1.6.0 Breath Wyrmic Guide
Posted: Sat Nov 09, 2019 4:23 am
This is my insane winner:
https://te4.org/characters/3802/tome/f2 ... ef1993dae5
I've never won on insane but I've come close on sawbutchers in the past. Hopefully this'll be a pretty quick writeup. I do expect it to be nerfed, especially certain aspects.
This is a little different from previous wyrmic builds and has some odd weaknesses and strengths. I essentially played it as "breathe and swallow wyrmic"
Strengths -
Massive AOE Damage
Extremely Tanky
Survivable
Can easily clear Sludgenest for 600+ turns
Ranged
Weaknesses-
Bad early game
Bad at clearing Stormshield/Boneshield
Best in Slot items are generally going to be artifacts
Single target damage is lower than most other classes
Limited on infusion spots
No class talents to escape if surrounded
Races:
Very Good-
Thalore
Yeek
Good-
Any 0 xp race.
Doable-
Everything else
Impossible-
Undead (literally, you can't play undead wilders)
I haven't tried Krog much so I can't say much about it.
Stats :
Takes some consideration.
Split Str/Will power early on until you have 40 Will.
Then go pure str until level 22
After that :
Will>Str>Cun>Con
Prodigies:
ICCtW and Elemental Surge are the two best.
Meteors and any defensive prodigies are also options. Elemental Surge is just a good offensive AND defensive prodigy for Wyrmics (comes with a mini-spine of the world, and a magic equivalent version)
Elemental Surge is probably the better prodigy at 25 but you'll almost certainly never have 50 cun at 25, so ICCtW is probably first.
Short Build
1/5/1/5 Cold Drake
1/1/1/5 Sand Breath
1/1/1/5 Fire Drake
1/3/3/5 Higher Draconic
1/1/1/5 Venom Drake
3/1/1/5 Storm Drake
(There are extras - I put them into swallow and Wyrmic Guile - there's nothing wrong with using them for Combat Techniques and the speed talent)
Generics
1-3/1/5/1 Fungus
1/0/0/0 Mindstar
0/3/0/1/0/0 Combat Training - remember to take out weapon mastery at start
1/1/1/4 Call of the Wild (if extra cat point, 5/5 nature's balance for extra talent to reset)
1/1/5/5 Harmony
3/1/1/1 Antimagic
Class Skills
Most of these are self explanatory as to WHY they were distributed how they were.
Cold Drake-
Max icy skin ASAP. As this will be done, Ice Breath will almost certainly be the first breath you take as you're closest to that breath anyways. Ice Breath is also your best CC skill.
Sand Breath
1/1/1/5 - Swallow luxury
Swallow is a surprisingly good lategame investment. Not only does it boost your crit rate, the boost in life threshold is very helpful. It's also handy for rebuilding EQ. Sand Breath is probably your worst breath - it does the least damage and has an underwhelming status effect, and should be maxed last.
1/1/1/5 Fire Drake
This is your most damaging breath. It does a lot of upfront damage and has a hefty dot.
1/3/3/3 Higher Draconic
Guile,Slash,Chromatic Fury are all spots for luxury points.
Unlock at 20, and immediately refund whatever you took before hand to be able to get a point in chromatic fury. This instantly doubles your breath damage. Chromatic Slash does a lot of damage but you're actually mainly in it for the speed with this build. Guile gives fairly low status resist for one of these talents, but it's a passive and boosts your breaths.
Venomous breath should be great, but anything dangerous clears it instantly, meaning that it's best used for throwing on trash mobs to trigger your elemental surge. It's the only breath that might not be worth 5/5 even with this build - 3/5 is radius 8 breath and it has no up front damage.
1/1/1/5 Venom Drake
Float points in acidic spray early to actually kill things. Early game you're just going to be running around kiting everything. Corrosive Breath is your most reliably damaging breath - it does the highest burst damage and disarm is much more rarely resisted.
3/1/1/5 Storm Drake
5/5 Lightning Speed luxury. Lightning breath is one of the nicer breaths, doing a good amount of burst with one of the better effects (stuns). However, late game it falls off due to stun resists becoming more common.
Generics
1-3/1/5/1 Fungus
The first point in wild growth has the greatest effect, with 3 points being the next sort of breakpoint. Ancestral Life is great late game but early on it's mostly noticeable for the equilibrium regen effect.
1/0/0/0 Mindstars (COULD go 5/1/1/1 , depends on preference)
This is actually just for the 30 physical power for a point in them. Mindstars are your best weapons and a lot of the time you'll just bump attack something while waiting for breaths to come off CD. The 18 sustain effect isn't actually worth activating until after you're hitting people or very late in the game, as mindstars no longer reliably have willpower to offset the effect.
0/3/0/1/0/0 Combat Training
Thick skin to taste. Weapons mastery isn't something you're going to use unless you find Ureslak's set, and even then you might not WANT to hit people with it as some of the effects are much better than others. 1 point in accuracy for early game, and it works with mindstars (even though willpower is their accuracy stat)
1/1/1/4 Call of the Wild
Rush this ASAP. It lets you double up your breath attacks - until 4 points breaths won't be reset with it. But once you have this, you can chain all of your breaths twice in a row.
1/1/5/5 Harmony
Standard for Harmony. You won't be able to have the sustain to use elemental harmony.
3/1/1/1 Antimagic
You CAN skip antimagic, but then you need to give up a slot for the dissipation rune rather than 5 generic talent points. That said, if you DO go anti-magic, do it pretty late.
Build Path
Juggle acidic spray points early game. Max icy skin, rush Ice Breath and 1 other breath in your class skills. I prefer Fire, but Lightning is also viable (these two trees have the best 1 point abilities before the breath - Acid is the best breath but Corrosive Mist and Dissolve aren't very good in this setup)
Burrow/Lightning speed is your basic escape combo, but Sand Breath is your worst breath, so you're going to get it later than the first two.
In your generics, rush Nature's Balance 4/5. This lets you have 4 5/5 breath attacks in 5 turns very early. It will still do pathetic damage until you get to level 22 though.
Inscriptions
Healing
Regeneration
Wild - Phys or Magic
Wild - Mental
PRIMAL/Healing/Dissipation
Primal Infusion Combo
If you're lucky enough to find a primal infusion, use it immediately, basically-
Use it either when you're in danger or when equilibrium is high. If both resist % and affinity % are high enough, your character is essentially invulnerable unless they take a hit for more than their max HP value (which is probably possible on Madness). This is part of why Antimagic is still viable even though you almost certainly can't use Antimagic shield - with Resolve and Primal Infusion generally you'll actually heal from the damage. Combo it with Healing Nexus, and generally you'll have all your equilibrium go away in the next 1-2 turns.
https://te4.org/characters/3802/tome/f2 ... ef1993dae5
I've never won on insane but I've come close on sawbutchers in the past. Hopefully this'll be a pretty quick writeup. I do expect it to be nerfed, especially certain aspects.
This is a little different from previous wyrmic builds and has some odd weaknesses and strengths. I essentially played it as "breathe and swallow wyrmic"
Strengths -
Massive AOE Damage
Extremely Tanky
Survivable
Can easily clear Sludgenest for 600+ turns
Ranged
Weaknesses-
Bad early game
Bad at clearing Stormshield/Boneshield
Best in Slot items are generally going to be artifacts
Single target damage is lower than most other classes
Limited on infusion spots
No class talents to escape if surrounded
Races:
Very Good-
Thalore
Yeek
Good-
Any 0 xp race.
Doable-
Everything else
Impossible-
Undead (literally, you can't play undead wilders)
I haven't tried Krog much so I can't say much about it.
Stats :
Takes some consideration.
Split Str/Will power early on until you have 40 Will.
Then go pure str until level 22
After that :
Will>Str>Cun>Con
Prodigies:
ICCtW and Elemental Surge are the two best.
Meteors and any defensive prodigies are also options. Elemental Surge is just a good offensive AND defensive prodigy for Wyrmics (comes with a mini-spine of the world, and a magic equivalent version)
Elemental Surge is probably the better prodigy at 25 but you'll almost certainly never have 50 cun at 25, so ICCtW is probably first.
Short Build
1/5/1/5 Cold Drake
1/1/1/5 Sand Breath
1/1/1/5 Fire Drake
1/3/3/5 Higher Draconic
1/1/1/5 Venom Drake
3/1/1/5 Storm Drake
(There are extras - I put them into swallow and Wyrmic Guile - there's nothing wrong with using them for Combat Techniques and the speed talent)
Generics
1-3/1/5/1 Fungus
1/0/0/0 Mindstar
0/3/0/1/0/0 Combat Training - remember to take out weapon mastery at start
1/1/1/4 Call of the Wild (if extra cat point, 5/5 nature's balance for extra talent to reset)
1/1/5/5 Harmony
3/1/1/1 Antimagic
Class Skills
Most of these are self explanatory as to WHY they were distributed how they were.
Cold Drake-
Max icy skin ASAP. As this will be done, Ice Breath will almost certainly be the first breath you take as you're closest to that breath anyways. Ice Breath is also your best CC skill.
Sand Breath
1/1/1/5 - Swallow luxury
Swallow is a surprisingly good lategame investment. Not only does it boost your crit rate, the boost in life threshold is very helpful. It's also handy for rebuilding EQ. Sand Breath is probably your worst breath - it does the least damage and has an underwhelming status effect, and should be maxed last.
1/1/1/5 Fire Drake
This is your most damaging breath. It does a lot of upfront damage and has a hefty dot.
1/3/3/3 Higher Draconic
Guile,Slash,Chromatic Fury are all spots for luxury points.
Unlock at 20, and immediately refund whatever you took before hand to be able to get a point in chromatic fury. This instantly doubles your breath damage. Chromatic Slash does a lot of damage but you're actually mainly in it for the speed with this build. Guile gives fairly low status resist for one of these talents, but it's a passive and boosts your breaths.
Venomous breath should be great, but anything dangerous clears it instantly, meaning that it's best used for throwing on trash mobs to trigger your elemental surge. It's the only breath that might not be worth 5/5 even with this build - 3/5 is radius 8 breath and it has no up front damage.
1/1/1/5 Venom Drake
Float points in acidic spray early to actually kill things. Early game you're just going to be running around kiting everything. Corrosive Breath is your most reliably damaging breath - it does the highest burst damage and disarm is much more rarely resisted.
3/1/1/5 Storm Drake
5/5 Lightning Speed luxury. Lightning breath is one of the nicer breaths, doing a good amount of burst with one of the better effects (stuns). However, late game it falls off due to stun resists becoming more common.
Generics
1-3/1/5/1 Fungus
The first point in wild growth has the greatest effect, with 3 points being the next sort of breakpoint. Ancestral Life is great late game but early on it's mostly noticeable for the equilibrium regen effect.
1/0/0/0 Mindstars (COULD go 5/1/1/1 , depends on preference)
This is actually just for the 30 physical power for a point in them. Mindstars are your best weapons and a lot of the time you'll just bump attack something while waiting for breaths to come off CD. The 18 sustain effect isn't actually worth activating until after you're hitting people or very late in the game, as mindstars no longer reliably have willpower to offset the effect.
0/3/0/1/0/0 Combat Training
Thick skin to taste. Weapons mastery isn't something you're going to use unless you find Ureslak's set, and even then you might not WANT to hit people with it as some of the effects are much better than others. 1 point in accuracy for early game, and it works with mindstars (even though willpower is their accuracy stat)
1/1/1/4 Call of the Wild
Rush this ASAP. It lets you double up your breath attacks - until 4 points breaths won't be reset with it. But once you have this, you can chain all of your breaths twice in a row.
1/1/5/5 Harmony
Standard for Harmony. You won't be able to have the sustain to use elemental harmony.
3/1/1/1 Antimagic
You CAN skip antimagic, but then you need to give up a slot for the dissipation rune rather than 5 generic talent points. That said, if you DO go anti-magic, do it pretty late.
Build Path
Juggle acidic spray points early game. Max icy skin, rush Ice Breath and 1 other breath in your class skills. I prefer Fire, but Lightning is also viable (these two trees have the best 1 point abilities before the breath - Acid is the best breath but Corrosive Mist and Dissolve aren't very good in this setup)
Burrow/Lightning speed is your basic escape combo, but Sand Breath is your worst breath, so you're going to get it later than the first two.
In your generics, rush Nature's Balance 4/5. This lets you have 4 5/5 breath attacks in 5 turns very early. It will still do pathetic damage until you get to level 22 though.
Inscriptions
Healing
Regeneration
Wild - Phys or Magic
Wild - Mental
PRIMAL/Healing/Dissipation
Primal Infusion Combo
If you're lucky enough to find a primal infusion, use it immediately, basically-
Use it either when you're in danger or when equilibrium is high. If both resist % and affinity % are high enough, your character is essentially invulnerable unless they take a hit for more than their max HP value (which is probably possible on Madness). This is part of why Antimagic is still viable even though you almost certainly can't use Antimagic shield - with Resolve and Primal Infusion generally you'll actually heal from the damage. Combo it with Healing Nexus, and generally you'll have all your equilibrium go away in the next 1-2 turns.