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 Post subject: Changes to the wyrmic?
PostPosted: Sun Jul 19, 2015 1:07 pm 
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Halfling

Joined: Sat Sep 06, 2014 11:59 pm
Posts: 92
So I started playing again and I noticed some changes to the new wyrmic. Have there been any guides built yet to help along with this? Anything in particular I should pay attention to?


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PostPosted: Sun Jul 19, 2015 1:12 pm 
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Sher'Tul

Joined: Wed May 22, 2013 2:39 am
Posts: 1203
Location: Halifax, Nova Scotia, Canada
There isn't a whole lot specifically you need to pay attention to. The Wyrmic had many of its talents rebalanced so overall you can play around with the talents a lot more that were once really subpar.

It is still mostly the same class, with the same inherent strengths and weaknesses overall.

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Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.4.8
Let's Learn Tales of Maj'Eyal


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PostPosted: Sun Jul 19, 2015 3:04 pm 
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Halfling

Joined: Sat Sep 06, 2014 11:59 pm
Posts: 92
Well, I'm loving the 5/5 lightning speed with the passive 50% move speed. But I have a question, how do you increase your mental crit? None of the stats seem to mention it, unless that's part of the crit from cunning?


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PostPosted: Sun Jul 19, 2015 3:58 pm 
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Sher'Tul

Joined: Wed May 22, 2013 2:39 am
Posts: 1203
Location: Halifax, Nova Scotia, Canada
Cunning increases all critical chance - physical, spell, or mental. It is one of the harder things to raise on the Wyrmic too since not really any of the Wyrmics talents help out in that area.

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Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.4.8
Let's Learn Tales of Maj'Eyal


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PostPosted: Sun Jul 19, 2015 9:48 pm 
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Halfling

Joined: Sat Sep 06, 2014 11:59 pm
Posts: 92
Im at a loss as to choose which prodigy?

I can carry the world (40 strength !?!)
Irresistible Sun (150% more damage just seems absurd, along with the damage it does itself)
Fungal Blood
Meteoric Crash (Do breaths trigger this?)
Super Power (So much mind power....)


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PostPosted: Mon Jul 20, 2015 1:02 am 
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Uruivellas

Joined: Sun Jun 15, 2014 12:19 am
Posts: 911
Location: Yeehaw, pardner
I can carry the world is fun for a breath wyrmic.

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A little bit of a starters guide written by yours truly here.


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PostPosted: Mon Jul 20, 2015 1:53 am 
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Sher'Tul

Joined: Wed May 22, 2013 2:39 am
Posts: 1203
Location: Halifax, Nova Scotia, Canada
Some general personal opinion, view as you see fit; note that I only mention what I think is worthwhile to look into:

Strength - It is likely all Wyrmic builds can benefit from a Strength based Prodigy in some form:

I Can Carry the World (More Strength, More Breath Damage; grab this if you plan to be a Breath specialized Wyrmic)
Irresistible Sun (Absurd Damage is indeed Absurd; A personal favorite to pick up on my own Wyrmics)
Superpower (If you aren't going to be a Breath based Wyrmic then this will increase your damage with all your other attacks)

Dexterity - Extremely specialized Prodigies for what I assume is an extremely specialized Wyrmic:

Roll With It (You aren't a Melee-specific class so you can make this work if you want to take a more 'ranged' orientation)
Windtouched Speed (Questionably worth it? Wyrmics are extremely 'Active Talent' oriented; though if you aim for a more 'Bump' oriented approach it can work)

Constitution - Wyrmics benefit a lot from Constitution since they can go for a 'regeneration' strategy:

Bloodspring (Good on Low Hitpoint characters, it triggered like mad on my Yeek Wyrmic winner; good if you specialize more towards 'melee' orientation)
Corrupted Shell (Health is nice for Yeeks, but Armor Hardiness is good for everyone else; only real question is how to meet the requisites for this one)
Draconic Body (Helps to keep you alive if you are having trouble with that; which you might if going for a 'regeneration' strategy)
Fungal Blood (You use infusions like mad on a Wyrmic - doubly so if you go Anti-magic can can't use runes! Magic Effects are a major weakness too)

Magic - Um, why are you here? I've got no suggestions for Magic Prodigies really...:

Willpower - While you might be investing in Willpower naturally, grabbing the Prodigies may be more based on player experience and skill:

Draconic Will (If you are good at pre-emptive planning, this can be good)
Garkul's Revenge (Extra Damage is golden, assumes you have the requisites)
Hidden Resources (Definitely worth looking into if you get the requisites for it)
Meteoric Clash (Even if Breaths don't trigger, you probably got a bunch of other Talents that will)

Cunning - No idea if any of these Prodigies are going to be anywhere near as good as those from elsewhere:

Fast As Lightning (You can move pretty fast as a Wyrmic so 'maybe' this might be worth it?)
Tricky Defenses (Maybe this might be good - I don't know, no real experience with Anti-Magic to be honest)

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Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.4.8
Let's Learn Tales of Maj'Eyal


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PostPosted: Mon Jul 20, 2015 10:18 am 
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Sher'Tul Godslayer

Joined: Sat Apr 26, 2003 7:38 pm
Posts: 1970
Location: GMT-8:00
There are two more prodigies Davion Fuxa didn't mention that might be worth using in combination: eternal guard (con) and spectral shield (mag). That's been a reasonably popular pair on other shield using classes. I feel like wyrmics call for more offense rather than more defense, but they're at least worth mentioning.

My preference is to take both ICCtW and Superpower in either order to improve all around offense. I may not be a good source of advice, though. I have a tendency to stall out against the Sorcerers with wyrmics.

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PostPosted: Mon Jul 20, 2015 12:29 pm 
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Spiderkin

Joined: Sat Feb 11, 2012 1:12 am
Posts: 543
My preferred Wyrmic prodigies are Legacy of the Naloren(melee)/Hidden Resources(caster) and Draconic Will. Legacy requires a bit of planning but puts out ridiculuous damage if you max exotics before taking the prodigy, and Hidden Resources helps casters because repeatedly using Static Field/Tornado/Nature's Balance rotations will jack your equi so high even Ancestral Life and Meditation have trouble dealing with it. Draconic Will is just plain useful for a class with no innate status removal.


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PostPosted: Tue Jul 21, 2015 2:08 am 
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Halfling

Joined: Sat Sep 06, 2014 11:59 pm
Posts: 92
Well, I certainly love the new changes. I built a breath wyrmic, which I've always done but never beaten the game. For the longest time I was using Terrasca, but just found the wyrmic chromatic t5 armor... all my breaths are on a 3 turn cool down..... ermagherd. Hyper mode engaged.

Here's the gear I've found so far:

http://imgur.com/3pCp6DP


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