Edit: Tweaks Hireling, has been converted to full tank build with 371.45M EHP, using a cyclone weapon.
The Mage - Hireling
As I progresses more into the game, the effectiveness and efficiency of clearing a floor has gradually decrease. This has led me to build another toon that can synergize with my main toon who I can bring along with. This has open up a whole new level of gaming experience with Dungeon Quest. I’m on almost Floor 800 EP 8 now and I’m sharing with you, one of the options that is viable for end game play. If you are looking at this build, I would assume you to have an advance understanding of the game’s mechanics. Thus, I would not be going down to the details of the basic fundamentals.
As the name suggests, Mage is the hireling - the support class, for this build.
Stats Wise - 299 Mana at level 99
The 6 Set Affixes Required are:
- Cosmic Power
Optional: PathRider, Deadly Arts
Skills Wise - Comets, TimeWarp
Talents - Focus, Amplify, Astral, Empower
- TimeWarp is the key to the synergy here. Looking at the screenshot of my gears attached, I have included 3 x +25% TimeWarp Proc. The special skill of my Mage’ OH weapon has also been ambered to TimeWarp. Reason being, I wouldn’t be able to control the hireling and use TimeWarp as often as I wish. Therefore, TimeWarp has to be proc’ed as often as it should. The incremental damage that TimeWarp gives, is tremendous. So far, I’ve no problem hopping into the mana bracket with my main that my hireling activates.
That much being said about TimeWarp, the hireling has to have decent amount of surviving stats while adding on to the overall DPS of the duo. As such, looking at screenshot of the stats, that amount is fair to survive at Floor 800 EP8, dying occasionally to high % TNT Props and Bosses’ bombs. Damage wise, this toon is doing a ceiling of about 1.3B damage per Comet which is pretty decent but not there yet at this level of game play, and this is why we are going to the next post about The Rogue - Main, who will be doing the bulk of the damage.