Coming full circle on the henchmen review. The game only offers 10 henchmen, the 5 from Proph (e.g. Mhenlo) and 5 that follow the player from Istan. I'll bring the rest over from Istan as well. The earlier proposed builds: Dervish Gehraz (Wind/Holy Dervish): Earlier proposed build.... Wounding Strike, Heart of Holy Flame, Eremite's Zeal, Rending Aura, Irresistible Sweep, Heart of Fury, Chilling Victory, Rez Signet [Unnamed] (Earth Dervish): Proposed build.... Vow of Strength, Staggering Force, Sand Shards, Eremite's Zeal, Mystic Sweep, Victorious Sweep, Mystic Sandstorm, Rez Signet Notes: I generally don't run non-teardown builds but attempted one here.
@@tarheel7406 ahh that makes sense. I wish the bonus objectives were a little clearer. In Prophecies the bonuses were somewhat hidden, but once you discovered them, the objectives were very clear.
Jennur's Horde is one of my favorite missions though the waves don't drop loot. My trick is to use Draw Spirit (a Ritualist skill) to move the spirits out of harm's way or to a strategic location. The mission also isn't timed, so my more methodical playstyle works,
@@UberOfficer1 I don't rush through missions, etc., so it's best to wait for a wave, then advance to clear a "standard" group, pull back for the next wave, repeat. That way a wave doesn't pass you and kill a spirit that you have moved further back to safety. You can eventually move one of the spirits to the back of the final area to get a fresh bundle after each drop.
@ yeah during the mission I couldn’t tell if the enemies were coming in regular waves or only when I moved ahead. Slow is definitely better in this case
0:00 - 15:22 Attack at the Kodash
19:20 -21:28 Lightbringer Title
24:10 Jennur’s Horde mission
Welcome back
Good to be back! 😊
Whoop whoop!
@@anima6428 ahh yeeeah
Utini Wupwup!
😂 😂 all hail the Wupwup!
Coming full circle on the henchmen review. The game only offers 10 henchmen, the 5 from Proph (e.g. Mhenlo) and 5 that follow the player from Istan. I'll bring the rest over from Istan as well. The earlier proposed builds: Dervish
Gehraz (Wind/Holy Dervish): Earlier proposed build....
Wounding Strike, Heart of Holy Flame, Eremite's Zeal, Rending Aura, Irresistible Sweep, Heart of Fury, Chilling Victory, Rez Signet
[Unnamed] (Earth Dervish): Proposed build....
Vow of Strength, Staggering Force, Sand Shards, Eremite's Zeal, Mystic Sweep, Victorious Sweep, Mystic Sandstorm, Rez Signet
Notes: I generally don't run non-teardown builds but attempted one here.
If memory serves, one has to take out the entire group with the other Harbingers to get the bonus.
@@tarheel7406 ahh that makes sense. I wish the bonus objectives were a little clearer. In Prophecies the bonuses were somewhat hidden, but once you discovered them, the objectives were very clear.
Jennur's Horde is one of my favorite missions though the waves don't drop loot. My trick is to use Draw Spirit (a Ritualist skill) to move the spirits out of harm's way or to a strategic location. The mission also isn't timed, so my more methodical playstyle works,
@@tarheel7406 it was pretty fun! A ritualist would’ve helped a ton for sure!
@@UberOfficer1 Draw Spirit is a non-attribute skill that can be slotted on any hero, preferably on the backline for this use.
@ oooh right I see interesting! I’ll have to use this strategy when I go back for the bonus
@@UberOfficer1 I don't rush through missions, etc., so it's best to wait for a wave, then advance to clear a "standard" group, pull back for the next wave, repeat. That way a wave doesn't pass you and kill a spirit that you have moved further back to safety. You can eventually move one of the spirits to the back of the final area to get a fresh bundle after each drop.
@ yeah during the mission I couldn’t tell if the enemies were coming in regular waves or only when I moved ahead. Slow is definitely better in this case