Video summary

Hero Siege Marksman Gunner Drone Guide Season 10 700B+ DPS (Part 1)

Main summary

Key takeaways

Gaming

Storyline / Context

  • The subtitles don’t describe the game’s narrative plot. They focus entirely on a build guide for Hero Siege.
  • The build is centered on a Marksman Gunner Drone setup (Season 10), with emphasis on very high DPS (e.g., “700B+” mentioned).

Gameplay / Gameplay Highlights Mentioned

  • The build emphasizes high multiplicative damage scaling using specific gear and mechanics, rather than relying on flat/additive increases.
  • Key combat loop:
    • Use Gunner Drone with strong projectile/skill damage scaling.
    • Leverage deep-frozen interactions for damage amplification (via Glacial Talons / Glacial Talons interactions).
    • Bossing efficiency with tools like stun, and ensuring critical proc conditions—especially:
      • Arcane Globe / Orb of Chaos at 100% “ignore”.
  • Survivability/positioning philosophy:
    • Avoid relying on defensive “cheese” such as invincibility shields.
    • Instead, use proper positioning and a consistent defensive setup.

Core Build Strategy (Key Build Choices)

Early-to-mid progression gear priorities (as stated)

Early setup items mentioned:

  • Brim
  • Treasure Hunter

Then the guide pushes toward:

  • Sand Manipulators
  • Glacial Talons
    • Treated as infinitely better than an alternative weapon (“Commander Century Blasters”).

Damage scaling philosophy

  • Glacial Talons are highlighted as a multiplicative damage scalar (not additive).
  • The narrator contrasts:

    • “Percent damage that multiplies late in calculations” vs.

    • additive/stacking effects that scale less effectively.

Weapon / item alternatives and what to avoid

  • Commander Century Blasters: called a waste of money for this progression route.
  • Gabriel’s Authority (in a “light stacking” approach):
    • stated to be infinitely worse than Glacial Talons for this route.
  • Chaos Gems:
    • explicitly discouraged because Merc bonuses already provide/scalar-stack the relevant magic skill damage; Chaos Gems become inefficient as “extra stacking” on top of an already-stacked scalar system.
  • Angelics:
    • suggested to be unnecessary after about level ~100.
    • scaling should shift toward flat damage, since the build already has plenty of percent scaling.

Specific Gear Recommendations / “Must-haves”

Shields / defensive pieces

  • Shadow Lantern: described as a must.
  • Don’t use an “angelic shield” for invincibility; position better instead.

Head / alternative options

  • If you don’t have High Roller’s Death Crown:
    • Use Harlequin’s Veil
    • If missing that, use Witch Brim Hat
  • Rugol’s: keep it (stated as fizz reduction).

Gloves / Sand Manipulators

  • Sand Manipulators: recommended, but acknowledged as hard to find.
  • Alternative:
    • Autos Gloves (very expensive mentioned, ~40 mil)
  • Practical min-maxing:
    • Aim for a “good enough” Sand Manipulator roll.
    • Dice crafting/cycling is suggested if needed.
  • Example roll target mentioned:
    • “Maybe like a 3%… and then 5-star it” (contextually about crafting a usable result)

Boots

  • Grim Bones: stated as best in slot.
  • Cheaper options:
    • Astral Roamers (next best)
    • Chaos Roamers (okay if you already have them; replace with Grim Bones if possible)

Relics / bossing support

  • Ogres Club: “must” for bossing (very valuable while struggling).
  • Arcane globe requirement:
    • Use Orb of Chaos to ensure 100% “ignore”.
    • 99% is not enough; damage drops significantly if you don’t reach 100%.

Charms (Important Notable Ones)

  • Arcane Pumpkin: described as a later upgrade (~7 mil mentioned).
  • Orange Grail:
    • Get a cheap one and dice it to +2 Century
    • The narrator says the element/century skill doesn’t matter.
  • Captain’s Anchor:
    • Diceable; dice it to Arcane skills (element changes each time).
  • Charm stat focus:
    • Resist/attributes/intelligence as filler
    • Rolls involving stun mobs / bleeding mobs suggested as best
    • Avoid focusing on “frozen” rolls (not considered top)
  • Torch of Shadows section:
    • Discusses synergy with Wraith cloak (arcane + shadow burn damage, negative arcane res).
    • Main caution:
      • Shadow burn application may require vaulting/striking loops.
      • If used poorly, it can lag and reduce killing efficiency when clearing packs.

Skill Tree / Progression Path (Major Structure Explained)

Baseline and early mistake to avoid

  • The tree includes a baseline section that “does not change ever.”
  • Warning:
    • Do not grab extra sentry damage—it’s considered pointless.
  • General emphasis:
    • Build toward crit, then scale from there.

When to switch direction

  • Early/mid game:
    • Push toward key nodes providing core performance.
    • Level range mentioned: around 85–90 entering Inferno.
  • Late progression:
    • After core setup, move toward the “light stack” route.
    • Light stacking nodes become a second core around level ~100–110.

High-level scaling pivot (major node choices)

  • Uses a far-side tree stretch to gain huge stat value.
  • Reasons given for taking that area:
    • Access to max res and vital heart (survivability)
    • Interaction with damage sources that also scale HP:
      • Pearlescent drain (gives attack damage)
      • Crown of Doom (gives attack damage)
      • High Roller’s Death Crown (attack damage)
    • Mass Magisters Intellect:
      • narrator claims it provides massive “infinite” scaling over time
      • tooltip jump from millions/billions and adds billions of DPS when applied

Final tree / beyond level 138

  • “Final tree as of level 138” is stated as decided after testing variations.
  • If pushing beyond 138:
    • Consider Arcane’s Touch
    • More INT nodes / attack nodes depending on whether you shift to a different version (cyborg vs mecha)
    • Additional defense/mana-related survivability choices
    • Chip-damage mitigation is discussed, though the narrator says it’s irrelevant if you get “all or nothing” hits (example context: wormhole)

Alternative variant: “Bonsai tree” uptime strategy (brief)

  • Alternative approach:
    • Use Bonsai tree to gain cooldown on Master Mechanic
  • Master Mechanic:
    • described as 25% multiplicative damage
    • goal: near 100% uptime
  • Personal note:
    • narrator doesn’t use it because flat damage is already sufficient for the content.

Mercenary & Gem / Proc Rules

  • Mercenary provides:
    • % scaling
    • magic skill damage scaling
    • arcane damage scaling
  • This is why Chaos Gems are considered inefficient (stacking on an already-stacked scalar).

Gem recommendations:

  • Use Pristines, not chaos/angelic.
  • Target gem count in tree: 24 gems (and “24s” referenced).
  • Pristines stated to scale better in testing.

Practical Key Tips / “PSA” Calls

  • Don’t dice/throw away extremely expensive items:
    • Specifically: High Roller’s Death Crown
    • Don’t dice it—buy a good one / save up.
  • Arcane Globe / Orb of Chaos must hit 100%:
    • If you’re at 99%, fix it.
  • Don’t buy a stated “arcanist”:
    • Instead, farm the boss—claimed to be quick and respawn repeatedly.
  • Torch of Shadows usage caution:
    • Continuous vaulting can create lag.
    • It may reduce effectiveness if used to kill packs directly (unless vaulting into them efficiently).

Items / Build Notes Mentioned (Quick List)

Core

  • Glacial Talons
  • Pristines gems
  • Shadow Lantern
  • Ogres Club
  • Orb of Chaos (100% requirement)
  • Torch of Shadows + Wraith cloak concept (arcane + shadow burn, negative arcane res)

Progression/levels (high-level idea)

  • Baseline tree remains constant; later switch toward:
    • light stacking and scaling nodes.

Gamers / Sources Featured (Mentioned at the End)

  • Malakai TV (referenced in the Torch of Shadows / Wraith cloak comparison)
  • No other specific gamer names are clearly listed as “featured” in the subtitles beyond that.

Original video