adventurer idea: telekinetic archer
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- Archmage
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adventurer idea: telekinetic archer
This is an idea for a fun adventurer build, the telekinetic archer.
If you wield a ranged weapon in your telekinetic slot, it will repeat any shot from your mainhand. It will be an identical shot, so if you take some archer talents and add finer energy manipulations this will nearly double your damage output.
So what other trees would be fun or good to add? So far I came up with:
- Spell / temporal for Time Shield and Essence of Speed, this is obviously a very strong pick for any adventurer
- Maybe add Aegis and Conveyance too.
- Shadow Feed will give you the mana regen to maintain shield and also increase combat speed furter
- Maybe add lethality for even more damage.
Any other synergies that would work well with this?
If you wield a ranged weapon in your telekinetic slot, it will repeat any shot from your mainhand. It will be an identical shot, so if you take some archer talents and add finer energy manipulations this will nearly double your damage output.
So what other trees would be fun or good to add? So far I came up with:
- Spell / temporal for Time Shield and Essence of Speed, this is obviously a very strong pick for any adventurer
- Maybe add Aegis and Conveyance too.
- Shadow Feed will give you the mana regen to maintain shield and also increase combat speed furter
- Maybe add lethality for even more damage.
Any other synergies that would work well with this?
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- Archmage
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Re: adventurer idea: telekinetic archer
It works in the latest 1.4.9 patch, both for slings and bows, I tried.
Re: adventurer idea: telekinetic archer
really? i tried too and couldn't get the bow to shoot.
I'm running multiclass TW + Mindslayer, maybe that's the problem....
I'm running multiclass TW + Mindslayer, maybe that's the problem....
MADNESS rocks
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- Archmage
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Re: adventurer idea: telekinetic archer
Yeah.. I don´t know what went wrong when you tried. I have toyed around with adding TW talents and it still worked. (Although I thought the TW talents didn't synergise to well.)
Sorry if these are stupid questions maybe, but..
Did you activate Beyond the Flesh?
Did you also wield a bow in your main hand?
Did both bows have sufficient range to shoot the distance?
Are you using any mods?
Oh and I haven't heard of multiclass actually, is that different from Adventurer?
Sorry if these are stupid questions maybe, but..
Did you activate Beyond the Flesh?
Did you also wield a bow in your main hand?
Did both bows have sufficient range to shoot the distance?
Are you using any mods?
Oh and I haven't heard of multiclass actually, is that different from Adventurer?
Re: adventurer idea: telekinetic archer
Nice find, so TKW Bows only work if you have a bow equipped and pretty much mimic it's attacks, unlike TKW Melee which attack automatically, correct?
PS. TK Skrimishers would be pretty sweet if so, I guess.
PS. TK Skrimishers would be pretty sweet if so, I guess.
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- Archmage
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Re: adventurer idea: telekinetic archer
yeah, that is how it works. You need to equip two slings or two bows and then the telekinetically wielded bow / sling will mimic each attack. Both weapons draw from the same ammo. However, if the telekinetically wielded weapon has shorter range it won't mimic any attacks fired at targets beyond its range.
Notably, any bonuses on the weapons also stack. This is pretty sweet if you have two bows / slings that lower the CD of Steady Shot - you can lower the cooldown to 1 this way.
Notably, any bonuses on the weapons also stack. This is pretty sweet if you have two bows / slings that lower the CD of Steady Shot - you can lower the cooldown to 1 this way.
Re: adventurer idea: telekinetic archer
i've tried many insane archers and slingers and the fundamental problem is that almost all procs are melee only. So it is very hard to get the bonuses that are so easy to get on melee. And all the mlee proc talents, like Arcane Combat don't work either 
Rings which give gloom are one of the few exceptions, but two t5 gloom rings will still only give you about 26-30% gloom chance. Ammo and bows can give a good number of procs, but nothing compared to what you get with weapons.
You can't proc Flexible Combat and many other great talents with bows.
Still, I'd be interested to see if you could get it to work.
My hunch would be to max speed (Shalore, Temporal, Augmented Mobility all stack) and then max Rapid, and get 5+ shots per turn. Get two double strike double ego bows/slings and bombs away.
And then perhaps use something Flux to reduce incoming dmg by 30%.

Rings which give gloom are one of the few exceptions, but two t5 gloom rings will still only give you about 26-30% gloom chance. Ammo and bows can give a good number of procs, but nothing compared to what you get with weapons.
You can't proc Flexible Combat and many other great talents with bows.
Still, I'd be interested to see if you could get it to work.
My hunch would be to max speed (Shalore, Temporal, Augmented Mobility all stack) and then max Rapid, and get 5+ shots per turn. Get two double strike double ego bows/slings and bombs away.
And then perhaps use something Flux to reduce incoming dmg by 30%.
MADNESS rocks
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- Archmage
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Re: adventurer idea: telekinetic archer
Thank you for the great advice, Jenx!
Yes, most on-hit effects from talents do not apply. I have a hard time deciding on prodigies, in fact. Running a version of the game without EoR at the moment, so PES is out. So I'm looking at Arcane Might, Vital Shot, Spine of the World, Draconic Will Cauterize, and maybe even temporal form. Really not sure what to do.
Augmented Mobility is a tree I had completely overlooked, and it looks like it should be a great addition! I clearly am not familiar enough with mindslayers. This skill should allow 100% crit rate and high accuracy while running Rapid Shot, wow!
I'm not sure I have access to Flux, because I never unlocked Paradox Mage. But that's surely another interesting idea. I don't think it works with shields, though? I'm thinking about the corruptor bone shield too, for defense.
Yes, most on-hit effects from talents do not apply. I have a hard time deciding on prodigies, in fact. Running a version of the game without EoR at the moment, so PES is out. So I'm looking at Arcane Might, Vital Shot, Spine of the World, Draconic Will Cauterize, and maybe even temporal form. Really not sure what to do.
Augmented Mobility is a tree I had completely overlooked, and it looks like it should be a great addition! I clearly am not familiar enough with mindslayers. This skill should allow 100% crit rate and high accuracy while running Rapid Shot, wow!
I'm not sure I have access to Flux, because I never unlocked Paradox Mage. But that's surely another interesting idea. I don't think it works with shields, though? I'm thinking about the corruptor bone shield too, for defense.
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- Archmage
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Re: adventurer idea: telekinetic archer
My first attempt at insane with this build, just finished the tier 1 dungeons:
http://te4.org/characters/150033/tome/3 ... a91aecae0b
So far it is a pretty OP character, except that I don't have much defense against debuffs.
http://te4.org/characters/150033/tome/3 ... a91aecae0b
So far it is a pretty OP character, except that I don't have much defense against debuffs.
Re: adventurer idea: telekinetic archer
If I were you I'd load the addon which adds Skirmisher trees to the Adventurer's pool. Much better than those from Archer.
Re: adventurer idea: telekinetic archer
Ok, finally got this working and discovered the amazing combo - get Bow Threading - with Arrow Stitching, you can send 6 arrows in one go, 2 from you and 4 from your clone 
Likewise dual-arrows sends 4.
Problem is, I'm using up to 12 arrows in one turn - lol.
Need to find high capacity reloading quiver, and I'm set

Likewise dual-arrows sends 4.
Problem is, I'm using up to 12 arrows in one turn - lol.
Need to find high capacity reloading quiver, and I'm set

MADNESS rocks
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- Archmage
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Re: adventurer idea: telekinetic archer
Do you still get erratic behaviour, Jenx? If you do, my best guess is that it might be the "safer autouse" addon interfering that you have installed.. Since it adds checks and conditions to automatic talent use.. just my 2 cents.
Re: adventurer idea: telekinetic archer
I think you're right. But now I've got this wishing it is excellent. The damage is amazing. You need to use bows for Bow Threading, not slings.grobblewobble wrote:Do you still get erratic behaviour, Jenx? If you do, my best guess is that it might be the "safer autouse" addon interfering that you have installed.. Since it adds checks and conditions to automatic talent use.. just my 2 cents.
I'm gong to look more at this. Makes me wish someone would create an archery Mindslayer.
MADNESS rocks
Re: adventurer idea: telekinetic archer
Wow! This is crazy on multiclass. I made adventurer archer with TK and then added TW using multiclass addon.
I have 45 capacity quiver but still am burning up arrows real fast.
Every archery talent is duplicated. So arrow echoes sends 8 arrows, arrow stitching sends 6 etc.
I'm tempted to get Temporal Fugue and have 2 clones doing the same. Not sure the engine would cope tbh.
I have 45 capacity quiver but still am burning up arrows real fast.
Every archery talent is duplicated. So arrow echoes sends 8 arrows, arrow stitching sends 6 etc.
I'm tempted to get Temporal Fugue and have 2 clones doing the same. Not sure the engine would cope tbh.
MADNESS rocks