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Flask (Bandolier): Arcane Emblem with either Vampiric Emblem, Sorcerous Servitor, or Zealous/Energetic Emblem. (Secondary emblem can vary greatly by your preference, so long as you at least use the arcane emblem.)

Recommended Gear setup

Weapon: Magic Damage, Energy Regeneration, Jump, Maximum Health.

 

Face: Maximum Health, Health Regeneration, Movement Speed*, Magic Damage/%Health** (Explained below)

 

Hat: Maximum Health, %Health, Health Regeneration, Movement Speed*

 

Ring: Magic Damage, Energy Regeneration

 

Flask (Bandolier): Arcane Emblem with either Vampiric Emblem, Sorcerous Servitor, or Zealous/Energetic Emblem. (Secondary emblem can vary greatly by your preference, so long as you at least use the arcane emblem.)

 

Ally: 

Chronomancer Qubesly (Faster clears, more self-healing, easier time sustaining minions in combat.)

Feisty Flamedancer (Weaker if you have low energy regeneration, but once you have high amounts on your ring/weapon, this ally scales very well.)

Samantha/Prowling Shadow (massive survivability and synergy with class, but somewhat redundant with your built-in damage mitigation and self-healing.)

Cotton Candy (Tomb Raiser is very self-sufficient and can afford to use this ally despite its lack of combat stats.)

Shield Servitor (Flat energy regeneration can be useful, and damage reduction synergizes with your kit, but somewhat redundant.)

 

*Note 1: 

 

You can replace movement speed with attack speed if you share the gear between multiple classes. Attack speed serves no use on the Tomb Raiser, but it is very important on the majority of other classes, far more than movement speed would ever be.

 

**Note 2: 

 

%Health versus Magic Damage on your Face Slot. Statistically speaking, Tomb Raisers benefit far more from Magic Damage than %Health. Our healing (self-healing and minion healing) is based off of our magic damage, our minion damage is based off of our magic damage, and our Banshee's Boon greatly reduces the need for high health or defense. Having said that, Tomb Raisers also have a higher percentage of passive health gain, so we benefit heavily from stats such as %health (often reaching amounts of 100-130k in full radiant gear.)

 

Conclusion:

 

If you enjoy passive healing, then you will benefit moreso from having a high total health pool (%Health) and using a Prowling Shadow or Samantha Ally. Having said that, if you like the idea of dealing high damage whilst also leeching life from your foes and supporting your minions, you may favor Magic Damage instead.

 

In either case, Health Regeneration as a stat tends to be very weak, as it is a static health gain per tick. With the sheer power of flasks/emblems/allies and the amount of scaling our damage and health pools receive, the fixed amount of Health Regeneration makes a very minor dent in achieving self-healing. As a Tomb Raiser, stacking high Magic Damage or high Maximum HP/%Health will achieve much more favorable results in regards to self-healing.

 

Hopefully this was of some help to you, and my apologies if I ran on somewhat!

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alright lets take another trove approach

how about instead of all these new classes with nothing to use them on. maybe the development team comes up with some new content altogether that isnt a competition less pvp, or reward-less dotm hard mode. not an addition to shadow tower, but instead some whole new content.

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