Tomb Raiser. A detailed look at a build i've worked on way too much.

If you just want the gear/stats/gems and such, the summarized build page can be found here

Group Role

Tank, though some will build for DPS

Note : I've heard some use the Soothing/Energizing Rain emblems to use a support style build but I have yet to even see it. I've not tested it myself in any serious run so make of that what you will.

Abilities

Passive - Soul Caller - Periodically attracts a restless soul, up to a maximum of three. Additionally, slaying enemies attracts a restless soul. Basic attacks return a small amount of damage done as health. 

M2- Bonetourage - Throw a restless soul, consuming it and spawning a skeletal minion where it lands. Minions will fight for you for a short while. 

1 - Banshee's Boon - Turns the user into a ghost. While in ghost form you take 90% less damage, and your primary attack affects all enemies and minions around you. Ghost form rapidly depletes your energy and ends when energy reaches zero. (CG) Also spawns a banshee which heals your minions.

2 - Grave Goliath - Sacrifice all your active minions to summon a Grave Goliath! The more minions sacrificed, the stronger the Grave Goliath is.

Strategy

There are quite a few ways to play the Tomb Raiser, and in the end game i've used two different set ups with very minimally changed gear. It allows me to both deal good damage and take on that unstoppable tank stance in shadow towers that make the Tomb Raiser an unkillable tank. If you have any questions about potions, emblems, gear, etc. Please refer to the flask section or leave a comment.

First thing, Tanking as TR actually requires you to learn to tank, you have no physical pulling like Candy Barbarian or Revenant. Instead, you are given some pretty great aggro control and mob grouping (i'm going to be using the term 'mob grouping' a lot when talking about TR, even if ya meet me in game.) So, mob grouping is essentially keeping all the mobs in the same spot, not moving them around too much. Aggro control meaning you can pull the mobs away from attacking team mates such as your DPS/Supports and have them attack you. (I've seen too many Candy barbs start pulling a mob and it does that jump attack with the stupid range and just instant kill the dps) Just as well, all tanking strategies in this will be in the view that you're in Shadow Towers, and any damage dealing strategies will be applicable anywhere. If you're running Tank in uber worlds I salute you.

"But Leri! Revenant and Candy Barb can pull the mobs into the same exact space as them, isn't their mob grouping better?!" Well, it's a bit weird. While pulling them in, CB and Rev can still be knocked back by any of the mob's abilities. I find it's often better to just keep them in one spot, rather than keeping them ontop of each other for cleave potential. Just as well if any DPS get close to the tank while he's pulling all of those mobs in, that DPS is at a very high risk of dying.

Another thing to note is that after getting your class gem, all together you, your banshee, and to a lesser extent your grave goliath generate some pretty great aggro. Probably the easiest way i've been doing things is to hit 1 to refresh your banshee right as mobs spawn from a cursed skulls, the banshee pulls a LOT of aggro, which is a bit strange. Anyhow, after banshee takes aggro, any spare mobs you can run to and smack them around with your staff's beam a bit to get them to attack you and if you refresh your banshee yet again, the mobs that were on it previously typically run to the new one, otherwise you can just drag him back to the cuddle puddle around the original banshee. As for survivability, you can use Prowling Shadow to steal health faster than it depletes for the most part, and Banshee's Boon's 90% damage reduction means you most likely won't die. Now adays I just use the dps rotation listed below in anything below Ultra Pinata, though your experience may vary.

As far as DPS is concerned, I used to use the Vial of Unleashed Power for the longest time before it got updated into a bugged mess. Now adays my flask will vary based on what i'm doing at the time but the strat remains about the same. Throw out your minions at the start of the fight, hit 1 to activate banshee's boon and before running out of energy use a flask to remain in boon without having to recast. When doing most anything you can summon your Grave Goliath as soon as you get 6 minions but for bosses like Spike Walker I typically wait until I have 6 minions and 3 stored souls to summon.

 

Gear

A lot of Tomb Raiser's gear doesn't require attack speed or some of the more common stats, so I prefer movement speed to help with farming and such, magic find is also up for personal preference.

Hat - Maximum Health / Critical Damage / Magic Find/ Movement Speed

Staff - Magic Damage / Energy Regeneration / Critical Hit/ Critical Damage

Face - Maximum Health / Movement Speed / Magic Damage / Crticial Damage

Ring - A bit of preference here, I use Magic Damage / Magic Find. A good Magic Damage/Energy Regen or Magic Damage/Crit Hit could fill in just as well.

 

Ally / Flask

Allies - Prefect Penguin - Best over all, it's essentially a rapt berserker for magic damage

Chronomantic Quebsly - Helps if you don't have Prefect.

Hydrakken/Cotton Candy/Shock - Because magic find.

 

Flask/Emblems - All of the emblems in this will be in combinations rather than singular, to give off what they can do together.

Vial of Unleashed Power - While this was the go-to before it got updated, it's now become a buggy mess of uncertainty. I wouldn't use it but if you choose to is your choice.

Conjurer's Crucible - My main flask for farming, has 100% chance of giving a flash charge back each time your magic find triggers so if you've got high enough magic find, you'll not run out of flasks.

Vampiric Vial - I use this in ST's on any floor except Spike Walker pinnacle, Dreadnought pinnacle or DOTM's altar. It's about as good as Valorous was before that flask was nerfed.

Valorous Vial - While it is not as good as it once was, it remains rather good on Tomb Raiser and Dracolyte because of how often they hit. This is what I use in the pinnacles/Altar for Spike Walker, Dreadnought and DOTM as they don't really have a lot of minions to kill for Vampiric Vial to proc.

Zealous + Arcane - This is your DPS rotation, use potion before running out of energy while in banshee's boon to stay in boon with the damage boost. That way you're not wasting energy on recasting. Also what I use for tanking. Be careful with this setup or any setup realistically if you're in a situation that you can't guarantee you'll get more flask charges any time soon.

Evil Eye + Arcane - This is more for a pure MD build with a lot of energy regeneration but Evil Eye Emblem is really good for any MD class with a questionable 2nd emblem slot.

Gems

As far as gems go, just keep to the stat priority up to checkmarks

Work on health and critical damage up to ~1.5 million hp (A little bit less or more is perfectly fine) and 100% crit hit with Crit Hit/ Maximum Health% / Magic Damage / Crit Damage as your priorities

Once you've reached that point, switch priority to damage, given you are virtually unkillable to Crit Damage / Magic Damage/ Maximum Health%

If you're below 10,000 Power Rank it's advised to just work on getting to that point before worrying -too much- about what your stats looks like, just keep to the correct damage type and follow along to help some others with farming.

 

Quick Notes

The Class Gem - While I do admit that Tomb Raiser's class gem is not as good as say, Shadow Hunter's or Gunslinger's, it is still VERY good, especially if you are running Tomb Raiser as a tank build. All the class gem does is add the banshee, it does not reduce the damage reduction from your banshee's boon or anything of that sort. On top of that the banshee adds to your DPS (if only slightly) and draws a LOT of aggro.

Multiple Banshees - One thing i've noticed is that if you have an active banshee focused on a mob, you can then walk away from it, hit banshee's boon again and create a second one without the first one disappearing unless the 2 get close to each other. The most i've been able to spawn at once was 4 and it was done as a test in the Vengeful Pinata God boss room so actual viability is rather low for anything more than 2 at a time.

 Here's an example screencap I took in a fire elemental world : http://imgur.com/a/rgjqL

No, Tomb Raiser cannot survive Daughter of the Moon's "instant kill move" anymore. They used to be able to via using Banshee's Boon, but unless you have 12 million health on your Tomb Raiser, you will not survive it anymore.

 
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Thanks for the guide man!!!!!!It was very helpfull!!!!

:)

No problem, always happy to help out