I am trying this build I saw your videos
Born to a mutant father, imbued with sorcerous potential by a demon trapped in Wundagore Mountain, and raised by her adoptive gypsy parents, Wanda Maximoff's life was full of intrigue long before she became aware of her powers.Marvel Source
The Scarlet Witch began her career fighting the X-Men as a member of her father Magneto's Brotherhood of Evil Mutants.
But she became disillusioned with villainy, instead joining the Avengers after several of that team's founding members left.
As both a mutant and a sorceress, Wanda's reality-altering powers and devastating hex bolts make her a formidable opponent.
+Level on Combusting hex should be first priority, followed by +Spirit. Scarlet Witch's abilities can be quite costly so you really need a minimum of 300 spirit. Run speed on boots is nice but not nessasary. +Energy damage is preferred but +mental damage would be ok too. As far as affixes go, I'd recommend Attack speed, untill they patch dots to crit.
I originally had Edge of Infinity's slotted because I was anticipating a patch to fix crit. That patch never came so I've updated the artifacts to reflect what I personally use. They may not maximize damage, but they do offer nice utility. <br><br>Per request, I've added a video for soloing red terminals. This one is easy so nothing impressive is included but I will keep adding them till I have all nine. Hopefully the video provided, however can offer you some insight on how I'm doing them for now.
Can you make a video over this build. I'm curious how you can solo red terminal with this build and why EoI for artifact?
Don't let the fact that Wanda is a starter hero fool you. She is quite possibly one of the most powerful heroes in the game. This build provides superior control without sacrificing damage. It will melt bosses, and survive legions of attacking enemies. Completely capable of soloing everything, from Red S.H.I.E.L.D. Terminals, to Wundagore 3.
Updated: Patch 1.14
DECIMATION:
First thing to point out is that Hex Orb is useless, once you get Combusting Hex and Hex Binding / Ravenous Binding.
Reality Implosion is used as a tool to group mobs up, not damage them. Just one point will suffice.
Ruinous Tempest is great when your a lowbie. Late game, not so much. You never want to get that close to your target.
Same goes with Chaos Tempest. Good early game, bad late game. Standing in one place while you channel a spell is asking for it.
NEGATION:
Enfeebling Veil, just doesn't help when your already that squishy. Your trying to avoid damage not tank it.
Same goes with Withering Hex. There's just no point.
If you want to put one in Warding Tempest, that would be fine. It has uses but, ultimately you can always just fly away.
One point in Enervating Hex is just to get to Corrosive Hex. It's has been nerfed quite a bit but a 20 percent defense reduction is still worth sinking a couple points into.
Entropic Warding is a no brainer. Get this or you'll die plenty.
DISRUPTION:
Chaos Magic is great no matter how high you take it.
One point in Hex Binding just to get to Ravenous Binding, which has less time than Hex Binding, but does much more damage.
One point in Bewildering Hex instead of Chthonic Gloom. It lasts longer and your enemies don't go running all over the place.
Winds of Chaos, not only saves your life, but allows you to skip straight to most bosses with little effort.
Omininous Veil is another lack luster ability. With the amount of control this build has you'll never have a need for it.
ARTIFACTS & MEDALS:
(Updated: patch 1.11) Now that damage over time can crit, Edge of Infinity is a viable option for maxing your damage. I still like to use the S.H.I.E.L.D. Motion Tracker so that I can clearly see targets but the choice is for you to make. Phoenix Feather is also a great artifact to use. Now that crit works with dots Doctor Octopus Medallion is even better than it was before.
Abandoned Subway
Kingpin's Warehouse
Taskmaster Institute
The Hood's Hideout
Stryker Command Bunker