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Scenario Builds for Occult Defence

Kacie

LoMS Member
I was wondering what ppl use for the new scen?
I havn´t been doing high waves at all. Just quickly going in and using some keys when i have time.
I run blood/ele. The build ive been using from the get go.
Tried the generic sustain tank build (hammer/chaos) cause i died a couple of times when running blood/ele. But that is waaay to slow, even with razorshards instead of pulverize and 100% dmg AA.
So post builds you are using =) Also what IP you guys are at would prolly also help =)
 
I like the new mode however i can not get past wave 12 at the moment.
Running a fist/blood build ip1050-ish, tried the two builds i normally do e10 scenarios with neither work on wave 12.
I got overwhelmed very fast. So when i work out whats going on I will post my build :)
 
Blood as secondary? :-O
Im gonna say im very interested in seeing that build :)

I like the new mode however i can not get past wave 12 at the moment.
Running a fist/blood build ip1050-ish, tried the two builds i normally do e10 scenarios with neither work on wave 12.
I got overwhelmed very fast. So when i work out whats going on I will post my build :)
 
I'm just running two sets of two and one of one (e1) to use up my keys, get the agent chance, and get the side mission bag. At that level I haven't bothered to change my build at all.
 
I run blood/ele now at about 750? or was it 650? can't remember, I'll edit when I get ingame. Never got past wave 7 because I got bored with the exercise - I guess I could have gone a few waves further without having to think much about my rotation. Dread Sigil and Torment take care of gangs and most singletons.

Tougher singles, well, I've got 3 shots of ele up my sleeve and there's all the other heavier-hitting blood skills, which also have good concurrent heals: Eldritch Scourge, Reap.

I'm going full dps and haven't bothered to change the balance towards tank or heal, which obviously could be done. And I use just Lydia Darling, my only agent at 50. I guess I could also use a gadget more often too, but I tend to forget I have one :p
 
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I'm running my generic KSR/thermal inverter build - burst fire and incendiary for long range damage, and blizzard/CB for crowd control. I'm missing out on some utility/damage from the inverter since it's literally the worst possible suffix for that weapon (of Energy), but the first time I tried I got from wave 1 to 18 with that build before the Hagstone succumbed to all the damage. (IP 1050-ish)

For now I'm going to focus on regular E10s until I at least max out my Hit glyph before trying to go any higher in Occult.
 
Ok after fiddling with my build and dropping some ip I now am up to wave 16 can probly go higher but not time to test today.

Ip in this build is currently 1036
As swapped in different talisman with a yellow 2 Cruel Delight.
Main weapon Bladed gauntlets of havoc 3
off hand Eldrich tome of havoc 3

Gadget electrometric attracter
Glance reduction at 30.3%, however I am glancing to much with that
Crit chance 30% (not including weapon specialisation bonus)
Crit power 132.2% (not including weapon specialisation bonus)

Actives
Nature (quick basic heal)
Mangle (single target 3 hit)
Berserk (single target 10 hit applies exposed)
Frenzied Wraith (fist special gives other attacks for no energy cost)
Savage sweep ( aoe fist attack, good for kiting)
Dread sigil (blood ranged AOE, good for softening up before I get there and grabbing mobs)

Passives
Rampage (ups the damage of each hit of berserk and adds a stun)
Rip (adds a dot to Savage Sweep)
Vigour (20% chance to restore 2% health per second for 3 seconds)
Lingering curse (adds a dot to Dread sigil, which is amplified by the blood weapon)
Gore (adds a charge ability to frenzied wraith, lets me close the gap)

Once my cruel delight is high enough, will swap out Vigour for Wild nature, to allow much more frenzied wraiths
 
FWIW I have 37.6% glance reduction and am glancing a lot at 23. Started to really notice it at 22 so I might need to look into another Hit Glyph on something perhaps.

Using AR/Blood IP is 1300(ish) with all the lovely grenade goodies, Dread Sigil, Runic Hex (for group slows and heals).
 
I've got 37.6% glance reduction as well, glances start at wave 21.

I use AR (MIRV)/Ele (inverter), very similar to Console. Burst fire, Blizzard, CB, Full Auto, Incendiary grenade, Placed shot abilities (+passives for each of the non-basic abilities); Bashosen gadget for interrupts (swap to hoop for fungus waves); 100% DPS AA. Works pretty well, have cleared wave 21 with it in solo and wave 22 with it in duo (IP ~1150). Heals provided solely by a Cruel Delight signet.

IMO dps-tanking in scenarios - both occult defence and seek and preserve - doesn't work because if you can't kill fast enough to keep up with the spawns eventually you just get swamped and die/fail.
 
Agreed on the dps-tanking - with Cruel Delight and a Restoration suffix on the AR, apart from that damn Djinn in S&P, if I die it's because I've taken far too long killing the spawns and gotten overwhelmed.

Not sure how much difference a second hit glyph will make - have they gotten rid of the 37.6% soft cap (vastly diminishing returns past that point)?
 
I tried with a second hit glyph on a 21 and (it's not red, purple 5 I think) it took it to about 44.6% so it might be worth considering. I swapped out a CP for it and lost some damage but glanced a whole lot less on the 23 wave until I died due to being awful.
 
Interesting, that's not a bad increase at all, considering it was just a purple 5. Either the soft cap for hit glyphs is a lot less punishing than the other types, or nobody bothered going past 37.6% because that was enough to nullify glances in E10...
 
As my Fist - Blood build can now do 1-19 solo, I decided to play around with a Blood - Pistol Build.

Ip in this build is currently 1110
Main weapon Eldritch tome of havoc 3
off hand Anima pistols of Alacrity mk3

Gadget purification drone
Glance reduction at 35.4
Crit chance 31.7% (not including weapon specialisation bonus)
Crit power 150.8% (not including weapon specialisation bonus)

Actives
Mend (quick basic heal)
Maleficium, (single target 5 hit)
Unload (single target 5 hit)
Eldritch Scourge (blood special applies deliberated, aoe, dot and heal)
Dread sigil (blood ranged AOE, good for softening up)
Controlled shooting (kinda aoe)

Passives
Absolution (stops me killing myself with blood)
Flay (increases damage of maleficium when dot present)
Desolate (increased damage and healing from Eldritch scourge by 52%)
Lingering curse (adds a dot to Dread sigil, which is amplified by the blood weapon)
High Roller (increase damage on Controlled shooting by 10% per mob hit)

Manged a 15 streak solo with this new build, which considering my pistol is Half the weapon power of my blood weapon is pretty good.
 
OK so with all the changes to Occult defence I thought it might be a good time to refresh this.

Essentially OD is, irrespective of the number of people in the group, an AOE spam fest of lunatic proportions. Some single target mobs may come along every now and that may require a certain amount of grind. However the vast majority of your fighting will be idiotic swarms of mobs that, after about wave 16, feel endless.

Commanders are the number one priority for a group. Please please please pay attention to the announcements. Yes there is an achievement for 10 waves of them but you want that done in a group with patient people. It is easy to lose these announcements in wave of trivial chunter the announcer spews.

Don't all migrate to one side of the map. All this does is mean that mobs get to the centre as everyone gravitates to one point. Not all people will be needed on that side. Sometimes it is better that one person stays in the centre and goes out to grab a pack and keep it occupied until someone else gets there.

3 man is better than 5 man for progression. If you want to advance through the waves this is the way to do it. It is only very slightly tougher than duo. 5 man is great fun if you want to play for fun without progression.

Don't use Blizzard in the centre. If mobs are trapped in the centre they are just damaging the stone. They don't have to be hitting it to damage it. Proximity to the stone is enough. All mobs have to be removed from the centre ASAP.

Above wave 21 you WILL glance a lot. So be prepared to sacrifice a glyph (I did Fierce) by having a spare tali with an extra hit glyph in it. If wave 19 is E10 then wave 21 is E11 and 39.9% on a maxed hit glyph doesn't cut it anymore.

Mobility is key. Like you I like nothing more than Crystalised Flame or some kind of ice/static skill that is high damaging. Except that you will be moving around a lot. A hell of a lot later on. So a static skill isn't the best. Play to strengths by using mobile damage skills. Continuous damage is sometimes better than high damage. DoT's are your friend with mobility.

Adjust your Anima Allocation regularly. 100% DPS is fine until about wave 15 or so, but then you want some in defence because they hit REALLY hard after 19. 10% into defence is a good investment if you are DPS. Tanks know what they are doing. Above 23 I was using 15% defence. Healing is not really necessary as a skill set or Anima Allocation.

You should build for the maximum damage to the maximum targets. AOE, DoT's, more AOE. Look at the Nemain signet that drops and then you realise it's just about maximum targets. A maxed Cruel Delight is nice, a passive self heal essential. Blood and Fist really should be yummy in tandem with other skills. When there are more than 6 mobs in a pack you will find that target switching happens a lot so DoT's are great for that.

Stop hitting the Corrosive Exploding mobs. You know who you are. Stop it. It's naughty. Just run up to them and stand still until they are about to cast THEN dodge out the circle.

Forced Worship seems to lasts forever if the person isn't helped. Just run and stand in their circle for 2 seconds. It's enough to get them up again. Same for people encased in ice. Get them out ASAP.

Don't try soloing the titan's after about wave 9. It hurts. There is a reduction in spawn rate (same when there is a swarm) so you have more time on the mob(s) generally.

Basic build ideas

It's all about the AOE. AR has Full Auto, Hammer Razor Shards, Blood Dread Sigil, Pistol a slew of them, Ele Chain Lightning and the other lightning one. You still need a builder of course. Don't use skills that root you. It's a death sentence later on. Expose skills are brilliant as you need to be able to grind them down as fast as possible. I personally use AR/Chaos as I have expose and defence with Chaos and lots of huge exploding things later on. Eldritch Scourge on mobs is a lovely thing. Full Salvo for Shotgun. Eruption for Hammer. You get the idea.

You need the self heal if you are lacking a maxed Cruel Delight. There's no 2 ways about it. The passive self heal is OK and will provide a degree of help until about 21 then it makes no odds as the mobs hit so hard and there are usually so many it can't keep up. Swap it out for an extra defence or damage skill.

If you are in a team of 3 or above make sure someone carries a cleanse or a Purification drone. An interrupt is handy but not essential. Revenants are the exception to this because it makes good sense to interrupt Flicker.

Any questions and I will willfully ignore them and pretend I can't hear you!

Edited for spelling and a lack of sarcasm

Edited again for extra information
 
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As a follow up I tested a purple necklace with a level 1 mythic accuracy in it and no glancing! So that means building another tali.... damn you FC! Give me multi-functional glyphs or the ability to slot 2 in a gear piece.
 
sacrificing one of my golden lvl 1 fierce glyphs didn't hit my crit as hard as I feared, got down a couple % - but that extra acc glyph, now full blue, made a big cost-efficiency difference, got my HR from 31.5 to 36% (the other acc glyph is an elaborate red lvl 1)
 
Alex's Unwieldy Builds for Occult Defence

As you may well be aware when my connection was working fine I was in OD a lot. I was the first kid on my block with a confirmed kill! However by unpopular demand I am posting my Assault Rifle / <weapon of choice> builds here. I like Assault Rifle. A lot. Sometimes I feel I might just be an American survivalist....

Assault Rifle / Chaos

For when you absolutely are too lazy to build anything else but have to vaguely stay alive I present this monstrosity.

Actives

Incendiary Grenade (purge + DOT + AOE + Nemain procs)
Placed Shot
Full Auto (with Nemain it makes a rapid mess of most things below 21)
High Explosive Grenade (Nemain procs on this too)
Reality Fracture (AOE exposed)
Twist Fate (damage reflect)

Passives

Secondary Explosion (replace with Anima Tipped Bullets about wave 17)
Slow Burn
Backlash
Rend Space
Extended Magazine

Reasons

Like the Bee Gees your primary concern is Stayin Alive long enough to keep the mobs off the centre stone. In conjunction with judicious and timely Anima Allocation tweaks this should present you with decent damage and a measure of survivability.

Hammer Variant

Replace the 2 chaos skills with Burning Wrath plus passive and Thick Skin plus passive. Be aware that whilst both provide extra protection they also generate extra hate so make sure you have a tanky friend or are soloing where threat pulling doesn't matter.

Despite having a decent Elemental focus I find that it just doesn't have enough mobility for keeping on dealing damage as many of it's skills are static AOE rather than movement based. Flash Freeze and Crystalised Frost are good for CC but OUTSIDE the inner hagstone circle and can buy you some time to put some distance between you and them.

I'll edit this for the blood and fist variants I have too in the future.

No liability is accepted. Your mileage may vary. Please consult your local dealer. Music is to blame.

Edited - thanks Ben - Eagle eyes!
 
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