note this is not about how to do these things specifically the different options will make a different overall class once stitched together these are just the major non overlapping parts.
in depth description of options
first three are for how to change the melee part of the class.[1][2][3]
second pair are for how to change the draconic part of the class.[4][5]
third pair are for how to change the more passive/sustained parts of the class[6][7]
final pair are for either gearing the class toward draconic specialization or being all the dragon types[8][9]
this gives a total of twentyfour possible remakes of the class with possibility's like
[1][4][6][9] more fixing the current class than anything else
but change that first option to number 2 and the class will be better at melee at the cost of points available for draconic investment.
if we further change 9 to 8 our class now specializes in a single powerful draconic aspect with necessary utility's put into the general dragonmanness/melee tree.
if we further change 6 to 7 the draconic aspects are now almost entirely melee boosting passives/sustains with powerful effects like a constant corrosive aura, constant electric movespeed and evasion, and so on.
but change 9 back to 8 and now we can get like three or so of weaker versions of those effects and all the breath weapons.
okay thanks to nehal and this: http://forums.te4.org/viewtopic.php?f=3 ... 55#p181755
I've got some good data on how wyrmic presently works don't have the generic half of the class but I don't think that parts broke so whatever.
Wyrmic case study
winners 40, characters 419 at level 25 - 50.
- the two most popular races for wyrmic are thalore and dwarf with dwarf about 20 behind combined these two take up 306 characters in the study.
with 257 antimagic characters it is obviously a popular choice for the class.
the average stat build for wyrmic is strength, constitution, willpower, and the rest into cunning.
87 characters unlocked combat techniques for rush most appear to have only put one point in it curiously 22 appear to have capped blinding speed preferred builds for this tree appear to be 1/0/0/0 and 1/1/1/5.
154 characters use combat veteran the preferred build for this tree appears to be 1/5/5/0.
194 characters use shield offense however it appears almost no builds go past 1/1/1/1.
before the tree changed 97 characters used two handed weapons and with a preferred build of 1/5/0/0 it is apparent this was more for berserker than anything else there is not enough data yet to tell what the effects of the trees changes are yet.
with only 291 characters investing in the class's weapon skills 128 characters either avoided both trees or went mindstars
with no first aspect talent going below 300 characters it appears getting the first talents of a lot of aspects is pretty popular
with 277 characters icy scales appears to be a popular talent however the preferred build for its tree appears to be 1/1/1/5 with only 114 getting ice breath
at 392 bellowing roar is a must have talent however apparently only 115 got the full tree with a preferred build of 5/1/1/5
sand drake aspect has the most popular breath with 269 characters and a preferred build of 1/1/1/5
lightning breath is the least popular breath with only 56 users yet a preferred build of 1/1/1/5 when acquired
venom drake has the second most popular breath at 204 users and a preferred build of 1/5/1/5
375 character have unlocked Higher draconic abilities with a preferred build of 1/1/5/5
overall this gives us the following archetypal wyrmic
str, will, con, half cun built shield wielding anti-magic thalore with Higher draconic abilities, sand breath, corrosive breath, bellowing roar, icy scales, and lightning speed.
and lets us put the classes trees into tiers
1 must have
Higher draconic abilities, sand aspect, venom aspect shield offense
2 eh could do worse
fire drake, ice drake, two handed weapons, rush, combat techniques
3 hipster
lightning drake