Video summary
New to Hero Siege Season 10? Try these League Starters!
Main summary
Key takeaways
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
- Illusionist
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.