Winner Wyrmic Escaping Tank

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Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Winner Wyrmic Escaping Tank

#1 Post by Canderel »

http://te4.org/characters/1866/tome/d66 ... 1cc000edf0

This is the "I finished the game, now I have a say post". :-)

First off: GREAT GAME! Love the plot, I find it rich and twisty. I am very excited with the prospect of graphical lore (B29), it paves the way to the possibility of animated lore! :-) Cutscenes! I am very proud to be a part of this great game and community, well done!

Right, on that post he's not yet a winner (I was off-line when I won. :-( Darkgod? How can we upload the winner?). He scummed the last alchemist escort to get to 5... other than that not any other scummings/cheats.

This char focussed on getting loads of resists (+35% resist all) and life regen, so much so that he regenerated 46HP per turn "passively", had +240% (260%?) heal mod, so that helped greatly. Then he also had a long length controlled phase door to get out of the way of monsters to activate movement infusion and get out of trouble. Also stone walking is another get out of jail as well as lightning speed.

Generaly notes about this char and wyrmics:
  • They suck in damage output.
  • Possibly make breathing stronger, but then NPC wyrmics will also breathe stronger which, especially early game would make it pretty bad. Maybe increase cooldowns, and make it stronger? Dunno... maybe for each type of breath you can do pump up all breaths with a % or fixed amount.
  • Thing is, with 2 sustains (icy skin, elemental harmony) I could literally breathe once before starting to gain failure rates (7%+), so spamming breathing isn't really an option, even though I took 4 levels in nature's balance to be able to spam 4 breaths in a row.
  • Assault and overpower both doesn't scale enough, sure you'll get some benefit, but 1 point is awesome and 5 points feels like 4 points too many.
  • Wyrmics has too many "actives". I ran out of hotkeys. (Though I had 4 item activations on hotkeys) Admittedly I used most.
  • I'd love to see ice claw do ICE damage, not cold, maybe at lvl 4+ only?
  • Icy skin... could also do ICE, not cold, though maybe a bit overpowered, I believe all wyrmics will max this skill.
  • Elemental Harmony is very cool
Issues I picked up with the game:
  • The early game is boring compared to the endgame. The lore of Garkul was awesome, job well done... (Improve his helm for goodness sake! It "dented" the big golem?!
  • In general improve artifacts a bit... It's very hard to beat a voratun elemental ... of ruin/rage.
  • I would remove the hidden compound in the west and put it in the east, there is too much to do early game, and not so much later game.
  • I would love to see much more characters reach the east, please do the chapters! (or another solution)
  • OMW the game is PG advised! If you read some of the lore, it's very graphic (though not graphic at all) and deals with some serious, serious stuff! I was often stunned at how much the lore would take me to places I didn't really want to be. But that shows actually how good a job those people have done!
  • Not so sure about the new armour system... It locked me into heavy/massive armours when troll-hide may have been more the type this build was looking for. It does OK, but I still think the 10 generic points doesn't quite pay off.
Bugs/exploits I found in the game:
  • It seems wild infusion doesn't clear all the negative effects, just one. Intended or bug?
  • I exploited a bug where you can activate berserker and then swap weapons to gain the berserker bonuses to damage, hit and stun resist. However they are probably harder hitting with 2h weapons, but the shield and riposte is pretty much what this build went with. They need something else to give them more damage.
  • Quake can shift around non-digable walls (really made the endgame easy -- while Ayren was holding them up I quaked up an area that had a dogleg, so I only had 1 enemy at a time coming at me, I tried doing limir's quest the same, but somehow they came out anyway despite all of the areas being "cut-off")
  • 554 (scaled with con) was the best regen infusion I got, and the best heal was later was about 380 HP... did infusions get a nerf, or was I just *really* unlucky?
  • When using a far-portal the game saves, the game opens the next map, it might even ask for a donation... First close my inventory and all other dialogs... give some BIG graphical effect... "TAKE ME THERE"... If possible make a movie! :-)
  • I literally almost never entered a store. This is bad, but meterial makes such a big difference early on, that you don't want to buy an iron dagger when steel is available in the dungeons...
  • Waters of life doesn't remove any poisons or diseases as advertised, it only heals the damage during the duration (which is nice, but generally you have something better to do when you've got all diseases and poisons on you).

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Winner Wyrmic Escaping Tank

#2 Post by tiger_eye »

Nice character!
Canderel wrote:Wyrmics has too many "actives". I ran out of hotkeys. (Though I had 4 item activations on hotkeys) Admittedly I used most.
An issue with number of hotkeys, I'd say, not with wyrmics ;-) . Other classes could also use a fourth page of hotkeys.
Canderel wrote:I would remove the hidden compound in the west and put it in the east, there is too much to do early game, and not so much later game.
Good idea! +1
Canderel wrote:I would love to see much more characters reach the east, please do the chapters! (or another solution)
Hopefully in a couple of months :D

Wombat
Halfling
Posts: 105
Joined: Thu Nov 09, 2006 5:11 pm
Location: on the outside looking in

Re: Winner Wyrmic Escaping Tank

#3 Post by Wombat »

Nice win! I was wondering how to play wyrmics properly these days and saw this one when you were still L45. Very inspirational.

kyuubee
Thalore
Posts: 136
Joined: Wed Jun 22, 2011 10:11 pm

Re: Winner Wyrmic Escaping Tank

#4 Post by kyuubee »

>It seems wild infusion doesn't clear all the negative effects, just one. Intended or bug?

yes, one and a random one. i was told it's intended.

also, what dungeons were the hardest? where did you lose those three lives?

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Winner Wyrmic Escaping Tank

#5 Post by greycat »

Wow... you skipped the Fire tree entirely. That's interesting. (Then again, that may be why you felt a lack of damage-dealing capability.)

Congrats!

Hedrachi
Uruivellas
Posts: 606
Joined: Tue May 11, 2010 8:58 pm
Location: Ore uh gun, USA

Re: Winner Wyrmic Escaping Tank

#6 Post by Hedrachi »

and nearly skipped the storm drake tree as well. Most of the damage from wyrmics comes from breath weapons. Might've had better damage if you'd used more drakey powers and less weapon powers... why'd you go 5/5 berserker with a weapon and shield?
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Winner Wyrmic Escaping Tank

#7 Post by Canderel »

Cause you can... :-D I listed it under "exploits".

I gained the extra damage and extra accuracy, and stun resist, for -10 armor and -10 defense...bargain. The shield alone almost made up for it.

Breaths are decent damage to groups, but to uniques? Nah, they almost never reach 500 damage, maybe if you crit (not sure you can?!). In the end I could assaut for about 2k damage, but apparently bezerkers and even cursed does much better than that. Fire tree's damage is higher, still not in the 1000's... The ending guys has 18000 HP in total. Dealing that in chunks of 400-500 before their resists... nah, not enough damage.

hamrkveldulfr
Halfling
Posts: 84
Joined: Wed Apr 13, 2011 6:43 pm

Re: Winner Wyrmic Escaping Tank

#8 Post by hamrkveldulfr »

To answer your water of life question, it's description says it does not remove the poison or disease, but translates their damage into a health for you. IE: you should take 27 points disease damage a turn, but with waters of life you gain 27 health instead. i'll have to play another wyrmic to see if it takes care of just one or any you have, though.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Winner Wyrmic Escaping Tank

#9 Post by Nagyhal »

I think the hybrid shield / 2hander Wyrmic is an interesting and viable build. I'd started my own Wyrmic with a similar goal in b31, but I won't complete it due to a broken online profile - I want confirmed wins!

As for a shield / 2h-er hybrid: The shield tree's active talents also have handily shorter cooldowns, compared to the 2h tree's which are quite long. Warshout is definitely the scoop within the 2h-weapon tree, while Death Dance is your only melee multi-target staple and Berserker of course has some excellent resistance freebies. Assault clearly dominates the shield tree, though a stun is nice too for this class. I never considered it, but a berserking Riposter is also quite a funky idea. Overreliance on these abilities could of course create a very stamina-intensive character, but then much more importantly you then have the benefit of a lesser reliance on risky Eq-based talents.

So yeah, in short, cool character I'd have liked to play myself.

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Winner Wyrmic Escaping Tank

#10 Post by Canderel »

just a note. The win wasn't recorded because I was off-line when it happenrd, and I died because of the sacrifice way of winning. After the death the game deletes the character, so It was impossible to get him back. Deletes as in totally deletes all files related to the save.

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