AM and generic points (Thalore Wyrmic)
Posted: Sun Nov 09, 2014 4:43 pm
I've gotten two Wyrmics up to Dakis now, and in both cases the character breezed through everything before her, doing easy dungeons, then Daikara - Hidden Compound - Halfling Complex – Lake of Nur), only to get obliterated by Dakis. Now granted, the first time I died because Hurrican seemed to be ticking every time I moved despite having Lightning Speed active, and the second one had a grand total of, I think, two lightning resist pieces drop all game, and then had Dakis spawn within sight of the stairs along with a horde of elementals, and I still almost beat him (he had 13 HP, I had over 200, then my Acid Breath failed and I died).
The third time around I seem to be in a better spot, but I'm still not 100% confident having just finished Daikara. Mostly I have a few questions about assigning points, particularly in Anti-Magic. I'm going high Strength for equipment and powerful AoE attacks, with max Bellowing Roar, Sand Breath, and Acid Breath. I spent my first category point to open up another infusion slot. So far I'm weapon-agnostic – it seems like Shield Offense is the better tree, but Two-Handed Assault seems it could help buff up the major shortcoming I've faced, which is spotty single-target damage over a long fight. I've gone 1/1/1/1 Fungus, and juggled Combat Accuracy (2 points locked in), with 3 generic points floating.
So now I'm at a juncture where I can go ahead and pick up Anti-Magic, as I've avoided most magic equipment (only Wintertide Phial). Keeping in mind that Dakis has killed me twice and everything else has been a cinch, that seems like a good idea. The question is, would those few category points be better spent elsewhere? Since I've mostly relied on breath attacks, I haven't gone past 1/5 in Weapons Mastery (I know I need to eventually, I just don't know when the best time would be). I also have 4/5 Thick Skin and 3/5 Armor Training.
There's also the question of what to do with the level 20 category point – Higher Draconic sounds good for boosting damage potential, although Combat Training has some very potent abilities. (I picked up some Rush boots so that's not an issue for the short-term.) But that's less of a concern than the general usefulness of AM vs. other ways of spending those generic points – seems those are going to be stretched pretty thin.
Here's the character sheet: http://te4.org/characters/138385/tome/6 ... 6e89286b1a
If anyone has some pointers about specifically generic points (and AM), but also about the build in general, that would be really helpful. And thanks for reading!
The third time around I seem to be in a better spot, but I'm still not 100% confident having just finished Daikara. Mostly I have a few questions about assigning points, particularly in Anti-Magic. I'm going high Strength for equipment and powerful AoE attacks, with max Bellowing Roar, Sand Breath, and Acid Breath. I spent my first category point to open up another infusion slot. So far I'm weapon-agnostic – it seems like Shield Offense is the better tree, but Two-Handed Assault seems it could help buff up the major shortcoming I've faced, which is spotty single-target damage over a long fight. I've gone 1/1/1/1 Fungus, and juggled Combat Accuracy (2 points locked in), with 3 generic points floating.
So now I'm at a juncture where I can go ahead and pick up Anti-Magic, as I've avoided most magic equipment (only Wintertide Phial). Keeping in mind that Dakis has killed me twice and everything else has been a cinch, that seems like a good idea. The question is, would those few category points be better spent elsewhere? Since I've mostly relied on breath attacks, I haven't gone past 1/5 in Weapons Mastery (I know I need to eventually, I just don't know when the best time would be). I also have 4/5 Thick Skin and 3/5 Armor Training.
There's also the question of what to do with the level 20 category point – Higher Draconic sounds good for boosting damage potential, although Combat Training has some very potent abilities. (I picked up some Rush boots so that's not an issue for the short-term.) But that's less of a concern than the general usefulness of AM vs. other ways of spending those generic points – seems those are going to be stretched pretty thin.
Here's the character sheet: http://te4.org/characters/138385/tome/6 ... 6e89286b1a
If anyone has some pointers about specifically generic points (and AM), but also about the build in general, that would be really helpful. And thanks for reading!