This started out as a fun build after someone in world chat said "The Deadonomicon is that the worst item ever? I would never use that". Tome Of The Withering Source is the same. The main aim was to abuse deck size to maximize consistent draws. With 11 traits total, both vamps have a reduced deck size of 25 cards. Went from low 1500's to 1650 today with this. 2XLevel 1 Dwarf Priest Demon's Golden Blade Chalchu's Hammer Jet Armor Hawlic's Surging Shield Pergop's Slippers Hand Of Melvelous The Deadonomicon The Deadonomicon Ferocity Focused Healer Level 20 Human Priest Huetotl's Firebrand Sacrificial Axe Mail Of The Martyr Aegis Of The Defender Captain Cedric's Boots Bleneth's Skull Xlaka's Sacred Bundle Purging Charm Bloody Command Novice Piety The main weakness of vamps compared to warriors is a lack of mobility and with this builds damaging traits it is very important to engage in combat quickly. With that in mind I tried to build with as much movement as possible. Hawlic's Surging Shield offers 3 extra moves with the added benefit of repositioning to either escape adjacent enemies to spear range or engage for a nice chop. Pergop's Slippers Violent spin has amazing tech similar to the blocks.
I love this build! Always fun to be doing damage to yourself. You might try a Purging Mace and a Shuddering Relic instead of the Sacrificial Axe and Purging Charm on the human. One less vulnerable and one more Mass Frenzy. I'd also go for sliding boots and ritual straps over the armor and boot combo as it seems you can't have enough mobility and purges these days. Did you find the martyr's blessing key? It seems like you have a lot of attachments to manage. It seems like you would have problems with the curses and wellsprings knocking off your frenzy aura. Did you find a way around that?
Martyrs blessing synergizes well with vamps. Take damage - draw a card to either heal yourself or move out of the way. I agree with the attachment management issue, a couple of times I didn't use MF because it would over-right wellspring or martyrs. There is Talented Healer, MF, Wellspring , Blind Rage. 2 Martyrs don't come around every game but opponents attachments can mess thing up a bit. Wellspring can be a pain with frenzy aura, its 50-50 so a little luck for the save roll is needed. Its not the end of the world if you knock it off. The curses don't roll for armor being unpreventable damage. Apart from the 1 traveling curse. The 2 damage sapping spear when buffed fully can deal 13 damage giving a 26 hp swing with the heal. The 10 damage obliterating chops can deal 21 damage to 2 targets with a 42 hp swing.
Like the added consistency at the cost of damage but not really seeing how the obliterating chops help the build. How low on HP is your priest typically when he makes first contact with the other team? With only 7/25 cards being vampire attacks, don't you run the risk of getting splattered by the other team getting hits in on you(1 when you run in, 1 when you chop)? I ran an axe team and that was always the biggest downfall. Run in, get a chop or two and then die or hopefully flee at low HP. You end up reducing 2 of your opponents team to single digit HP but you end up down a character. Have you thought of using a Nimbus blade instead or maybe a whiteglow flail? With the attack buffs you would still be a significant threat and much more mobile.
I agree the chops seem a bit out of place in the general idea of the build and more vamp attacks might help survivability. In this current map rotation chops seems to work with the vp placement. I think i just got a 2nd copy of Demons golden blade and it looked awesome value with 4 gold cards. Chops can take twice as much value from buffs when hitting 2 targets like drains take twice with the heals. Saving the vamp attacks in round 1 and 2 while closing the gap and added heals from triple heal and inspiring presence usually means close to full hp round 3. Stealing hp from my other priests is always an option too. Whiteglow flail is very interesting as ive been looking at using boosted heal but the tokens really dictate what I can use. Not sure I want to get rid of either the boots, shield or talented healer. Maybe something like this but I only have 2 hammers. Level 1 Dwarf Priest Chalchu's Hammer Chalchu's Hammer Jet Armor Hawlic's Surging Shield Pergop's Slippers Corpselight Charm The Deadonomicon The Deadonomicon Ferocity Focused Healer
Not as suicidal as before vamps. Taken out the MF buff priest and swapped it for a burst/tele wiz. At first glance it might look odd but the vamps can buff the wizard with wellspring for some nice 7+ damage burst. This helps to soften up the enemies before melee and put their hp in range for some cantrip drain shenanigans. The wizard can tele/gust to close the gap or for some nice repositioning. 2xLevel 1 Dwarf Priest Demon's Golden Blade Chalchu's Hammer Jet Armor Hawlic's Surging Shield Pergop's Slippers Hand Of Melvelous The Deadonomicon Flax's Thirsty Vial Ferocity Focused Healer Level 1 Dwarf Wizard Blue Destruction Blue Destruction Ring Of Appropriation Asmod's Telekinetic Chain Asmod's Telekinetic Chain Ring Of Appropriation Cotton Wizard's Robes Ulalia's Boots Novice Ferocity Electroporter Novice Now with the wizards range threat and slightly less damage curses, this plays totally different.