and why? Any advantages one gives to your particular class? I’d like to compile a little list for future builds.
Mine so far:
Vitality Conjurer - Deeps
Enough room to kite when necessary with still having an option to bottleneck in the center.
Melee Spellblade - Sands
Probably the easiest map to keep enemies separated so I can fight smaller groups at a time. Very Important for my HC melee character. Also prefer this one on my pet conjurer, though I haven’t spent a lot of time on him lately.
Dead is so open it’s almost a hazard it feels like and I spend more time trapped somewhere in Grove then I like.
like you, Deep, Sands and Dead, in that order and for similar reasons, good positioning potential and reasonable acces to spawn points to chase remaining monsters with stupid AI
The last one, grove or soemthing, forgot the name, i don’t like because you have to run around a lot to chase idle monsters. AI soemtimes breaks and there are many monster types that remain close to or right in their spawn area. This happens on all maps but on this one it’s the most annoying so I avoid it. As far as positioning goes, it’s just as good as the other to outmaneuver bosses or Nemeses
I actually like Grove quite a lot. With my Spellbreaker, it’s quite convenient to use the giant stones in the center to give myself cover from ranged attacks while raining Trozan’s down on mobs, and fighting only a few melee enemies at a time.
Sands and Deeps I’m neutral on. Deeps has the advantages of the bottleneck, while Sands is open and good for running around on while maintaining cover. Dead, however, plain sucks. The tiny cover that is available, the four corners of the center platform, feels more like a hindrance because they’re only good for blocking one enemy at a time, and that’s if I’m directly on the other side from them. I can kill them faster without the corners.