ToME: the Tales of Maj'Eyal

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PostPosted: Fri Jan 05, 2018 7:39 am 
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Higher

Joined: Thu Jul 16, 2015 4:46 am
Posts: 56
Charsheet: https://te4.org/characters/215967/tome/a90e4edc-a3cf-415b-819e-0c52e47cf27c

This adventurer charactor is from a concept: how to make the best range fighter?

I find gunslinger has the best potential. And the whole build focus on 2 things:

1. Maximum stats for huge weapon damage: When TW enabled, weapon damage of guns is solely based on Cun. In the end game I was able to get 200+ Cun.

* TW a demond + finer energy manipulations = +28 all stats
* Tinker: body: +10 all, head: +10 Cun
* equipments like brass goggle +20 Cun
* Superpower, more weapon damage from Wil
* PES, more from Str
* Heroism, easily +20 all

Imaging a critical shot from saw shell(tinker, 300% dmg), after PES and Heroism, 16000+ (8000+ each gun) from single shot to the dammy.

2. Utilize Awesome Toss. Awesome Toss lasts 3 turns, and will fire everytime you take action. Imaging moving 1000% speed.

* Movement Infusion
* Rampage
* Reflex/Escape

With the help of Static Shot & Supercharge Bullets + Explosive Shot, this build is great at taking on large group (by taking on I mean one shot)

The only shortcoming of this build is early game. Try to survive and you'll feel like a boss from mid game to the end.

Gunner training: Static Shot + Munitions one shot group of mobs.
Bullets mastery: your early game damage and piecing shots.
Elusiveness: for Awesome Toss. Use it to clear groups in early game. But the main use is killing badass random Bosses. The last fight took me merely 2 rounds of Awesome Toss.

Munitions: Pick it up at level 10, use poison bullet, and you'll feel a great boost in damage instantly.
Rampage: great damage, mobility and defence.
Reflexes: preventing shoting yourself(The major reason for archer to die), Sentinel is great(not actually needed to my surprise), Escape for mobility.
Temporal Guardian: Guardian Unity is the best defensive skill in game(preventing you from being one shotted), Warden's Focus is 20% damage reduction/critical chance/critical multiplier.
Force of will: Deflection shield half the damage taken, plus it provides you great amount of crit multiplier.
Thoughts of iron: must pick for steam using charactor. 20% resist all + mental debuff removal + a free injecter.

Warning: the game can be boring to some, since you are extremely tanky, has 2 great heals, 4 debuff removals, 3 escape skills, and 1 shot everyone.


Last edited by fateriddle on Sun Jan 07, 2018 3:52 am, edited 1 time in total.

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PostPosted: Sat Jan 06, 2018 12:39 pm 
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Halfling

Joined: Mon Nov 04, 2013 1:28 am
Posts: 86
Location: St.Petersburg, Russia
For the awesome toss, I'd add Time stop (it says your damage is zero while it lasts, but the bullets won't fly towards the enemy and so when it ends, you deal damage) and Haste from Speed Control tree
for the movement which procs the awesome toss, Lightning speed from the Storm drake aspect will beat movement infusion.

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PostPosted: Sun Jan 07, 2018 3:32 am 
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Higher

Joined: Thu Jul 16, 2015 4:46 am
Posts: 56
anp wrote:
For the awesome toss, I'd add Time stop (it says your damage is zero while it lasts, but the bullets won't fly towards the enemy and so when it ends, you deal damage) and Haste from Speed Control tree
for the movement which procs the awesome toss, Lightning speed from the Storm drake aspect will beat movement infusion.


Haven't test yet, but if all bullets stopped during time stop, this can be pretty cool! And as you mentioned, to exploit that 2-3 additional turns, movement infusion is not enough, lightning speed is way better since it lasts 3 turns. Imaging the damage...

That said, you have no resource management for equilibrium and only that many talent points. To make this work means you have to take out 3 talents at least from the build, which I find impossible. Almost every talent is core to the build, plus, damage is really not something I worried in mid to late game.


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PostPosted: Wed Jan 10, 2018 4:03 pm 
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Higher

Joined: Sat Feb 08, 2014 11:14 pm
Posts: 56
I tried a variant of this build with Lightning Speed in AoA https://te4.org/characters/110656/tome/ ... 6d6278affa

It went through Insane RL without much trouble (had to use Blood of Life against a Rogue rare in High Peak due to super reckless play, otherwise nothing could threaten that character).

Equilibrium wasn't really an issue. During early game you can just tank trash mobs with +Equ-when-hit equipment to replenish it. Later I got Conversion from an Anorithil escort and used it for Equilibrium management.

I decided to use Avoidance and Furnace instead of Force of Will and Rampage for a few reasons. Cloak Tesselation helps during the early game and doesn't deplete with damage. Furnace gives +Phys like Brutality but it also gives respen and is active all the time (with Lightning Speed, the extra move speed from Rampage isn't really needed). Couldn't take Temporal Guardian because the stupid Tinker escort died in a randboss party and I needed the two generic Tinker trees, but I didn't really miss Temporal Guardian and it felt nice to walk around the world map without aggroing every Zig around.

I took Arcane Drone instead of PES because of this (hitting Elandar for 400k feels very satisfying) but PES is probably better. You can replicate the combo against Embers' final boss by linking him with the Amakhtel bits anyway. Since nothing in this build really scales off Mindpower (apart from Static Field, which will still do absurd damage since it's %-based, and Realign / Reshape, which aren't that great lategame) it might be better to get Arcane Might instead of Superpower.


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