare it to maxed out Big Fury to see which one lets me hit higher dps counts. So far Elemental Overload is allowing me to reach up in the 400k dps range. Its possible with all the elemental dmg types though that just dumping random points to boost your elemental dmg from Ancestral legacy to absurd levels. Even with nodes you don't have active. Its the same logic as maxing out all skills for the small raw dmg boost. Might as well invest that slorm anyways since it has no other purpose.
Light 13 Jun @ 9:01am 
Bow of Supercharged Elemental Overload is also a good one to use with this build. I find its better in most situations than Drum shot.
coubi64 7 Jun @ 2:00pm 
In the late game ancestral legacy, isn't dark ritual better than raw boost?
kernel 27 May @ 4:06am 
With Bow of the Many it's better to switch off movement speed Ultimatum. You'll run much faster.
iriska 25 May @ 2:25pm 
I think you need Etherial Cloning Pads shoulders for this build. At least +5 upgrade will be fine, more for true multishot, zero mana issue bc you wbe not need Superoir Endless Quiver.
Altijdwat 25 May @ 9:15am 
where to find a multyshot? its an affix or some legendaries?
Tim 23 May @ 11:55pm 
Nice build. I was working on arrow shot build myself but it seems i was too focused on the fork and pierce chance. once i swapped out those for crit like this guide suggested, I can now take on the endgame content. Thank you
Whispering 22 May @ 10:32am 
Nice to see a 1.0 build guide.