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.
How it works
This is a pure control build. You'll not be the greatest DPS. You'll not be the toughest tank. You'll not be able to dodge swiftly. No, you'll do more better thant that.
The build uses as a primary power 20 . With it, ennemies will attack each other, and when alone, will simply not attack you. That's it. The best survavibility is not to be attacked. Basically, you'll first spam it everywhere (and soon you'll know where and when use it, depending of the situation and his duration), to be sure ennemies won't attack you, then use your other powers to defeat your opponents.
The Powers.
20 : Bewildering Hex is your main power. Be sure that ennemies are affected by it. That's the most difficult part. Because even if ennemies won't attack you, they'll still move/run/teleport. The Hood can be, for example, hard to be kept affected by the hex (difficult but certainly not impossible). On the other side, the Rhino is the simplier (and generally, all melee ennemies), you only need to put a bewildering hex under you! Even if the Rhino charge ("Two words! Here I come!") you'll only be pushed back, but you won't take damage. I know, it's awesome.
20 : Chaos Warp is your second most important power. It's your damage dealer, it gives you protection (-50% damage received) and it slows ennemies (so they stay longer affected by the Bewildering Hex).
20 : Ravenous binding is the third most important. It will immobilize ennemies in the Hex, will damage them AND heal you.
20 : Chaos Magic is a great passive. Give you a nice spirit bonus (and you'll need spirit!), and some nice random effects.
1 : Warding Veil will protect you from some "harmful effects". For example, Flame Wall won't work on you. Only need lvl 1, higher levels cost only less spirit.
20 : Ruinous Flux will damage every ennemies near you.
20 or 20 : you can choose here. One will put an AoE that'll keep damaging ennemies pacified by your Bewildering Hex, the other will warp them into it. I prefer Combusting Hex, but it's just a personnal preference, Reality Implosion is fine too.
1 : Bewitching hex is the basic ranged attack. You'll only need it if you run low on spirit.
1 : Chaos Shift is your damaging teleportation. Only needed level 1. You'll use it a lot to get away from difficult situations.
8 : Last points will go in Obfuscation, making SW more resilient.
How it's played
You'll always begin by using multiple 20 over the area. At that time, the ennemies (if multiple) will attack each other, or if alone, stand still or simply moving. Then you can use 20 to lock them over the bewildering hex and heal if you have taken damages during the first phase, then 20 . You can after that come near them, so your 20 can add some damage and finally, 20 .
After the Chaos Warp, your enemies will be greatly damaged. If they're not dead, repeat the same process.
Against the big vilains, you'll repeat that process again and again. Except sometimes they'll move pretty fast, so you'll have to interrupt a Chaos Warp with a teleport in order to put some Bewildering Hex back where they are.
If you ever got low on spirit, simply use 1 while keeping the area under 20 until you've regenerated enough spirit.
Remember! If done well, you'll nearly never be attacked by the enemies! Thus making you able to effectively run cosmic terminals all by yourself !! Some may still be difficult (like Doom, his second phase can be pretty hard), but all are doable.
Equipements
Since the main point of this build is not to be attacked by the ennemies, the choice of three of the artefacts is pretty simple.
and have all three a very nice damage bonus against targets not attacking you. The three of them can add nearly 2000 damage bonus.
The last one will be , for a great +500 area damage bonus.
For the medaillon, I use , since it add all you need: spirit, health, damage and... POWER DURATION.
Yes power duration is THE thing you'll look after in your equipement. Because it'll keep your Bewildering Hex on the groung longer, it'll make your chaos warp longer, it'll keep your ravenous binding longer, and the longer the better (well, that's what she says). Damage rating, crit rating, spirit regen are great second choices.
As legendary, Gungir or Warlock's Eye.
And now you're ready to beat all Cosmic terminals. Have fun! :)