Ghostlore

Ghostlore

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AGF All content (Elemental Seismic Roar)
By Anezthesia
Enough damage and mobility to breeze trough maps in less than 1min makes this a great farming build, while also beeing tanky enough to brave all depths of Hell Island with no difficulty
   
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Introduction
Hello, folks!
Hope you're all doing well.
I've started playing this game fairly recently and am thoroughly enjoying the character customization layers and how the progression system works.
I've wanted to share my personal build for clearing endgame and farming upgrades, as I've been enjoying it and blasting through content with no difficulties.

I'm adding a picture of a Hell Depth 8 clear (Relentless Achievement) as evidence of the build's reach (there are other Depths after 7, it doesnt give anything besides the achievement)



Class Selection and Power Board

Feral is a very overtuned class, it is tanky and provides insane buffs and good fury generating passives, making it perfect for endgame all content builds. It also packs our primary skill: Seismic Roar.
We're leveraging this game's trigger mechanics to achieve a constant stream of roars, that way we both damage and stun everything in our path.
Adding Geomancer's class passives for added elemental damage (Ice, Fire and Lightning), we get to scale Seismic Roar's damage with +Elemental Damage bonuses and make it a very powerful damaging skill.

Adept and Geomancer are chosen because of their great buff synergies and trigger options (Trigger on Basic Attack from Geomancer and Trigger on Movement Skill from adept). We slot those in our chosen Movement Skill: Warp, while linking them with Seismic Roar and our two main buffs: Immolate and Ice Armour.
Having both buffs active 100% of the time boosts our damage while also providing enourmous ammounts of Absorb and chance to freeze if attacked. Pairing the freezing mechanic with the stun from our main skill, we're set to tank everything, considering you get the basics: capped elemental resistances and enough HP.

We're taking Thunderstorm as another damaging spell but also to proc elemental effects.

Class passive choices include the 4 perfect Feral passives, 3 from Geomancer for damage and the defensive passives from Adept.
Note: you can swap Third Eye for Mystic Arts if you don't have enough CDR on hit chance.
Glyph Board

Glyphs are ultra highly customizable, so I won't be sharing specific rolls on my Glyphs.

Your mandatory stats for a good fluid gameplay will be:
(with buffs on) - Considering Clearance Level 8+ (Depth 7 and/or 8 cleared)
Capped resistances (75%)
Absorb 500 +
Avoidance 50% +
Accuracy 150% + (higher values are desirable to hit pesky high avoidance maps/elites)
Crit chance 30% + (Aim for 50%, higher than 50% is extremely hard and requires a lot of glyph passives, meaning you'd lose on other important stats. Values between 50-75% are irrelevant, you'd need to reach at least 75% to see enough difference from a higher ammount of crit than 50)
Cast speed 200%+

Remember that besides your gear and glyphs, you also have Food Buffs. They are great for % based stats such as Avoidance and Cast speed. Always grab your food drops and focus on min/maxing those buffs, they're free and easy to reroll

We're stacking Ilos and Alasas, while having a single Nasin and a single Moku for their good passives:
Ilos will provide good ammounts of crit chance and multi, and let us boost 2 of our elemental damages
Alasas add both good skill and basic attack flat damage and also boost both our item find and magic find.
Moku is taken as a single glyph for the HP and MP steal (these can be attained from random stats on your glyphs. If you feel you have enough HP/MP steal, you can sub out Moku for another Ilo)
While Nasin is taken for the Movement Speed and CDR on hit, while also providing a small cast speed bonus (this is the easiest replaceable Glyph. I particularly keep mine in because it has a nice +40% cast speed and +40% magic item find roll on it, while also having 2 elemental resistances, but you can replace it with another Moku or Ilo)
Gear and Future upgrades


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I'm sharing my gear as a baseline reference. You don't need to aim for specific stats or rolls, as I'm still testing stuff and rolling some of it. You'll see I have very low rolls on some of the stats and the Blessings and Awakens are not optimized yet.

I'd like to draw your attention to 2 specific stats that you should aim for:
Basic Attack does #% extra damage as Poison/Fire/Ice/Lightning
#% Chance to gain fury on hit

While not mandatory, both of these rolls (that can come from either Blessings or Awakens) are extremely powerful. A single Fury on hit roll will provide you with constant 5+ fury stacks even while bossing, and the extra elemental damage is amplified by our Ilos. Ideally you'd like to have your extra elemental damage in a single element, but that's hard to target roll for.
Rolling tips and Outro
Rolling gear is extremely time consuming and can be frustrating, so I'd like to share a few pointers:

- The easiest place to farm Hell Ingots (the white cookie) is Hell of Tongue Ripping (D1). The maps are super short, you can zip through to the boss and get 5-10 cookies in a single run

- ALWAYS LOOK AT YOUR RARE DROPS. Don't be picking up just the legendaries. Your rare drops are abundant and if it's a type of weapon that you're looking for, or a shield that you need specific stats from, you should always hover your cursor over it on the ground to see the stats. If it has 3 stats that you're looking for, use that to craft your ideal item. It's much better than rolling random Legendaries

- You can INCREASE the ammount of afixes your item has using Hell Ingots. Your items can have up to 6 affixes (or 7 if it's from another player's World as you can see on my shield in the previous section). If you roll it using an ingot, it can add an extra affix until it caps

- You can increase your compound glyphs' item level and rarity using the Blacksmith. This may sound obvious to some but the game does not tell you this and it's super helpful. You can also roll them using hell cookies. The best way to "craft" your ideal glyph is to look for : CORRECT SHAPE + Desireable passive rolls. Shape is the most important part of this, as it will save you a lot of Demon Blood

- Never sell your gear/glyphs. Always Alkahest


I hope you enjoyed this quick build guide and the info here. Have a nice day!
8 Comments
SlaserX 31 Dec, 2023 @ 8:09am 
I built a similar build on my own before seeing this, and I just can't stay alive in D1. My gear isn't the best, and all my res isn't capped, but at least my fire is. I always run into some situation where I just can't outheal the damage I'm taking. I changed my spec to follow this tree, but it's just not enough, dead every time x.x
єѕɳαχ ッ 18 Dec, 2023 @ 8:47am 
thank you for this awesome guide! :g_heart:
Yugi's Grandpa 16 Jul, 2023 @ 5:10am 
Thanks for the guide, been running something similar. One thing i discovered is, if u have double on hit cast, is you effectively lose a big chunk of your damage on the roar. What u could do is run a fast weapon and a movement skill with on hit proc. Then ure proccing the skill all the time. Then put on movement skills procing roar. So u don't get the minus damage on it and you still proc roar wll the time
魚交麻宵 29 May, 2023 @ 7:14am 
Thanks to this build, we were able to unlock the achievements!:yesmen:
krackO 27 May, 2023 @ 10:26am 
Awesome feedback. Thank you so much!
Anezthesia  [author] 27 May, 2023 @ 8:42am 
I just realized that you're running on Permadeath. If that's the case, you could run Feral into Exorcist and then Geomancer. The Ice Weretiger (Weretiger + Summon Guardian spirit) is completely unkillable with the Feral passives. Save the adept route for when you're in endgame with good resistances, avoidance and high absorb gear
Anezthesia  [author] 27 May, 2023 @ 8:40am 
Hello, @krackOdawn!
I did not level with this. But this is definetly a good starting setup, so I recommend:

- Start Feral (Weretiger is simply busted). Prioritize having Unleash linked to Trigger when Transformed and Battle Roar linked to Trigger when Transformed and Trigger on Damage Taken.
Try to get a glyph with CDR on hit when possible (prioritze this glyph over anything else)
- Second take Geomancer for 2 reasons: Trigger on Basic Attacks and the Faster Cooldown node. A single faster cooldown and the buff passives can make you Weretiger have 100% uptime even with no CDR on hit
- Take adept last and get Adept's defensive class passives(not a priority). Remember that you can't run Warp spam to trigger on move until you get a few things setup, so focus on your Feral Weretiger for a while and farm up that starting gear/glyph setup and you're good to go!
krackO 26 May, 2023 @ 11:30am 
Any way you can add a leveling section? Or even just a quick suggestion? I'm assuming you take Feral, Adept, and Geo, in that order? I've tried to get to a good point with a few different builds, but usually die just before level 30 (permadeath).