I see two issues without having tested this: (1) You'll primarily want single target damage, as foes tend not to ball here unless they just spawned or a bunch of melees converge on the same target. Keystone signet builds, unless combined with a manual frustration, are worse at dealing with single targets. You'd need to add a couple of single target damage spells, i.e. spiritual pain and empathy, on relevant attribute levels. (2) Plenty of enchantment removal. Symbolic celerity isn't used outside of combat, so the heroes will use it after combat initiates. Then they get hit by mirror of disenchantment and it's gone. It'd be better to use mantra of signets. 60 base armour, 18 armour from a demon shield, ~15 from artificer's insignias, ~15 from mantra of signets (so the heroes have 108 armour most of the time without SY/SYG), selfheals on signet use. That would lead to an attribute spread of 12-11-6 (=20-18-11 with runes and HR), favouring domination magic for spells and signets that don't require symbolic celerity to work. Energy management would be: Don't use spells that exhaust the hero's energy regeneration, or go down to 4 signets and add guilt/shame.
No, it's been part of the game since Nightfall. Challenge missions are generally overlooked by the playerbase, one in the Realm of Torment even more so.
How about 3x Keystone Signet + Symbolic celecrity + Mystic Healing with a paragon who got 1 enchantment?
I see two issues without having tested this: (1) You'll primarily want single target damage, as foes tend not to ball here unless they just spawned or a bunch of melees converge on the same target. Keystone signet builds, unless combined with a manual frustration, are worse at dealing with single targets. You'd need to add a couple of single target damage spells, i.e. spiritual pain and empathy, on relevant attribute levels. (2) Plenty of enchantment removal. Symbolic celerity isn't used outside of combat, so the heroes will use it after combat initiates. Then they get hit by mirror of disenchantment and it's gone.
It'd be better to use mantra of signets. 60 base armour, 18 armour from a demon shield, ~15 from artificer's insignias, ~15 from mantra of signets (so the heroes have 108 armour most of the time without SY/SYG), selfheals on signet use. That would lead to an attribute spread of 12-11-6 (=20-18-11 with runes and HR), favouring domination magic for spells and signets that don't require symbolic celerity to work. Energy management would be: Don't use spells that exhaust the hero's energy regeneration, or go down to 4 signets and add guilt/shame.
I really appreciate your sharing your build idea, by the way!
I wish they never added this elite into the game
Kinda agree.
Is this a "new" game mode? I cant remember that one at all
No, it's been part of the game since Nightfall. Challenge missions are generally overlooked by the playerbase, one in the Realm of Torment even more so.
@@Krschkr oh really. i remember challenge missions but this setting looked so unfimliar with this point bar