Guide to Jace Floor 123 (Unchained / Turtle / Warrior) Build
By Mihealsick
With Jace’s built-in Legacy tag, he drops an Arthur’s Mark on an enemy on turn 2. In a vacuum, that Mark gets around a few things that you don’t really need to get around–especially not on the second turn.
BUT with Jace’s new Harbinger spec, he triggers a free Multi-Attack when he defeats a Marked enemy. This spec tree also gives Jace one of the best talent nodes in the game in 24% armor steal which absolutely blanks some marquee threats like Saturns and Iron Golems.
With the Unchained set, your debuffs apply to all targets… and if all targets are marked, then you get a cascading multi-attack that shreds through everything. With your standard loadout, you have 5 attacks per turn from the Warrior set… that means a turn 2 attack does the following against 6 enemies:
- You queue up 5 attacks on your target. It presumably dies somewhere in there because you’re very good at this game and you deal a lot of damage.
- The next enemy behind it appears. You finish up any remaining attacks from your initial 5.
- Next, you launch a whole new multi-attack. This isn’t just a single swing, it’s your entire round of swings, meaning you get 5 more attacks and this time they hit everything.
- If that attack kills the 3rd target that had Arthur’s Mark on it, you get another full round of 5 attacks against everything, with back row enemies dropping in to accept their beatdowns.
- Every hit triggers all of your on-hit effects, and the Unchained set causes all of those stacks to apply to all enemies.
- You steal 24% armor from everything you touch.
The even better news is that you get to use the Mimic ability to copy your target’s abilities, which is super fun.
The bad news is that you need to actively spec away from other nearby strategies that are probably a little more powerful, and after floor 60 you’re forced into the same old endgame soup (see details).
Early Game
I find the early game can be a little tougher with Jace for some reason. His built-in Legacy tag does basically nothing, and he only has one attack.
I’d recommend picking up a magic weapon and some warrior boots on floor 1, then use Silver for a while to get armor and avoid those nasty Stun turns on early floors. Dismantle early magic attack and wisdom to keep your damage up, and feel free to use Ethercrest or Monomana as a stopgap.
You can pick up most of your final 1-60 gear by floor 7, but note that your Harbinger spec does not activate until floor 11!
Some early tips to get by:
- Mimic is a lifesaver! If an enemy has a stun effect, you can Mimic it and the Unchained set applies the stun to ALL enemies. This works for a lot of things!
- Throw on a piece of Turtle set as soon as you can. That one turn of immunity really carries this build, especially after you unlock Harbinger, and this is your main line of defense against tough enemy pulls like 3 Kotyas.
- Dismantle a Jade ring as soon as you can on floor 9, even if it’s just a common. You’ll probably need the armor, and don’t forget–when you apply Sparkle to an enemy, Unchained spreads it to all of ’em!
- Enemy armor is (relatively) quite low before level 10, so your armor steal won’t really be very helpful until later.
- You must open the Opportunism chest or die to Suns. This build specifically wants to stay away from Cinder damage because it messes things up, and you don’t have room on your body for Malice or Blackthorn.
Floors 10-30
Things get a lot easier once you unlock Harbinger. Your first turn you’ll usually kill a single target that has an annoying ability (or one that’s fun to mimic), and then turn 2 you just cleave through everything else like crazy.
Some tips here:
Pick an attack type and stick with it. I’d recommend staying away from Physical since you don’t have access to crit rate%, but freeze atk and magic are both very strong. I chose to run with magic atk because I think Ring of Unity’s wisdom value shoots it ahead of freeze attack, but be aware that Insight isn’t great for you (since your first turn is just single-target nonsense).
- Since you only hit one thing on turn 1, there are some enemies that you’d normally steamroll in other builds that are suddenly tough, and you can’t always kill ’em all. Watch out for Venomous Spiders and Pintos!
- Do not dismantle any cinder damage! It can disrupt Mimic and kill Marked enemies before you can use them to cascade. Also, you just don’t need it.
- Make sure you have over 100% Precision before Jupiters show up on floor 20.
- You may be tempted to dismantle into some other stat effects to have fun with Unchained, just remember: dismantling electricity and toxicity isn’t useful in this build.
One of the most appealing things about this build is that you do not need more than 100% Penetration! Your Armor Steal talent trivializes the Iron Golems. Make sure to keep up your magic attack, wisdom, magic attack %, faith%, and power%, and jump on Rod of Doom when it appears.
Dismantle a Turtle Gauntlet when you see one on floor 25! Around this time, enemies start piling up massive amounts of armor. When you steal 24% of the armor, that Turtle Gauntlet you dismantled suddenly becomes the Infinity Gauntlet and deletes everything.
Floors 30-60
Ring of Unity (plus Rod of Doom) will make your magic damage explode, especially if you’ve been dismantling a couple of Jester Masks here and there. But around this stretch, most pulls will have enemies with tons of armor to steal and you’ll swap over to the big guns.
Just make sure you don’t get lazy, because the biggest threat is actually Death.
Death will clear off its debuffs, including Arthur’s Mark, before you have a chance to cascade your multi attacks. Death also has no armor to steal, so if you run into multiple rows of Deaths then you could end up stuck with no defenses dealing conventional single-target damage.
This would have definitely ended my run in the 40’s if I hadn’t thought ahead for it. I begrudglingly swapped my Unchained Gauntlet out for a (common) Demonic Axe and that worked just fine. They have a ton of health though, so many sure you have enough damage output (and splash into some Insight if you don’t).
Floors 60+
Unfortunately, your cascading multi-attack and multi-debuff shenanigans don’t work well against Perfect Slaves, and PS/Death fights don’t have armor for you to steal to scale up to the moon.
On the bright side, you already have the Legacy tag, so you don’t lose anything by swapping over to Excalibur and Ring of Unity. Saturns and Iron Golems are also blanked by your Armor Steal no matter what gear you’re using, so you have a lot of toolbox flexibility in the latelategame.
After 60, I personally felt like I lost the unique things about this build and I was inevitably pulled into my other go-to strategies for the latelate game, so at a certain point I just held the spacebar until I died.
If you’re interested in those latelategame toolkit strats, you can see them in more details here.
Also note that I was actively trying to build away from Gold/Madness/Celestial/Cinder. It’s certainly more powerful than this, but I’d done that in a few runs recently and wanted to try something else!
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