

Usually I focus on my damage attribute, then spend on wits. I'm wondering at what point I should start spending atributes on wits.

Originally posted by Ozor:I'm more interested in this without Glass Cannon Maybe more if you have specific questions. Fane works extra well since his source power gives you a second turn. Something to consider if you aren't dead set on a specific origin character. On that note, in act 3, ONE undead player character (so your whole party) can get an EXTRA 2 talents, combat points, and attribute points, and this helps quite a bit. If you go with an undead (kind of recommend) you can get a (semi) permanent curse power in act 3. Debuffs enemy resistance to both geo and pyro, and will create cursed surfaces, which debuff fire resistance even more than normal fire. Get them and combine them together with paper for curse scrolls. Throughout the game, crafting vendors will sell tormented souls. In act 2 you can buy a LOT of void tainted fish. Like peace of mind, pre drink before combat.Ĭurse scrolls. The big ones you can buy after level 16 give 11 points, which is substantial. (Ignore haste if you are using glass cannon) Also nice to precast it on yourself before combat, along with haste, which should cast in that order so haste doesn't wear off early with its shorter duration. Gives more wits as you level, and that's crucial for going first sometimes. Peace of mind scrolls are paper + fire essence + paper. Honestly, your own chameleon cloak power should be enough in most situations, but it's never a bad thing to have an emergency supply when you need just one more round. BUT, long rat tail + life essence + paper gives a chameleon cloak scroll, so murder those dungeon rats. For fort joy, I think that's all you are guaranteed outside of RNG. Griff has one, and if you can kill the assassin on stingtail and the red prince assassin quick enough, they each drop one. OR keep Slane's sword for the +INT and + crit.Īnd lastly, helpful crafts/potions/things to buy: BUT, I did just find a shield in arx with +5 int on it, so don't ignore them in shops, just don't focus on shields if you can get better bonuses from wands. A shield means keeping up con, which can be difficult on solo builds since points are spread a bit more thin. In those cases, move points into pyro/geo for more damage, or poly for extra wits/int if needed.Īgain on the point of not getting hit, dual wands would probably be better for 2 stat sticks with INT or crit chance on them. With all these added side skills, you'll want to respec more often than usual to tweak points, mostly when you get gear that has the 1-2 point investments covered. All great, and all key skills for a solo run. You mentioned some aero, and I would assume that it's for netherswap, teleport, and uncanny evasion.

Those 2 skills are massive damage, and a MDT + impalement will kill most groups that aren't fire resistant. 2 huntsman by act 2 so you can get tactical retreat and both dust blast + mass deploy traps. Probably a point in poly so you can get chameleon cloak and bleed fire. So one point in warfare is well worth it. Which I would say is a good pick at level 8, and then hothead helps out a lot at either 13 or 18.Įxecutioner on a solo build is amazing, as you're likely to kill something almost every turn. Higher wits means higher crit chance as well, so savage sort is a great talent too. Making things like ring of intelligence more useful long term.Īs someone mentioned above, you'll want higher wits than normal so you always go first. Since you're likely to not get hit very often, you can likely afford to hang on to lower level gear longer if it has good bonus stats. BUT, as a solo non LW build, your goal should be to never really get hit, so the lack of status protection shouldn't be an issue. Not sure if you're planning on going Glass Cannon or not, as some people don't like it.

With all the fiery explosions, you'll want to stay away from your targets. Entangle through armor is going to be a key part of every combat.
