Most overpowered adventurer build

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eliotn
Wyrmic
Posts: 244
Joined: Mon Sep 26, 2011 1:49 pm

Most overpowered adventurer build

#1 Post by eliotn »

What do you guys think is the most overpowered adventurer build? Post what trees you unlock and what your strategy is.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Most overpowered adventurer build

#2 Post by SageAcrin »

I don't think there's any one build or any cleanly defined overpowered.

Most of the really, really strong abilities in the game require a ton of synergy in other categories, limiting your overall flexibility in exchange. Alchemist bombs are a good example of this-they take two trees to get going basically, and a third(infusions) if you want to do sudden hit damage instead damage over time.

I think the most notable skills are probably Solipsism(If you don't mind having to put up with Solipsism threshhold, the Psi to HP is generally great for everyone-do note though that this class needs a lot of Class points for a ton of very good reasons if your build is good, so this is only for tank oriented builds), Necromantic Minions(Good for everyone, fairly low Magic investment for everyone. Probably bad if you're specializing in abilities that don't friendly fire, but otherwise very nice, if not as good as when a Necromancer uses it.), the Fungus/Feedback/Light trio(the best physical/mental/magic healing trees-Aegis is a very valid substitute depending on taste to Light, though), and Energy(An incredible defensive skillset for anyone that uses Magic and doesn't use Paradox[Since the Sustain costs don't matter much, then], that runs off Generic.)..

Probably the worst build you can pull out is twohander oriented builds and sword/shield oriented builds, both of which have to overcome a 0 HP mod to become better than the source of many of their abilities(Namely, Berserker for Twohanders and Bulwark/Sun Paladin for Sword/Shield). And trying to run all three powers(physical/mental/magic) at once is probably a lost cause (Oh, you can do it...build Cunning, get the Arcane Combat tree to build physical and magical power off Cunning, build Willpower, get the Temporal Combat skillset to run Magic and Strength off Willpower, then build Dex. You can literally run anything off that setup. Ever. All at once. But it's a ton of Class investment.).

Otherwise, you can get really good-and very different-milage out of any build idea, I think.

http://te4.org/characters/10195/tome/d8 ... 6ae415e511

In closing, here, have me trying (and, honestly, succeding-no deaths, though some decent close calls) to break the game with a twohander wielder that uses nothing but a stick-aka a build that should probably be relatively bad-just because it was funny. Erimilis the mighty NECROZERKER. I succeeded so well that I brained Argoniel for 4000 damage at one point, after picking up the Staff off Elandar's corpse. It may give you some ideas. :)

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Most overpowered adventurer build

#3 Post by lukep »

I was thinking Full Defense would be quite powerful. Light, Aegis, Fungus, Guardian, Absorption, Shield Defense, and maybe Feedback. I think that there might need to be something for good immunities too, though.
SageAcrin wrote:Alchemist bombs are a good example of this-they take two trees to get going basically, and a third(infusions) if you want to do sudden hit damage instead damage over time.
If you do not have any of the infusion talents, you do pure fire damage, not fireburn. This makes it worthwhile to unlearn your first point in fire infusion, sometimes.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Most overpowered adventurer build

#4 Post by SageAcrin »

Oh, right, I forget that exists.

Granted, bombs are still doing notably less damage than usual without any Infusions, overall.

Seven category tanking is probably not worth it. You certainly can make a nearly-unkillable character on paper, but if you can't handle large mobs in even moderately decent fashion, you're going to have some fairly fatal problems. All the defensive skills in the world won't help you if you can't disable or kill Rak'shor door guards in a reasonable amount of time, or the guardrooms in Grushnak. Having only one or two offense options can lead to problems there.

You want some balance between fast offense and long term tanking for a tank build, so that you can smash down mobs while still being a huge tank for bosses. Not too hard though-stacking a bunch of powerful tank moves probably is the easiest way to clear an Adventurer, just, probably better to go for five or six rather than seven.

(For instance, Aegis and Fungus is kinda redundant-you already have one skill that synergizes with your infusions or runes, so until midgame at least, you aren't likely to have enough slots free to really get full benefit out of both categories. Feedback and Light are both good, but they run off Mind and Spellpower, while Shield Defense runs off Dexterity-probably not a viable split, though you could go for Dream Forge instead of Shield Defense. You get the idea.)

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Most overpowered adventurer build

#5 Post by Frumple »

Current pseudo-plan is to grab the AB cunning->magic scale tree, the SB one with the same, TW's quantum etc. tree, and grab solipsism and aegis. Go full on mag/will/cun, and then fill what's left with something damaging that runs off spellpower. See just how hard I can get a spell to hit :twisted:

E: Or at least how high I can get spellpower :lol:

The shielding scaling won't exactly hurt, either. Probably should hit like a stone cold brick in melee, too, due to arcane destruction powered up by triple stat-scale magic and maxed cunning. Probably try to run the offensive trees off vim or positive/negative, I guess.

skein
Halfling
Posts: 107
Joined: Mon Aug 13, 2012 12:03 am

Re: Most overpowered adventurer build

#6 Post by skein »

Diminishing returns stomps all over your spellpower though. The best serious offensive magic trees are either alchy bombs, fire, or necro cold. Then you need to stack + dammage type (of which fire has the most available I think)

Think I am going to try,
2 alchy bomb trees
lightning wyrmic tree
stealth tree
arcane blade tree

and see if I can make that work.

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Most overpowered adventurer build

#7 Post by donkatsu »

When I first saw this, I thought:

Corrupted Strength + Arcane Combat + Corona = Melee attacks triggering spells triggering melee attacks triggering spells ad infinitum.

Not sure if this actually works though. Probably not.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Most overpowered adventurer build

#8 Post by lukep »

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.

Another good one would be Solipsist Mind talents + Madness from the Doomed Punishments tree.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Most overpowered adventurer build

#9 Post by SageAcrin »

I had a preliminary build that did Corrupted Strength, a bunch of support dualwield and magical skills, Celestial/Combat and Corruption/Scourge.

It was kinda neat but I got bored with it. Mostly it did the same thing(press random magic buttons to hit pretty hard) all the time. So I went for something wackier. It was working pretty well though.

(Celestial/Combat skills are spells.)

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Most overpowered adventurer build

#10 Post by Frumple »

I can definitely confirm that arcane combat cast spells triggers a corrupted strength proc. I'm not yet sure if the corrupted strength proc counts as a melee attack that arcane combat itself can proc off of, though. We'll see.

E: Corrupted strength is actually... really indiscriminate. I like this. Nail myself with healing light or arcane reconstruction and chunk off a bit of something's health in the same turn.

E2: SHiiiiiiiii-- it does. Corrupted strength's melee aspect counts as something arcane combat can proc off of. Houston, we have achieved recursion. Now I just need 100% (or close enough) AC chance and everything gets to die.

E3: Find some mana on spellcrit, in order to keep the murderball rolling? Maybe by wearing that artifact staff? Walk up, hit something, do theoretically infinite damage in a single turn. Only threat is, maybe, retaliation damage, I guess.

E4: Um. Just hit the realization that that's something that can occur outside of adventurers, on the rare AB/Reaver randunique. Think I'll switch this over into thbugs forum.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Most overpowered adventurer build

#11 Post by SageAcrin »

Yeah I was pretty sure all of that was true/possible.

Rares will never get sufficient Cunning to actually kill you with it. Even a human player is only likely to achieve more than 70% procrate of Arcane Combat at endgame.

It still probably needs to be fixed, but I was too lazy to try a build that was both abusive and kinda boring to me. <_<

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Most overpowered adventurer build

#12 Post by Frumple »

Hey. Hey, hey hey. Anyone know if adventurers get access to the golem talent trees? Not golemancy. The golem's.

If not... DG, if you're reading this, can we? I want laser eye beams for everyone.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Most overpowered adventurer build

#13 Post by SageAcrin »

I would support Golem trees on Adventurer.

They're not that great, but that would definitely not be the point. <_<

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: Most overpowered adventurer build

#14 Post by supermini »

SageAcrin wrote:I would support Golem trees on Adventurer.

They're not that great, but that would definitely not be the point. <_<
We need them because eye lasers PEWPEWPEW. :mrgreen:
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

omni
Thalore
Posts: 127
Joined: Thu Sep 29, 2011 6:55 pm

Re: Most overpowered adventurer build

#15 Post by omni »

I've just got to imagine some summoner tree + shadows + golem + necromancer minions + thoughtforms shenanigans. Hmm... Well looks like I need to work on that unlock to see how that pans out...

Hmm. Necromancer minions + heavy blight damage from corruptor could be fun too.

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