PDA

View Full Version : Builds for soloing THTH



Agr33n3
06-01-2022, 04:14 PM
After getting frustrated with some R1 pug wipes then cruising through on Hard, I wanna take some revenge on the Forgewraiths.

This post is about making a build that can do good dps, instakill the skulls, disable the box, and survive. I know this will take a ton of practice and probably won't get done on the 1st or 2nd or 10th try. But nevertheless, I want to try.

My two ideas are: 18/2 Druid/Rogue or 19/1 Warlock/arti. Both would specialize in cold/light/alignment damage. I'm unsure as to whether I want to go with light or medium armor, as light would give me evasion but an MRR cap, which could be nasty because that fire and evil damage is quite deadly.

Here are my thoughts:

18/2 Druid/Rogue: 18 Druid gives me all the cold/light damage spells, like Tsunami/Ice Flowers/G. Creeping Cold/Creeping Cold/Freezing Spray/Quench, and light spells like Sunburst/Sunbeam/Word of Balance. Rogue levels for trapping

19/1 Warlock/Artificer: 19 Warlock gives me almost all the pact damage and the 19th level gives Greater Creeping Cold, Plus Absolute Zero for an instakill. This nets me the cold pacr damage, Creeping Cold, Niac's, and G. Creeping Cold. 1 Arti for trapping.

Any help is appreciated.

Arkat
06-01-2022, 04:24 PM
If you're going to try to solo Normal, you absolutely must have a decent DC Sunburst to get the skulls and the white/orange named Forgewraiths.

Go with the Druid/Rogue build.

Agr33n3
06-02-2022, 07:57 PM
If you're going to try to solo Normal, you absolutely must have a decent DC Sunburst to get the skulls and the white/orange named Forgewraiths.

Go with the Druid/Rogue build.

Definitely starting with Normal, so Druid/Rogue it is. (I decided to go pure druid) I only have 4 Racial AP.

Here we go: (edited 6/20)

Stats: Max Wis, Max Con

Skills (in order of importance): Spellcraft, Heal, Spot, UMD

Heroic Feats:
1) Maximize
3) Quicken
6) Empower
9) Completionist
12) Past Life: Wizard
15) Spell Focus: Evocation
18) Spell focus: Transmutation

Epic Feats:
21) Wellspring of Power
22) Epic Spellpower: Cold
24) Embolden
25) Epic Spellpower: Light
27) Burst of Glacial Wrath
28: Deific Warding
30) Intensify
30) Scion of the Place of Water

Enhancements:

Seasons Herald: 41 (taking capstone)
T1: Beguile x2, Critical Chance
T2: Efficient Maximize x3, Efficient Empower x3, Critical chance
T3: Wisdom, Critical chance
T4: Wisdom, Critical Chance
T5: Elemental Mastery 3x, Time and Tide, Winter's Heart

Feydark Illusionist: 31 (cores 1-5)
T1: Study the Arcane 3x, Feydark Explorer 1x
T2: Reality Bulwark 3x, Bend Light, You've Got My Back
T3: Spell Penetration 3x, Magical Attunement I, Wisdom
T4: Magical Attunement II, Wisdom

Natures Protector:
T1: Enchanted Defense 3x, Rage of the Beast 1x

Shifter: 6 (cores 1-2, Wisdom)
T1: Hardy Shifting 3x


Epic Destinies: (57 AP)

The enhancements are designed to be run with either Draconic Incarnation or Magus of the Eclypse as secondary trees to Primal Avatar, not both.

Draconic Incarnation: 22 AP

Magus of the Eclipse: 22 AP

Primal Avatar: 35 AP
T1:Storm Catcher, Sneaking Balance 2x
T2:Mantle of Nature: Sky 3x, Primal Spell: Sky, Thrive, Spirit Boon: Mind 2x
T3:Magic of the Old World: Evocation 3x, At Its Core: Sky, Ever Green 3x,
T4:Efficient Maximize 3x, Efficient Empower 3x,
T5: Ancient Wisdom 3x, Mass Frog