Bob III the invulnerable Yeek Doomed (winner)
Posted: Tue Oct 04, 2011 11:44 pm
I have won 4 times before, but this is my first 0 death winner (Still adventure mode). Character dump here. For some reason, it is not marked as a winner when searching the vault, in fact I don't think any yeek since beta 21 is.
The focus of this build was to make as tough of a character as possible. This falls into several general categories:
Knockback and crowd control: This was my main source of fighting off enemies while I would Feed off of them throughout the early to mid game. Willful Strikes is very good for this, especially combined with Displace and Pity for instant positioning and making them wander around randomly after the hit, gaining more time. Madness also helps, but it is too random to be depended upon.
Stealth: Pity is probably one of the best talents in the game. If you can get it to a high level, enemies come towards you until they are in line of sight (but outside of its radius), then they clump up and make very good targets for Blast, Creeping Dark, Feed, and Hateful Whisper. It also makes enemy casters and archers much less dangerous, as they spend >90% of their time shooting around randomly.
Resistances: Feed Strengths is a very powerful skill to have when fighting elementally aligned enemies such as Storm drakes, Luminous Horrors, or Liches. This combined with Thick Skin and Unnatural Body leads to each hit point going much farther in a fight. By the end game, I had found Ureslak's Femur, which gave me +15% resist all in one of its forms, and level 2 imbue item for +4%, leading to a total of 50% resist all at high Hate (not counting bonuses from Feed Strengths).
Health/Healing: Yeeks are slightly weaker here, but the extra durability from Deflection shines here. It regenerates quite quickly (~6/turn by the end), and is basically a secondary health pool that can get to about 200 strength by the end game. I also used many +HP and +CON items along with a shield rune and a regeneration infusion. When combined with my resistances, it means that it would take an unforeseen (no shield up) burst of about 3000 damage to kill me. I never had a very good healing mod, but I mostly used Unnatural body and Devour Life to recover during fights, and very rarely needed to use my regen infusion to recover, so it didn't affect me much.
Status Effects: High level Suppression is very good at dealing with (almost) every status effect. I had it at talent level 7.5 for most of the late game, which gave me a 90% reduction on the duration of all detrimental effects other than "magical" ones. This meant practical immunity to stun, pin, poison, disease, curse, hex, bane, and infusion saturation. I also had Telepathy through the Prides, negating the effects of Blindness, invisibility, and stealth. I also had a very good Wild infusion and Providence.
Mobility: A movement Infusion, Displace, randart boots of Phasing, and a staff of conveyance was enough to give me options to run away, though Displace paired with Pity was usually enough to get me out of sight, and I rarely needed to run.
Armour: I had over 100 armour (50% hardiness) through the mid to late game, helped heavily by Primal Skin. This let me ignore weak enemies that could swarm me, and focus on more powerful foes.
For toughness, I don't think that this character could be beat. Damage was simply reduced too much, for an example, a theoretical orc fighter normally deals 200 damage. After armour it is 100, after reduced damage from feed power it is 90, and after resistances it is 45, half of which is absorbed by deflection.
And now for some of the fights, mostly they were extremely easy, and I can just sit back and cast Agony and Devour Life, but there were a few difficulties along the way.
Atamathon: Atamathon was a tough opponent, and forced me to learn a new strategy for dealing with late game bosses. I only had 50% stun immunity at this point, so the occasional Rush + Daze + other attack had me worried, as it would take just over half of my HP. When this would happen, I would pop my shield, knock him back far enough that he couldn't see through Pity, then regen. This is the fight where I gave up Shadows for good. Before this, my shadow worked good as a distraction, but now, with Pity, it would draw the enemy towards my area. After I figured that out, the fight was extremely simple to win. Devour Life (With Feed for Hate and Feed Strengths to get 70% resist all) and Agony both worked where Atamathon couldn't se through my Pity, and Willful Strike worked whenever he got too close. I could always heal quickly enough between times that he saw me to never be in danger again.
Limmir: I managed to fight off the waves of enemies, helped by my helm of Greater Telepathy for the boss. I focused mostly on enemies that still targeted Limmir, mostly ignoring those that targeted me (my durability helped here). Unfortunately, I hit Limmir with a activation after the quest was complete, making him hostile. Also, I never found a plain amulet better than steel. I did find the Goedalath Stone and a plain Voratun Ring, but decided my rings were just as good, if not better for my build.
Vor: The toughest fight in the late game. His huge AoE spells often hit despite not targeting me, and Blastwave prevented me from closing on him enough to cast Feed and Agony. Burning Wake forced me to retreat back beyond its area as well. The turning point in this fight was when I thought to dispel his buffs. With Burning Wake gone, I could stay closer without burning, and my movement infusion got me close enough despite the knockback of Blastwave.
Final Battle: Easy, probably one of the easiest times I've got there. I started with closing the portals. The first two were simple, and Undeath had a enemy spawned on it, that I then knocked away and deactivated. The Dragon portal was a bit tougher, as it spawned groups of enemies every few turns for a while. I cleared out a bunch of them with Creeping Dark (both for its damage and for the +50% bonus it gives) and Blast, then closed the portal. By this time, the bosses had killed my ally. I targeted Argoniel, and didn't have any problems whittling down his health. I was practically immune to curses and diseases, had >70% resist all from Feed Strengths on him, Elandar was shooting wildly around me, not doing any damage, and Argoniel could not close on me due to Willful Strike. Elandar was easy as well, no problems there at all.
All in all, I think this may have been the most powerful character I have ever made, and probably would still be without exploiting the Dark Figure tree's power at high masteries.
The focus of this build was to make as tough of a character as possible. This falls into several general categories:
Knockback and crowd control: This was my main source of fighting off enemies while I would Feed off of them throughout the early to mid game. Willful Strikes is very good for this, especially combined with Displace and Pity for instant positioning and making them wander around randomly after the hit, gaining more time. Madness also helps, but it is too random to be depended upon.
Stealth: Pity is probably one of the best talents in the game. If you can get it to a high level, enemies come towards you until they are in line of sight (but outside of its radius), then they clump up and make very good targets for Blast, Creeping Dark, Feed, and Hateful Whisper. It also makes enemy casters and archers much less dangerous, as they spend >90% of their time shooting around randomly.
Resistances: Feed Strengths is a very powerful skill to have when fighting elementally aligned enemies such as Storm drakes, Luminous Horrors, or Liches. This combined with Thick Skin and Unnatural Body leads to each hit point going much farther in a fight. By the end game, I had found Ureslak's Femur, which gave me +15% resist all in one of its forms, and level 2 imbue item for +4%, leading to a total of 50% resist all at high Hate (not counting bonuses from Feed Strengths).
Health/Healing: Yeeks are slightly weaker here, but the extra durability from Deflection shines here. It regenerates quite quickly (~6/turn by the end), and is basically a secondary health pool that can get to about 200 strength by the end game. I also used many +HP and +CON items along with a shield rune and a regeneration infusion. When combined with my resistances, it means that it would take an unforeseen (no shield up) burst of about 3000 damage to kill me. I never had a very good healing mod, but I mostly used Unnatural body and Devour Life to recover during fights, and very rarely needed to use my regen infusion to recover, so it didn't affect me much.
Status Effects: High level Suppression is very good at dealing with (almost) every status effect. I had it at talent level 7.5 for most of the late game, which gave me a 90% reduction on the duration of all detrimental effects other than "magical" ones. This meant practical immunity to stun, pin, poison, disease, curse, hex, bane, and infusion saturation. I also had Telepathy through the Prides, negating the effects of Blindness, invisibility, and stealth. I also had a very good Wild infusion and Providence.
Mobility: A movement Infusion, Displace, randart boots of Phasing, and a staff of conveyance was enough to give me options to run away, though Displace paired with Pity was usually enough to get me out of sight, and I rarely needed to run.
Armour: I had over 100 armour (50% hardiness) through the mid to late game, helped heavily by Primal Skin. This let me ignore weak enemies that could swarm me, and focus on more powerful foes.
For toughness, I don't think that this character could be beat. Damage was simply reduced too much, for an example, a theoretical orc fighter normally deals 200 damage. After armour it is 100, after reduced damage from feed power it is 90, and after resistances it is 45, half of which is absorbed by deflection.
And now for some of the fights, mostly they were extremely easy, and I can just sit back and cast Agony and Devour Life, but there were a few difficulties along the way.
Atamathon: Atamathon was a tough opponent, and forced me to learn a new strategy for dealing with late game bosses. I only had 50% stun immunity at this point, so the occasional Rush + Daze + other attack had me worried, as it would take just over half of my HP. When this would happen, I would pop my shield, knock him back far enough that he couldn't see through Pity, then regen. This is the fight where I gave up Shadows for good. Before this, my shadow worked good as a distraction, but now, with Pity, it would draw the enemy towards my area. After I figured that out, the fight was extremely simple to win. Devour Life (With Feed for Hate and Feed Strengths to get 70% resist all) and Agony both worked where Atamathon couldn't se through my Pity, and Willful Strike worked whenever he got too close. I could always heal quickly enough between times that he saw me to never be in danger again.
Limmir: I managed to fight off the waves of enemies, helped by my helm of Greater Telepathy for the boss. I focused mostly on enemies that still targeted Limmir, mostly ignoring those that targeted me (my durability helped here). Unfortunately, I hit Limmir with a activation after the quest was complete, making him hostile. Also, I never found a plain amulet better than steel. I did find the Goedalath Stone and a plain Voratun Ring, but decided my rings were just as good, if not better for my build.
Vor: The toughest fight in the late game. His huge AoE spells often hit despite not targeting me, and Blastwave prevented me from closing on him enough to cast Feed and Agony. Burning Wake forced me to retreat back beyond its area as well. The turning point in this fight was when I thought to dispel his buffs. With Burning Wake gone, I could stay closer without burning, and my movement infusion got me close enough despite the knockback of Blastwave.
Final Battle: Easy, probably one of the easiest times I've got there. I started with closing the portals. The first two were simple, and Undeath had a enemy spawned on it, that I then knocked away and deactivated. The Dragon portal was a bit tougher, as it spawned groups of enemies every few turns for a while. I cleared out a bunch of them with Creeping Dark (both for its damage and for the +50% bonus it gives) and Blast, then closed the portal. By this time, the bosses had killed my ally. I targeted Argoniel, and didn't have any problems whittling down his health. I was practically immune to curses and diseases, had >70% resist all from Feed Strengths on him, Elandar was shooting wildly around me, not doing any damage, and Argoniel could not close on me due to Willful Strike. Elandar was easy as well, no problems there at all.
All in all, I think this may have been the most powerful character I have ever made, and probably would still be without exploiting the Dark Figure tree's power at high masteries.