Video summary

New to Hero Siege Season 10? Try these League Starters!

Main summary

Key takeaways

Gaming

Storyline (as discussed)

  • The speaker doesn’t outline the full campaign plot, but frames Season 10 as introducing (or heavily changing) major game-layer content that impacts your progression experience.
  • Key changes highlighted:
    • A new campaign
    • New progression and difficulty features
    • New items
    • A much-expanded Incarnation Tree (about 600 new nodes)
  • Central theme: transition through the campaign toward endgame
    • Class choices are presented as optimized for a smoother ride through Season 10’s changes and unknowns.
    • Some beta testing details were reportedly under NDA, affecting what can be shared.

Gameplay highlights & key tips

General strategy for Season 10 starters

  • Use the patch notes as a guideline, even if builds aren’t radically different from Season 9.
  • For new players: choose “safe” starters that are easy to level and don’t depend on obscure gearing.
  • For everyone: leveling a second character is easier with multiplayer, since group play speeds up testing alternate builds.

Recommended “safe” / beginner-friendly starter classes

Viking

  • Best for physical-oriented starters early.
  • Tradeoff: physical playthrough often requires frequent upgrades to weapon physical damage / flat physical stats.
  • Alternative leveling approach: shift toward an arcane caster plan using his shout (compared to Diablo II Barbarian style).
    • Lean into cast speed and negative arcane resistance.
  • Leveling tools: Seismic Slam, then potentially Whirlwind Shockwave depending on subskills/gear.
  • Why it’s good:
    • Well-rounded stats
    • Built-in defense/offense passives
    • Strong late-game with Whirlwind and Shockwave (noted for strong scaling)

Marksman

  • A safe, strong starter with many endgame options.
  • Primary playstyle: Gunner Drone (autobomber/support style)
    • Drones “laser” enemies automatically near you
    • Compared to Path of Exile Winter Orb, but without channeling
  • Beginner-friendly feel:
    • Good damage while you dodge mechanics
    • Still leaves time to loot
  • Late-game pivot:
    • Transition toward multi-shot for more physical damage, with drones as a stepping stone

Pirate

  • Still considered strong despite nerfs:
    • Anchor Swing lost some AoE radius on sub skills
    • Some orbital/incarnation tree nodes were hit
  • Offset:
    • Anchor Swing base damage buff is framed as highly consequential
  • Endgame flexibility:
    • If you tire of anchor swing, you can pivot toward a more physical/cannonball style (also noted as buffed)

Paladin

  • “Balanced safe” campaign progression and feels good immediately.
  • Key survivability mechanic: Healing Nova
    • Also grants % damage reduction to magic and physical
    • Must be refreshed every ~4–5 seconds
  • Two viable elemental/archetype paths:
    • Lightning or arcane variants
    • Examples mentioned: Fist of Heavens / Hammers and Lightning Fury / Lightning
  • Presented as a dependable all-rounder into endgame.

Demon Spawn

  • Caster-focused, fun, and well-balanced (personal favorite).
  • Historical issue: spell frame issues (FPS fixes expected to reduce this).
  • Progression pacing:
    • Slightly slow until about level 8
    • Then becomes a strong “walk-through-the-campaign” caster
  • Core strengths:
    • Clear power via aura/combos (e.g., Bone Righteous Fire)
    • Endgame clearing with Blood Surge or Bone Nova on Bone Barrage
    • Strong single target with Bone Fragments
    • Defensive scaling via Mana Shield (mana instead of health)
      • Enables mana-stacking late-game damage/survivability
      • Exception: weaker vs dots
  • Limitation:
    • Mobility is weaker, but a move speed steroid helps.

Shaman

  • Totem-centric caster with smooth leveling; fire totems emphasized as the clear winner.
  • Strengths:
    • Fire is buffed (already strong but underplayed)
    • Built-in passive for mana-to-damage, making mana stacking viable
    • Totem/sentry support items reinforce the play pattern
  • Recommended if you want a totem playstyle (described as not really available elsewhere).

White Mage

  • Viable early through mid into late, with an interesting endgame concept.
  • Weakness:
    • Lacks built-in % damage reduction/defenses
    • More vulnerable up close
  • Endgame concept: mana orb / orbitals playstyle
    • Orbs spin around the player
    • Scale off Energy
    • Rely on energy conversions + Incarnation/Subskill effects
  • Patch note caution:
    • ~5% conversion/efficiency nerf, though the speaker doubts it kills the build
  • Quirk/caution:
    • Mana Orb sound is described as unpleasant—possibly needs sound turned off (especially in co-op).

Marauder

  • Recommended as physical despite hype around fire.
  • Claim:
    • Physical marauder can clear through endgame (even Inferno Chaos Tower farming) while “holding a single button.”
  • Note:
    • Fire may still be preferred to avoid physical gear tedium, but physical is framed as legitimate and strong.
  • Theme: satisfying endgame experience and broad capability.

More advanced / “risky” or meta-dependent options (considering changes)

These were not recommended as main starters because they’re less beginner-friendly or depend on how high-end changes land:

  • Stormwaver

    • Early tools like Stormbolt and Stormcloud are said to be virtually untouched and strong for getting going.
    • High-end concerns:
      • Cast rate/spell haste nerfs
      • TP nerf
      • Changes to Lightning Surge and single-target damage overlap limitations due to skill haste nerfs
  • Shield Lancer

    • Considered one of the strongest classes overall.
    • Downsides:
      • Leveling feel can be “eh” before ~level 40
      • May require switching between an arcane caster and arcane minion gear depending on AoE vs bossing
    • Play feel concern:
      • Standing near bosses so shields can proc summons can be awkward on certain mechanics/platforms
    • Speaker’s hope:
      • FPS/frame lag fixes and smoother gear progression may reduce these issues.
  • Samurai

    • Strong explosive option via Explosive Kunai.
    • Not recommended as a main starter because:
      • Getting Kunai online is painful
      • Key enabler Fender’s Blood Fang is rare
        • Example limitation: drops in a specific Act 8 zone
  • Bard

    • Speaker is surprised it wasn’t higher in their poll.
    • Best clearing described:
      • Flicker Striking Bard with Pyro Technician after teleport changes
    • Strengths:
      • High mobility
      • Very fast endgame clearing
    • Not recommended for new players:
      • Requires swapping both arc type and build type, which can be frustrating without knowing when to commit.
  • Profit

    • Bird-form play remains good for fast overworld farming and mobility (jump-based navigation; not affected by TP changes).
    • Nerfed damage expectations for the “Maelstrom bird” blasty variant, but still framed as strong.

Honorable mentions (conditional)

  • Butcher
    • Extremely high physical damage
    • Leveling disliked by some players
  • Exo
    • Strong “giga farmer,” but received nerfs
  • Demon Slayer
    • Great at endgame
    • Leveling described as among the worst experienced
  • Other classes mentioned as not recommended:
    • Illusionist
      • Age proliferation build basically “dead” if patch notes remain as-is
      • Sand Guardians also difficult to start
    • Necromancer
      • Possible, but described as a “coin flip” due to skeleton buffs and new minion item shown

Build guides / sources promised (end of video)

  • The speaker says build guides will be available on their website (hosted by them).
  • Target posting timeline: latest by the 19th.
  • Expected guided starters (explicitly mentioned):
    • Viking
    • Shaman
    • Demon Spawn
    • Marauder
  • Cross-posting:
    • Links will also be shared in Discord.

Gamers or sources featured (at the end)

  • Sleepy Cat (the creator/speaker)
  • Comments/poll/Discord referenced
    • No other specific creators named.

Original video