adventurer idea: telekinetic archer

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grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

adventurer idea: telekinetic archer

#1 Post by grobblewobble »

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?

jenx
Sher'Tul Godslayer
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Re: adventurer idea: telekinetic archer

#2 Post by jenx »

I don't the TK bow works any more....
MADNESS rocks

grobblewobble
Archmage
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Joined: Tue Jan 28, 2014 4:39 pm

Re: adventurer idea: telekinetic archer

#3 Post by grobblewobble »

It works in the latest 1.4.9 patch, both for slings and bows, I tried.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: adventurer idea: telekinetic archer

#4 Post by jenx »

really? i tried too and couldn't get the bow to shoot.

I'm running multiclass TW + Mindslayer, maybe that's the problem....
MADNESS rocks

grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: adventurer idea: telekinetic archer

#5 Post by grobblewobble »

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?

pizdabol
Halfling
Posts: 109
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Re: adventurer idea: telekinetic archer

#6 Post by pizdabol »

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.

grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: adventurer idea: telekinetic archer

#7 Post by grobblewobble »

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.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: adventurer idea: telekinetic archer

#8 Post by jenx »

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%.
MADNESS rocks

grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: adventurer idea: telekinetic archer

#9 Post by grobblewobble »

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.

grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: adventurer idea: telekinetic archer

#10 Post by grobblewobble »

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.

tabs
Wyrmic
Posts: 298
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Re: adventurer idea: telekinetic archer

#11 Post by tabs »

If I were you I'd load the addon which adds Skirmisher trees to the Adventurer's pool. Much better than those from Archer.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: adventurer idea: telekinetic archer

#12 Post by jenx »

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 :-)
MADNESS rocks

grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: adventurer idea: telekinetic archer

#13 Post by grobblewobble »

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.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: adventurer idea: telekinetic archer

#14 Post by jenx »

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 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.

I'm gong to look more at this. Makes me wish someone would create an archery Mindslayer.
MADNESS rocks

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: adventurer idea: telekinetic archer

#15 Post by jenx »

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.
MADNESS rocks

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