|ToME: the Tales of Maj'Eyal
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|Author:||visage [ Thu Aug 23, 2018 9:59 pm ]|
|Post subject:||Attenuate Adventurers|
My ToME time over the past month or so has been focused on building an Attenuate adventurer using some of the new Cults toys.
My current build, cruising through Insane and currently at level 48 is:
The basic idea is pretty straightforward: Hounds are ridiculous tanks for a caster, and this build's offenses pass right through them. All of the duration-extension and cooldown-reduction means that it's easy to keep on stacking Attenuate. The combination of Drem's Frenzy and Scourge Drake's Augment Despair is the real damage boost -- you can land two Attenuates in a row and then extend the duration of the effect up well past 10 turns before collapsing all of that pending damage into a much shorter duration.
I ended up going with Scourge Drake over Seal Fate for a few reasons:
A few notes on some of the categories taken:
Are there substitutions that I'm missing that would improve the build? Perhaps Ooze would be a better choice than Path of Horror, given that I'm maxing Will anyways for reasons of paradox...
Am I wrong in deciding that Augment Despair is a better choice than Seal Fate?
The build has no inherent resistance penetration other than SpellShock, but these days it seems like it's reasonably easy to get a fair amount from gear alone -- my current character is sitting at 68% Temporal res-pen, and I haven't even started to take advantage of the workbench. Would it make sense, though, to swap something out for a source of res-pen? If so, which would make the most sense -- Entropy, with its corresponding advantages and disadvantages? (That would certainly make it easier to trigger the precondition for Hidden Resources.) ...or perhaps Timeline Threading would synergize well with the rest of the build apart from being expensive from a paradox perspective and the problem of landing it on high-SpellSave targets?
(I'd been hoping to finish an Insane run with a build before posting, but my interest in grinding through the lategame has been flagging of late so this is at least half a "are there better options?" post.... At some point I should really take a look at that "shorter ToME" mod and adapt it to my own sensibilities.)
|Author:||Snarvid [ Sun Aug 26, 2018 4:35 pm ]|
|Post subject:||Re: Attenuate Adventurers|
Much of the power that I got out of Light/Harmony as a combo for Harold came out of building Entropy and then dropping monster Entropic Gifts off Bathe in Light's interaction with Healing Nexus, I don't know if it's worth unlocking Windtouched Speed without it. I mean, it's a free category so no reason not to splash it, but maybe it's not worth 10+ generics under the circumstances?
Temporal Form seems like the obvious Prodigy to sub out Windtouched for, if you're attempting to really optimize Attenuate's damage output and grab some respen. Also Flawed Design on demand seems like it might have applications and will help trigger Herald.
I do wonder whether you'd be better off without Oblivion or Nether for your build, though - just give that up and run Undead/Seal. In for an Attenuate-optimizing penny, in for a pound...
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