Possessor - thoughts and question I still have at lvl 50
Posted: Thu Mar 30, 2017 8:56 pm
I recently had a nightmare Lvl 50 Possessor game perma-crash under the weight of bugs and/or mod incompatibilities, and before I bother starting again I wanted to check in on some conclusions I've tentatively drawn, or questions I didn't have a chance to answer before I lost access to the character.
1. Does anyone know if Danger Sense's save reroll applies to Dismissal?
I know Dismissal is hard to land against the most dangerous hits, but every bit of damage avoided helps on a body you can't heal. Was thinking that this reroll + Dwarf/Yeek save boost might add up to something useful.
2. Is Deep Horror worth using?
It was the last thing I unlocked and didn't have much chance to play with it before the game locked. Early on I thought Body Snatcher's Bodies Reserve and Psionic Duplication were more valuable to my survival, and later once you have access to Corruptors with Bone Shields or backup guardians + Cannibalize I'm not sure you're likely to benefit much from Ominous Form. Maybe there's a role there for a Shalore using Ominous Form + Timeless to make Ominous Form last for the entirety of Assume Form's cooldown if your form gets killed out from under you, but that still seems like you're planning a way to deal with a thing that you should instead be trying to avoid.
Could see Mind Steal as a version of MTG's Coercion style spells - more there to make sure you knock out your opponent's big gun for a while, nice to be able to use it but definitely a strong choice to remove their most worrisome wincon.
Writhing Psionic Mass seems pretty good, feels like a high quality racial third slot.
But still... how does this stack up against playing as a non-Cornac and/or having 5 instead of 4 inscriptions. Speaking of...
3. Race choice beyond Cornac:
If you're going to guarantee successful access to the Tinker escort through whatever means, Cornac seems like is a very strong choice for Possessors. You can unlock the mastery bonus for Possession needed to get bosses, Body Snatcher, the Tinker generics, and either 1 inscription + Deep Horror or 2 inscriptions. I don't think Possessor needs Mentalism past Mental Shielding or Ravenous Mind past Channel Pain, so you've got a serious pile of generics you can assign to learning schematics.
What else? Ogre is potentially really interesting... would a 2hander + mindstar give you simultaneous access to Psionic Disruption stack building and Force Shield retaliation? Would Unleashed Mind/Seismic Mind hit with both weapons and drop a Disruption stack on everyone hit? You might also be able to find some very large bodies to ride around to minimize the penalty.
New Dwarf's defensive buffs... I haven't grokked their value yet.
Yeek can hide in big bodies as well as anyone, and their speed buff is beautiful.
4. Going deep vs spreading out on weapons:
When I was beginning I thought I would just do Battle Psionics due to Psionic Disruption being so efficient damage-wise in the early game (thanks Micbran) and Psionic Block being such a great defensive talent. But different bodies have talents that require different weapon layouts, and there are some incredibly high quality 2-handers that absolutely crush the damage output available to most weapon+mindstar combos I was able to find. Also, the 2handers give you good AoE damage, which I sometimes really lacked in certain bodies.
5. To Steam Implant or Not Steam Implant:
If you're going Tinker-style, do you spend one of your inscription slots on a Steam Implant or not? Whenever you Assume Form, your Steam goes back to max, and some of your forms have pre-installed Steam regeneration. If you're planning on using just Fatal Attractor and Rocket Boots, can you get by on using Assume Form and save a slot for something else?
6. Prodigies:
I went with PES and Superpower, thinking the former would help every shape regardless of whether they wanted magic, mind, or physical power, while the latter helps Mindpower and damage significantly. I never actually had anyone resist Possess, though, even on NM mode when I was level 1 and using it on a drowning lvl 27 Last Hope guard - can it be resisted?
What else do people like? More defensive stuff?
7. Drowning Guards:
How I got started. I guess you can't be that shocked that a class with a skill called Sadism and the thematic resonance of John Carpenter's The Thing would be straight murdering innocents. Last Hope guards are pretty nice to get you started, and I also found the Thalore Wilders (low level, but have Summon Rimebark) to be a helpful slingshot through the early game. Anyone other particularly helpful early bodies?
1. Does anyone know if Danger Sense's save reroll applies to Dismissal?
I know Dismissal is hard to land against the most dangerous hits, but every bit of damage avoided helps on a body you can't heal. Was thinking that this reroll + Dwarf/Yeek save boost might add up to something useful.
2. Is Deep Horror worth using?
It was the last thing I unlocked and didn't have much chance to play with it before the game locked. Early on I thought Body Snatcher's Bodies Reserve and Psionic Duplication were more valuable to my survival, and later once you have access to Corruptors with Bone Shields or backup guardians + Cannibalize I'm not sure you're likely to benefit much from Ominous Form. Maybe there's a role there for a Shalore using Ominous Form + Timeless to make Ominous Form last for the entirety of Assume Form's cooldown if your form gets killed out from under you, but that still seems like you're planning a way to deal with a thing that you should instead be trying to avoid.
Could see Mind Steal as a version of MTG's Coercion style spells - more there to make sure you knock out your opponent's big gun for a while, nice to be able to use it but definitely a strong choice to remove their most worrisome wincon.
Writhing Psionic Mass seems pretty good, feels like a high quality racial third slot.
But still... how does this stack up against playing as a non-Cornac and/or having 5 instead of 4 inscriptions. Speaking of...
3. Race choice beyond Cornac:
If you're going to guarantee successful access to the Tinker escort through whatever means, Cornac seems like is a very strong choice for Possessors. You can unlock the mastery bonus for Possession needed to get bosses, Body Snatcher, the Tinker generics, and either 1 inscription + Deep Horror or 2 inscriptions. I don't think Possessor needs Mentalism past Mental Shielding or Ravenous Mind past Channel Pain, so you've got a serious pile of generics you can assign to learning schematics.
What else? Ogre is potentially really interesting... would a 2hander + mindstar give you simultaneous access to Psionic Disruption stack building and Force Shield retaliation? Would Unleashed Mind/Seismic Mind hit with both weapons and drop a Disruption stack on everyone hit? You might also be able to find some very large bodies to ride around to minimize the penalty.
New Dwarf's defensive buffs... I haven't grokked their value yet.
Yeek can hide in big bodies as well as anyone, and their speed buff is beautiful.
4. Going deep vs spreading out on weapons:
When I was beginning I thought I would just do Battle Psionics due to Psionic Disruption being so efficient damage-wise in the early game (thanks Micbran) and Psionic Block being such a great defensive talent. But different bodies have talents that require different weapon layouts, and there are some incredibly high quality 2-handers that absolutely crush the damage output available to most weapon+mindstar combos I was able to find. Also, the 2handers give you good AoE damage, which I sometimes really lacked in certain bodies.
5. To Steam Implant or Not Steam Implant:
If you're going Tinker-style, do you spend one of your inscription slots on a Steam Implant or not? Whenever you Assume Form, your Steam goes back to max, and some of your forms have pre-installed Steam regeneration. If you're planning on using just Fatal Attractor and Rocket Boots, can you get by on using Assume Form and save a slot for something else?
6. Prodigies:
I went with PES and Superpower, thinking the former would help every shape regardless of whether they wanted magic, mind, or physical power, while the latter helps Mindpower and damage significantly. I never actually had anyone resist Possess, though, even on NM mode when I was level 1 and using it on a drowning lvl 27 Last Hope guard - can it be resisted?
What else do people like? More defensive stuff?
7. Drowning Guards:
How I got started. I guess you can't be that shocked that a class with a skill called Sadism and the thematic resonance of John Carpenter's The Thing would be straight murdering innocents. Last Hope guards are pretty nice to get you started, and I also found the Thalore Wilders (low level, but have Summon Rimebark) to be a helpful slingshot through the early game. Anyone other particularly helpful early bodies?