[1.0.4] Concept Build: Four Heath Bars (winner)
Posted: Thu Aug 29, 2013 1:07 am
This build is intended to be very defensive, and it seems successful so far (level 44). He's the first character with whom I was confident enough to clear every level of Melinda's tomb, and even that didn't bring him down to half health.
He died once, because in my supreme hubris I opened a certain door in the Vor Armory at level 35 and didn't run away fast enough (or at all)... but even there, he lasted 3 rounds in the breath-weapon crossfire, which is 2 more rounds than he deserved.
Here he is:
http://te4.org/characters/52902/tome/d6 ... 25b2342d1d
Right now he's filled in all the talents which I'd wanted, and he's got 3 cat points, 12 class talent points and 1 generic talent point unspent. Going forward they're basically free. I'd like advice on what to buy.
Here's how the trees have performed for me:
Wild / Mucus - Oh my god this thing is brokenly good, especially in combo with Antimagic Shield, but even by itself it's a free army of oozy artillery AND a horribly powerful source of stacking poison. I put the first talent on auto-use always forever, and I hardly ever have Equilibrium issues. This tree is so good I'm a bit worried that it's just carrying the rest of my build. Also the description is wrong, it says I ought to be getting half the mucus slimes which I actually get... in practice I get 1 slime per 10 Cunning. At 100+ Cunning, that's an army.
Psionic / Absorption - This is the key to my early melee survival, what with the Kinetic shield and the telekinetic weapon slot. The TK weapon has performed very nicely throughout the whole game. The other reason why this tree is here is to feed my Psi bar, which is a life bar thanks to ...
Psionic / Solipsism - I've had trouble managing this tree before. In earlier test builds, the tree didn't really help, but in this one it seems to be coming together better. I always had more Life than Psi, even when I'd maxed out Willpower at 97 (60) points and had Con around 35 (12), but the Psi bar is usually more full at the end of a fight thanks to Absorption. My strategy this run was to save up talent points and put them all in at once when I would get a significant benefit from Solipsism, so stayed at 4/0/0/0 for a while, then jumped to 5/1/5/0 all at once, then finally jumped to 5/1/5/5. The speed boost is great since I'm a tanky melee guy, and I have enough mobility to get into some orc necromancer's face and lay down some bump-attack smack while my one active Mucus attack talent cools down.
Cursed / Gloom - I picked this just because it seems fun on a melee guy, and it's been very useful as crowd-control at 1/1/1/5. Having Gloom means I've got a decent source of Hate, which opens the door to a Hate-based attack school, or maybe even Shadows.
... and that's it for class talents.
In terms of Generics, he went for:
Psi / Feedback - this is literally the only Generic tree he had to start, it was kind of sad saving up all those Generic points until I'd bought Mindstar Mastery. Feedback has been a persistently useful resource, and even at 1/5 the capstone talent Conversion has been a life-saver. He doesn't use the shield much anymore, but when he first got it, it was nice.
Technique / Combat Training - 5/1/0/0/0 and I'm not sure that the first 5 is even useful for this guy, seeing as his damage is mitigated by so many other effects. Still, it's not like he's got much else to do with those points, and maybe it is helping.
Wild / Mindstar Mastery - 5/0/0/0 because he'd never bother to use Leaves Tide in combat, since slimes are cheap to replace. The first talent is great, and absolutely vital to the build's melee viability.
Wild / Fungus - 5/1/1/0 so I can automate my two Regen infusions. The Equilibrium regen is useless on a Mucus heavy build like this.
Wild / Antimagic - 1/4/5/0, and this is why I care about Equilibrium regen. Antimagic Shield looks kinda low-impact in terms of numbers, but it seems pretty good in combo with Absorption. I'll usually take zero damage from an attack, and the Equilibrium impact of a round's shielding is usually more than compensated by my slimes being slimy on my mucus. With my Antimagic Shield and Charged Shield, I was taking zero damage per round from 4 diseases at once in Melinda's rescue. One strange issue: when he did the Antimagic training test, he didn't get the Antimagic tree unlocked for free, he just got +0.10 mastery on the locked tree. It's not a big deal -- he has plenty of free cat points -- but it was unexpected given how Fungus and Harmony work.
Wild / Harmony - 1/1/0/0 and I wish I had the 2nd point back. The benefit of Elemental Harmony is not worth the risk its sustain cost imposes on my Antimagic Sheild. The first talent was useful before I got Nature damage absorption.
---
Prodigies: he's got Mental Tyranny, and it's brilliant as usual. He's got a spare Prodigy slot now, what should he buy?
He died once, because in my supreme hubris I opened a certain door in the Vor Armory at level 35 and didn't run away fast enough (or at all)... but even there, he lasted 3 rounds in the breath-weapon crossfire, which is 2 more rounds than he deserved.
Here he is:
http://te4.org/characters/52902/tome/d6 ... 25b2342d1d
Right now he's filled in all the talents which I'd wanted, and he's got 3 cat points, 12 class talent points and 1 generic talent point unspent. Going forward they're basically free. I'd like advice on what to buy.
Here's how the trees have performed for me:
Wild / Mucus - Oh my god this thing is brokenly good, especially in combo with Antimagic Shield, but even by itself it's a free army of oozy artillery AND a horribly powerful source of stacking poison. I put the first talent on auto-use always forever, and I hardly ever have Equilibrium issues. This tree is so good I'm a bit worried that it's just carrying the rest of my build. Also the description is wrong, it says I ought to be getting half the mucus slimes which I actually get... in practice I get 1 slime per 10 Cunning. At 100+ Cunning, that's an army.
Psionic / Absorption - This is the key to my early melee survival, what with the Kinetic shield and the telekinetic weapon slot. The TK weapon has performed very nicely throughout the whole game. The other reason why this tree is here is to feed my Psi bar, which is a life bar thanks to ...
Psionic / Solipsism - I've had trouble managing this tree before. In earlier test builds, the tree didn't really help, but in this one it seems to be coming together better. I always had more Life than Psi, even when I'd maxed out Willpower at 97 (60) points and had Con around 35 (12), but the Psi bar is usually more full at the end of a fight thanks to Absorption. My strategy this run was to save up talent points and put them all in at once when I would get a significant benefit from Solipsism, so stayed at 4/0/0/0 for a while, then jumped to 5/1/5/0 all at once, then finally jumped to 5/1/5/5. The speed boost is great since I'm a tanky melee guy, and I have enough mobility to get into some orc necromancer's face and lay down some bump-attack smack while my one active Mucus attack talent cools down.
Cursed / Gloom - I picked this just because it seems fun on a melee guy, and it's been very useful as crowd-control at 1/1/1/5. Having Gloom means I've got a decent source of Hate, which opens the door to a Hate-based attack school, or maybe even Shadows.
... and that's it for class talents.
In terms of Generics, he went for:
Psi / Feedback - this is literally the only Generic tree he had to start, it was kind of sad saving up all those Generic points until I'd bought Mindstar Mastery. Feedback has been a persistently useful resource, and even at 1/5 the capstone talent Conversion has been a life-saver. He doesn't use the shield much anymore, but when he first got it, it was nice.
Technique / Combat Training - 5/1/0/0/0 and I'm not sure that the first 5 is even useful for this guy, seeing as his damage is mitigated by so many other effects. Still, it's not like he's got much else to do with those points, and maybe it is helping.
Wild / Mindstar Mastery - 5/0/0/0 because he'd never bother to use Leaves Tide in combat, since slimes are cheap to replace. The first talent is great, and absolutely vital to the build's melee viability.
Wild / Fungus - 5/1/1/0 so I can automate my two Regen infusions. The Equilibrium regen is useless on a Mucus heavy build like this.
Wild / Antimagic - 1/4/5/0, and this is why I care about Equilibrium regen. Antimagic Shield looks kinda low-impact in terms of numbers, but it seems pretty good in combo with Absorption. I'll usually take zero damage from an attack, and the Equilibrium impact of a round's shielding is usually more than compensated by my slimes being slimy on my mucus. With my Antimagic Shield and Charged Shield, I was taking zero damage per round from 4 diseases at once in Melinda's rescue. One strange issue: when he did the Antimagic training test, he didn't get the Antimagic tree unlocked for free, he just got +0.10 mastery on the locked tree. It's not a big deal -- he has plenty of free cat points -- but it was unexpected given how Fungus and Harmony work.
Wild / Harmony - 1/1/0/0 and I wish I had the 2nd point back. The benefit of Elemental Harmony is not worth the risk its sustain cost imposes on my Antimagic Sheild. The first talent was useful before I got Nature damage absorption.
---
Prodigies: he's got Mental Tyranny, and it's brilliant as usual. He's got a spare Prodigy slot now, what should he buy?