Most overpowered adventurer build
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Re: Most overpowered adventurer build
Fire+Wildfire+Heat+Alchemist bombs? That leaves a few trees for defense/utility too.
Re: Most overpowered adventurer build
Probably go wildfire/infusions/bombs/enhancement (AB tree w/fiery hands) if I were trying to do silly things with fiery alchemist bombs. Can't recall what else (if anything) stacks on more fire damage boosts. Maybe tack on eclipse (corona, more spellcrit) and nab arcane combat (cunning>SP scale, mana regen+spellcrit) leaving me at six trees. Then... something defensive, yeah. Maybe two if I went cornac, probably light for some positive energy generation. To start, anyway. Likely nab another tree or two as I leveled.
Not sure if corona'll refuse to trigger if it's got no negative energy... hrm. Maybe have to do somethin' about that. Take twilight with the starting stuff, wildfire at 10? Ah. And have to take stone alchemy somewhere in there, to keep in the bombs. Be a lil'tight.
Not sure if corona'll refuse to trigger if it's got no negative energy... hrm. Maybe have to do somethin' about that. Take twilight with the starting stuff, wildfire at 10? Ah. And have to take stone alchemy somewhere in there, to keep in the bombs. Be a lil'tight.
Re: Most overpowered adventurer build
higher wyrmic for another 10% damage and 20% penFrumple wrote:Probably go wildfire/infusions/bombs/enhancement (AB tree w/fiery hands) if I were trying to do silly things with fiery alchemist bombs. Can't recall what else (if anything) stacks on more fire damage boosts. Maybe tack on eclipse (corona, more spellcrit) and nab arcane combat (cunning>SP scale, mana regen+spellcrit) leaving me at six trees. Then... something defensive, yeah. Maybe two if I went cornac, probably light for some positive energy generation. To start, anyway. Likely nab another tree or two as I leveled.
Not sure if corona'll refuse to trigger if it's got no negative energy... hrm. Maybe have to do somethin' about that. Take twilight with the starting stuff, wildfire at 10? Ah. And have to take stone alchemy somewhere in there, to keep in the bombs. Be a lil'tight.
Re: Most overpowered adventurer build
Actually, I think adding Infusions in is a good idea. Give you something to kill enemies that have Fire healing...
Re: Most overpowered adventurer build
That and the damage boost in general, yeah. Higher wyrmic's a good idea, I'll remember that for m'current run, probably the level 20 cat point... likely go 1/1/5/5, since the cunning boost'll funnel into SP anyway. But base 70% fire pen (assuming it's additive, anyway)? Sold, m'fellows, sold.
Decided to go light/aegis for defense and pick up necromantic minions because... well, why not? Shiny Necrochemist likes some minions, sure. M'starting go is explosives/enhancements/infusions/minions/magical combat/light/aegis on a higher chassis (eventual LoS abuse
). S'pretty smooth-ish going in the early game, since you're basically invincible between arcane restoration/healing light and all the regeneration. Damage is pretty piddly until you get some mana regen (surge rune, if nothing else) going and can start spamming bombs, but you can get by doing piddly damage in the hyper-early game so it's not really much of a problem. S'fairly amusing so far, gonna' be interesting to see how it goes later.
Sudden realization that it's kinda' amusing that despite the player having adventurer access now, randuniques can still do stuff the player can't. Golem+minions, ha.
Decided to go light/aegis for defense and pick up necromantic minions because... well, why not? Shiny Necrochemist likes some minions, sure. M'starting go is explosives/enhancements/infusions/minions/magical combat/light/aegis on a higher chassis (eventual LoS abuse

Sudden realization that it's kinda' amusing that despite the player having adventurer access now, randuniques can still do stuff the player can't. Golem+minions, ha.
Re: Most overpowered adventurer build
Actually, I'm playing a "pyromancer" adventurer like this. I take Ritch Flamespitter instead of alchemist bombs for another 50% fire pen when conbined with Grand Arrival, what's more, summoned ritches can also benefit from the fire dam bonus and fire pen and do tons of damage. By the way, ritches can be used like arcane eye. If it shows "Ritch Flamespitter casts flame spit", you'll realize that there is enemies ahead. When the ritch takes damage, you'll know who is your enemy from the message "XXX hits Ritch Flamespitter for XXXX XXX damage"lukep wrote:Fire+Wildfire+Heat+Alchemist bombs? That leaves a few trees for defense/utility too.
Re: Most overpowered adventurer build
yep, it was pretty ridiculous.lukep wrote:Dualwielding FTW? Get dual weapons, dual techniques, corrupted strength, and Surge. It would be quite easy to get DEF above 60 or so, making many enemies impotent.

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- Halfling
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Re: Most overpowered adventurer build
It looks like your infinite hit combo killed the thread too.
Re: Most overpowered adventurer build
Mostly funny instead of OP, but I got 1 723 980.91% movement speed on a (cheated) adventurer. I had maxed Feather Wind, Quick as Thought, Rampage, Strider, Surge, and Step Up, as well as a movement infusion and 6 speed boosting items. I was trying to get many, many attacks for Beyond the Flesh, but it doesn't work, for some reason.
PS: to get both Step Up and a movement infusion active, shoot a projectile at a distant enemy, then activate movement infusion, then allow the shot to kill the enemy. It works wonders for exploration.
PS: to get both Step Up and a movement infusion active, shoot a projectile at a distant enemy, then activate movement infusion, then allow the shot to kill the enemy. It works wonders for exploration.
Re: Most overpowered adventurer build
To add to the crazy chain attacks of Arcane Combat and Corrupted Strength I picked up Psi-Fighting. This adds another autoattack each round that can proc the arcane combat. Kicking on Frenzied Psifighting should mean everything dies ridiculously fast. I am going to take this build to the ambush and see how many rounds it takes.
Quick question: Someone mentioned the solipsist trees on their adventurer build. I don't see those listed as available. Are they still an option?
Quick question: Someone mentioned the solipsist trees on their adventurer build. I don't see those listed as available. Are they still an option?
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- Spiderkin
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Re: Most overpowered adventurer build
They were removed from the adventurer class as a side-effect of disabling them on random bosses. You can get solipsist talents on your adventurer by starting the character in an older version like RC3, but that *may* also allow rares to have them as well.
Re: Most overpowered adventurer build
For a fun thing, make sure you pick up the enhancements tree at some point. Shock hands with a third attack thrown in is even more delightful, and daze is still pretty darn ridiculous. F'stuff that can't be dazed, it's also a pretty easy way to keep your mana up for more AC procs.overgoat wrote:To add to the crazy chain attacks of Arcane Combat and Corrupted Strength I picked up Psi-Fighting. This adds another autoattack each round that can proc the arcane combat. Kicking on Frenzied Psifighting should mean everything dies ridiculously fast. I am going to take this build to the ambush and see how many rounds it takes.
Re: Most overpowered adventurer build
You have pretty much arrived at my adventurer build :p I do not use the infinite combo from dual wielding but look alot like an arcane blade without the core arcane blade talent 
Cunning / Shadow magic 1-1-5-5
Spell / Wildfire 1-1-1-5
Spell / Explosive admixtures 5-1-5-0
Spell / Enhancements 5-1-1-5
Corruption / Bone 1-1-1-1
Psionic / Psi-fighting 1-1-0-0
Race / Thalore 1-1-5-0
Technique / Combat training 5-2-2
Spell / Stone alchemy 5-5-1-3
Spell / Staff combat 5-5-0-0
Wild Gift / Harmony 1-5-2-1
Psionic / Finer-energy 1-1-1-0
Is what I am aiming for. Next stage is true grit, step up, and a heroism infusion. Because honestly I have all this stamina anyway and true grit plus heroism is just funny as a thalore. I want to see if I can get 100% resist all.

Cunning / Shadow magic 1-1-5-5
Spell / Wildfire 1-1-1-5
Spell / Explosive admixtures 5-1-5-0
Spell / Enhancements 5-1-1-5
Corruption / Bone 1-1-1-1
Psionic / Psi-fighting 1-1-0-0
Race / Thalore 1-1-5-0
Technique / Combat training 5-2-2
Spell / Stone alchemy 5-5-1-3
Spell / Staff combat 5-5-0-0
Wild Gift / Harmony 1-5-2-1
Psionic / Finer-energy 1-1-1-0
Is what I am aiming for. Next stage is true grit, step up, and a heroism infusion. Because honestly I have all this stamina anyway and true grit plus heroism is just funny as a thalore. I want to see if I can get 100% resist all.
Re: Most overpowered adventurer build
this was pretty much mentioned but ill say this anyway
cornac only
arcane combat tree
reaving combat
the TW tree with strength of purpose
the mindslayer tree with augmentation
psionic/absorption
spell/lightning or spell/stone
technique/dual wielding
wild-gift/mindstar mastery
wild-gift/fungus
shadow combat tree
spell/enhancement for massive non-crit damage and daze and an extra spell
GWF tree or if they nerf it get temporal combat instead or something
max out lightning and feather wind and get elemental surge(if you got lightning) or flexible combat and tricks of the trade
when you start your dude you should obtain 0 magic trees
get these escorts
seer, betray to zigur for nature's touch
temporal explorer, betray to zigur for dream walk, or if you're feeling lucky get a second one for sleep too, which is better than heave
once you have done this you'll be free to get as much magic as you want unless you really want to get a sun paladin or anithoril for heave or hack n back
get an anorithil, get healing light
get a seer, get premonition and use it when you find a alot of +mana from rare stuff or something
get 2 loremasters, learn mind sear then disarm, however getting a thief is an acceptable substitute to one of these loremasters
get a sun paladin, learn the chant of saves
get 0 alchemist/warrior/thief escorts
obtain 36-60 strength entirely through strength of purpose/augmentation, and if necessary, items
get willpower, then cunning, then max out magic; obtain requirements for high magic stuff early with items and your last stat, if you have points left over, should not be dex, use mindstars only and max out psiblades, its - good even at .8 mastery, and use a 2h or a staff in your telekinetic hand, depends on what you like more
heres an alternate one
shaloren
arcane combat tree
reaving combat
shadow combat
get the tree that lets rogues use cunning for daggers
technique/bloodthirst
spell/stone or spell/lightning
GWF tree
spell/aegis
celestial/light
infusion
infusion
get an asston of crit from 4 different talents see above for escorts but skip mind sear and prodigies and do gear swapping to meet strength requirements for armor and shit
get dexterity magic and cunning, leftover stats can go into constitution, or if you need the encumbrance get strength
id already be doing this now but I have yet to unlock adventurer because I'm reckless and keep getting my ass kicked by holding down the bump key
cornac only
arcane combat tree
reaving combat
the TW tree with strength of purpose
the mindslayer tree with augmentation
psionic/absorption
spell/lightning or spell/stone
technique/dual wielding
wild-gift/mindstar mastery
wild-gift/fungus
shadow combat tree
spell/enhancement for massive non-crit damage and daze and an extra spell
GWF tree or if they nerf it get temporal combat instead or something
max out lightning and feather wind and get elemental surge(if you got lightning) or flexible combat and tricks of the trade
when you start your dude you should obtain 0 magic trees
get these escorts
seer, betray to zigur for nature's touch
temporal explorer, betray to zigur for dream walk, or if you're feeling lucky get a second one for sleep too, which is better than heave
once you have done this you'll be free to get as much magic as you want unless you really want to get a sun paladin or anithoril for heave or hack n back
get an anorithil, get healing light
get a seer, get premonition and use it when you find a alot of +mana from rare stuff or something
get 2 loremasters, learn mind sear then disarm, however getting a thief is an acceptable substitute to one of these loremasters
get a sun paladin, learn the chant of saves
get 0 alchemist/warrior/thief escorts
obtain 36-60 strength entirely through strength of purpose/augmentation, and if necessary, items
get willpower, then cunning, then max out magic; obtain requirements for high magic stuff early with items and your last stat, if you have points left over, should not be dex, use mindstars only and max out psiblades, its - good even at .8 mastery, and use a 2h or a staff in your telekinetic hand, depends on what you like more
heres an alternate one
shaloren
arcane combat tree
reaving combat
shadow combat
get the tree that lets rogues use cunning for daggers
technique/bloodthirst
spell/stone or spell/lightning
GWF tree
spell/aegis
celestial/light
infusion
infusion
get an asston of crit from 4 different talents see above for escorts but skip mind sear and prodigies and do gear swapping to meet strength requirements for armor and shit
get dexterity magic and cunning, leftover stats can go into constitution, or if you need the encumbrance get strength
id already be doing this now but I have yet to unlock adventurer because I'm reckless and keep getting my ass kicked by holding down the bump key
Re: Most overpowered adventurer build
Eye lasers are a definitive must, now that you brought them up. We can't let Dungeons of Dreadmor steal the show there, can we? (Pew, pew, pew)
Ghoul never existed, this never happened!