DRAGONZERKER
So, I've been working on this build since basically the day the game came out. My dream was to play a character equal parts Brrr-zerker and Clawbringer, with the sweet dragon pet and constant raging melee.
Unfortunately, life happens. Cancer hit me hard and I had a lifesaving operation that put me out of commission for about a month. By the time I came back Awe had been nerfed into the ground. I persevered.
On top of that, Wonderlands is the game I play when I'm getting chemo, so I can't play the glass cannon builds that are entirely dependent on split second reactions and knowing the map backwards and forwards. So instead, I give you my tanky HammerZerker build, the DRAGONZERKER: https://imgur.com/a/rj6c1rL
What's interesting about the Live Wire based meta that we currently have with melee is that the majority of the damage we do is actually gun damage. If you have one bullet in the mag for Live Wire every second melee will do three gun ticks of damage equal to roughly your melee damage. And this chains to nearby enemies.
What this means for us is that we can pretty well function as a run and gun class for bosses that are not melee friendly.
Onto the build! We start with the deathless armor for DRAGONZERKER. With the Harbinger amulet and good ability management you're refilling half your shield every 5 seconds. On top of that, we're using the Trick Mirror shield. The shield says it reflects arrows and bullets but anecdotally I've seen it reflect random other projectiles as well. Add in the Fatebreaker, and we live for face to face mobbing.
We've got a Tootherator for 90% bonus melee damage at the beginning of the boss fights we actually melee (LeChance, Zomboss, the new shark guy) White Rider is for flying enemies and bosses we can't melee (Dry'l, Vorcanor because of his invisible death balls, Banshee). 4th slot is for damage phase on Dry'l when he's on the other side of the arena and Rider won't connect.
Both rings are Sharkelescent rings with 14.2% melee damage, the innate 15% elemental damage, 15% melee critical hit chance, and one ability that benefits Storm Dragon's Judgement since we're gonna be using that every 5 seconds. These are easy to farm from the event. I haven't looked for chaotic or higher yet.
Tidebreaker is the spell, and it's what broke me from 20 all the way to 35. Adding soak every 5 seconds to this build just absolutely destroys everything in your path. We have a bonk, kchow buffmeister for those above non-melee bosses.
Enchantments! Anything that boosts melee OR gun damage is good for our build. But anything that does generic damage double dips into the damage calculation, boosting first the melee damage and then the Live Wire damage.
Whew. That was a lot. The skills are easier. We want everything that gives us melee damage and damage reduction. We also want to do extra damage to slowed/frozen enemies and frost efficiency. All those enemies whose ammo is being reflected by our shield? If we're enraged, they're slowed by the time we even find them on the map. We take both FFYL skills because you never know when a chemo cramp is gonna hit and you're gonna go down. Of course we want Blast Chill, but we bonus take Oath of Fire to add to all that gun damage we're doing, and Dragon Aura because we're now regularly doing about every element we possibly can. (Thanks, sharks.) Fire Bolt and Storm Breath are both mostly for their passives.
Hero Stats: we want spell cooldown and max ward. Trust me. The rest of the points go into skill cooldown. My mythic rank is only about 150, and I noticed late you can use them to permanently boost hero Stats, so I'm still working on that.
The general play pattern is pretty simple: soak some enemies, throw your hammer at them, and then melee anyone who didn't die. In 5 seconds, repeat. Keep those enchantments up constantly. The build is easily capable of every side objective, although you have to switch to White Rider for some of them (blessed areas or whatever). And for when one of your main enemies is a flying faction.
And we're done! Personally, I find that I rarely go down on this build at all. I average less than 20 minutes per run, and it's stress free. I'll usually take a chance or two to try and melee down an applicable boss, and if I can't I'll just switch to run, gun and hammertime.
If you have any questions please let me know!
Posted May 12, 2022, 12:12 AM UTC