Death Must Die – Merris: Telekinesis Blade Build (D100)

Merris Sorceress Build Guide (D100)

By Talukita.

Another variation of cast Merris, this one being more ‘traditional’ than then mono-landslide. Is it better? Probably not, but it’s different enough to play out at start, especially if you want to experience with more various spells. Anyway, some of the strong points include.

  • Not so miserable start as a Cast build.
  • +6-800% Cast damage at ready.
  • Level up like no tomorrow with infinite pull.
  • Doesn’t need to rely on Legends like many other D100 builds, which means more flexibility in gearings + Fried Rice!
  • Can level up all Casts at once, doesn’t have to block them out and just Landslide only.
  • One of the most mobile builds in the game. Not as much the dash focused variation, but still pretty much better than others the fact that you have global pulls and never have to attack to suffer ms penalty.
  • Relatively simple to gears.

But why Blade especially? Mostly the way the spell functions. Spells like Light Rays while strong lack the coverage in early phase, and in D100 it’s incredible important to have something up and around you all the time because enemies are incredibly fast and brutal, that even a small downtime/window means death. It’s the reason mono-landslide works well, because it functions as a ‘wall’ and can reliably stop enemies due to stun.

Similarly Blade works out well even at level 1, and the way they spawn is very reliable + you can drag them around like a train (while extending their duration) in image 3. So you can pop off immediately and just roll from there. Of course, it’s just a solid cast overall, that scales incredibly well with +count and size.

Gearing:

Since certain stats can only spawn on specific gears, I may as well list them out in details.

  • Helm: +%9.8 Master, then life/armor/rolls/exp. Can spawn +Cast count but incredibly rare.
  • Relic: Fried Rice. Black Lamp if are into Legend meme, otherwise, a 6 6 6 dice with +1 xp/s is also nice.
  • Hands: +Shard pulls, +%Cast/%Damage, +Cast count
  • Amulet: %Damage, %Cast Damage, +Cast count, +%Exp, +Dice
  • Waist: +Life, +Armor, +Heal on Level Up, +XP/s
  • Weapon: +3 Cast Count, +%Cast Damage, CDR, +Dice.
  • Boots: +Movespeed, + %Dash Recharge or Charge, +Dash Distance, +Life, +%XP
  • Torso: Nomad of the Dune, nothing even comes close
  • Jewel/Ring: +%Cast damage, Shard pull, +%EXP, +%Legend

Some Notes:

  • Heal on Level up is OP for this build, since it’s cheap weight wise/doesn’t gimp the gear and this build levels fast enough to proc it all the time. Making sustain significantly easier especially when Inner Peace doesn’t show up.
  • What about Multihead for weapon? It works, but you will need at least 2 pieces with +xp/s to not die instantly.
  • Waist can go Waste also, you will need to rush getting heal somewhere though.

God Selection:

  • War: Core for Blade.
  • Justice: Core for Light Rays, Protection, Divine Wings (level 1 then Banish), Divine Shield, Inner Peace, Piety and Eclipse. Also pick up Retribution in late game.

From there it’s optional depends on your preference:

  • Leigong: Second Bolt, Haste, Lightning Orbs, Urgency.
  • Winter: Hoarfrost, Worldfreeze, Frost Zones, Frost Ring / Path Frost.
  • Time: Gem High, Force, Time Field, Stillness.
  • Fate: +%HP, +Dice, +Dash, +%Luck (if Second Bolt).

Gameplay Tips:

  • Take all 4 Cast slot quickly (DShield is cast btw) to prevent Day of Judgment from showing up
  • Similarly, picking a single Strike will block out all others Strike. I usually go Shuriken or Hurricane.
  • First level reroll for your Cast (usually Blade), get Expert+ or restart. Unless some good Legends show up (IP / Gem / Second Bolt), then you can wait level 2 but that’s about it. Also turn off auto and never use it.
  • Never stay in the same spot. Between your ms and global pull it’s always good to keep moving to gather as many shrines as possible.
  • Try to pick movespeed from shrine if you can for more mobility. Also +%heal and heal when lvl/kill.

Here’s my full gear details for reference:

Some alternate gears / variation to consider, though I would replace the Cast Crit with Cast Count instead.

Cast Crit is like good on paper but frankly Merris damage is bloated enough, what she needs is more coverage and consistency.

Also Heal on Level is so strong that you actually don’t even need Justice nor Inner Peace. It will be harder yes, but surely doable.

This is a clear that has none of the meta cast (no Landslide, no Blade, no Justice / Light Rays).

Also some people keep asking about if Aspect of Hydra is good, I would say that it’s alright.

While it should outscale Telekinesis damage wise late game, that has never been the issue for Merris. The lack of global pull is noticeable for early leveling, and what I don’t like about it is the 1/2 size penalty. This is the size of Blade in comparison, you will have way less coverage because of it.

Can it D100? Almost surely yes, but for me it’s just way more comfortable to use Telekinesis imo.

I hope the above information was helpful. Happy gaming!

Volodymyr Azimoff
About Volodymyr Azimoff 8007 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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