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Builds - Doctor Strange - Boss Killer (Astral Legion)
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Boss Killer (Astral Legion)
by GRAVEDIGGER
Last updated 2025-12-02 01:18:45 Types: All, MM, Terminals, Cosmic, DPS, AoE, DoT, Mental, Tank, Summoner, Support, Danger Room, Ranged | |
Description Comments (0)
POWER ROTATION
ROTATION (A) TO START THE BOSS BATTLES
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After the (A) rotation, use the (B) rotation until the Astral Legion recharge ends.
ROTATION (B)
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AND REPEAT.
Always keep the Astral Legion activated, the astral projections will use Icy Tendrils of Ikthalon, Seven Suns of Cinnibus, Winds of Watoomb and Daggers of Daveroth at the same time as you, making Dr Strange deal massive damage to both area and individual targets.
Winds of Watoomb always have to be the last enchantment to be used, to always cause critical damage. The guaranteed critical damage of Winds of Watoomb comes from the mystic rejuvenation talent.
The biggest source of damage on this build comes from Daggers of Daveroth, triggered by the projections of the Astral Legion. The damage of the daggers fired by the Astral Legion has been bugged since 2017, causing 2x or 3x more damage each than Dr. Strange's original daggers!!!. To make the most of it, each enchantment used restores 1 charge of Daggers of Daveroth, so always use the daggers at the end of each power rotation, as shown in rotation B.
An important point, its signature All-Seeing Eye is weak compared to the damage of the Daggers of Daveroth coming from the Astral Legion, so it is not used in this build.
TEAM-UP
It's very important to have Jessica Jones as your team up, because she will distract and stun bosses for your survival, in addition to also grouping enemies and bosses for you.
Issues the build has
The most obvious problem is that there is no space to Mystic Shift (teleport), this can be a problem when you have little damage reduction from equipment, and also against some bosses. that's why talent Guardian Seraphim will be mandatory to maintain your survival while spamming skills.
The second problem that is the most annoying and affects any Dr Strange spam build. It's a bug in the ability cooldown reset mechanic through the Mysticism trait. When Dr. Strange suffers ANY TYPE of crowd control effects from enemies during his enchantment casting animations. These animations often become bugged and won't be reset by Mysticism!!!. And you'll be forced to wait for the bugged ability's cooldown to finish normally before you can resume your power rotation. And that's why I don't use Vapors of Valtorr in my build because it has a 15s cooldown, and this skill bugs out frequently. This way my biggest skill cooldown to wait if the bug happens will be 12 seconds coming from Winds of Watoomb or Seal of the Vishanti. This has been a bug since 2017.
One thing I discovered to reduce this bug of cooldown skills, is the effect of Storm Giant Magi from uru-forged equipament. For 15 seconds your character will be resistant to crowd control effects. it will not give you complete immunity. But I could notice that Dr. Strange's abilities do not bug when suffering crowd control while this effect is activated for 15 seconds.
Attention: I made some equipment changes to the build based on various tests. One of these changes is to focus on equipment and artifacts that increase critical damage. Increasing critical damage is better than increasing only brutal damage, because critical damage also increases brutal damage at the same time. The only exception I made to this critical damage strategy is the The Doomsaw, because no other critical damage or base damage artifact will be strong enough to replace doomsaw, 5000 brutal damage is a lot for a single item, it's an increase of almost 70% in brutal damage, But if you prefer, you can replace "the doomsaw" with Cosmic The Broken Crown, with the cosmic bonus "1500 deflect rating" to increase your damage reduction even further.
The other change I made was to use equipment that not only increases critical damage, but also increases summon damage at the same time. It took me a while to reach a conclusion about summon damage vs normal damage, because the Astral Legion damage is based on the original Dr. Strange's damage, so I thought that simply increasing Strange's normal damage would also increase the Astral Legion's damage (and it does). But the damage increase using summon damage equipment is greater than only normal damage equipments.
The Insignia of the Heroes for Hire I usually use on any hero because it's the insignia that provides the most damage reduction in this game. Toughness means you gain 10% damage reduction, which translates to 2-3% in your total damage reduction. And if you have the 1000 defense affixes bonus along with it, that translates to 4-6% damage reduction with just that insignia. So I always prefer to "sacrifice" the insignia slot to increase my survivability, since the offensive bonuses from other insignias aren't that great.
Infinity System:
For those who are at the beginning of the game and still have few infinity points, I recommend the following order for adding points:
1) Space Gem > 150 points for 75% Max base health (This will greatly help your survival when you have few infinity points or weak items).
2) Soul Gem > 150 points for fight attribute because it increases base damage for Dr Strange and critical chance at same time, (And most importantly, activate the med kit bonuses from the soul gem; the automatic med kit will save you from death many times).
3) Mind Gem > 200 points for max spirit (This build consumes a lot of spirit, so you'll need a lot of it. If you don't have enough points, use the Magneto Medallion).
4) Mind Gem again > 150 points for 30% Critical damage (Increases Brutal damage too).
5) Time Gem > 200 points for 25% Attack speed (Large increase in DPS, And especially movement speed so you can dodge dangerous attacks, since this build doesn't allow the use of teleportation).
6) Power Gem > 75% Brutal damage (for the highest possible damage peak).
7) Reality Gem > 150 ponts for Ultimate power cooldown reduction (These points spent are only to activate the +1 bonus to all attributes, and I also used them to reduce the cooldown of your ultimate, which is one of the strongest in the game; it can easily take down a large group of bosses, if you don't die, of course).
You can distribute the rest of your points more freely among higher critical chance, brutal chance, and finally all the rest in the intelligence attribute, because intelligence will increase your base damage, critical damage, and brutal damage at same time.


