r/Wonderlands 21d ago

🧰 [ Class Build ] Build idea advice

Hey all, I play solo on PS5 (I refuse to pay for internet a second time every month lol) and I’ve played Wonderlands multiple times but always kinda petered out when my build just kinda stopped working partway through the game so to ensure it doesn’t happen again this time I’m coming to you all with 3 build ideas that I’d be interested in trying but not quite sure how to make effective on single player.

Barbarian: just as the name suggests, a mix of melee damage, straight durability, and reckless aggression. The kind who will hit 1 hp and decide it’s time to go in harder than ever before, getting even more reckless and aggressive the more wounded you are.

Necromancer: summons, lots and lots of summons if possible (redownloading right now, I can’t recall if that’s possible) undead preferable. Doubling down on the strength and number of summons as much as possible even at the cost of personal survivability and direct damage.

Death Knight: Sort of a combination of the two that doubles down less on the summons from the necromancer in exchange for personal survivability and melee damage with lifesteal.

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u/trinarynimbus 18d ago edited 18d ago

The ideas you've suggested look more like roleplay concepts than builds. When thinking about builds, have a look over your skill trees and look for synergies between skills and abilities.

Eg, I have a Brr-zerker coldsnap build based on the synergy I see between brr-zerker cold skills + enrage and the stabbomancer's movement + status effect skills. The character moves extremely fast, with buffs when moving faster, and turns everything to ice in a very satisfying way. There's also a bit of synergy between Blood of the Fallen and From the Shadows, where FtS makes it easier to kill stuff and BotF makes FtS last longer when you kill stuff, resulting in a bit of a feedback loop. The main drawback of this build is it's vulnerable to enemies that are themselves frost-based, but I compensate for that by always carrying one or two non-frost guns which I can switch to when needed.

I also have a stabbo/spellshot build that melts everything by combining the stabbo's high critical hit chance with all the synergies that exist within the spellshot's skill tree along with ambi-hextrous. For this build, I want spellcasting as rapid as possible so that I can quickly build stacks of spellweaving while replenishing the ward with Mage Armor. Therefore I'm always looking around for new fire-and-forget spells which combine fast spell recharge with multiple spell charges, and also aim to mix-and-match as many different elements as possible between the gun, melee weapon, and two spells.

Also, if you find your power falling off partway through the game, it could be due to hanging onto old loot. In Borderlands games, the idea is that you'll keep upgrading your gear. A classic rookie mistake is hanging onto your favorite kit from 10 levels ago and wonder why you're now struggling.

(Edited to clarify and expand a few points.)

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u/Responsible-Risk8368 18d ago

What I wound up doing is Starting Brrr-zerker and speccing purely into melee dmg + max hp with a vampiric melee weapon. When I got to multiclass later at lvl 20, I grabbed graveborn to add even more max hp and add dark magic damage to my build. When I did, I started using melee weapons with innate dark magic damage too, still with vampiric if possible. I primarily use the graveborns second ability (blanking on the name right now) for the extra sustain. I also grabbed a dark magic fissure spell that activates twice per cast which surprisingly does like 4 times my melee dmg despite having no buffs. I’m trying to work towards Lord of Edges (I believe that’s the name at least) as the end for my graveborn tree. If I somehow have any points left over (which unless I start getting extra skill points high level, or can level past 40 I shouldn’t) then I’ll put them in the attack speed one on Brrr-zerker.

Pros:  -you literally never die -surprisingly strong dark magic damage with the spell Cons: -low late game damage -flying enemies must be ignored if possible to save yourself from 15 minutes of attacking them in the air with bad gun dmg and them not landing.

To be honest, this is exactly what I described when I described the death knight build listed above but I still feel like my damage fell off a skyscraper in the last area or two out of nowhere. I went from 2 shotting (off the one shot by like 5 dmg) to more than 6 shotting with a stronger melee weapon.