Sianist wrote:ate Wyrm Bile from backup Sandworm? ... other than the Cat Point, it changes all stats between -6 to +6
Yep, I did do that. Thanks, I had no clue it had that effect.
Sianist wrote:hmm ... i'd consider Gloves or maybe Cloak ... they seem like your weakest slots ... then again ... the Randart t5 Gloves you have in your inventory seems nice
Yeah the randart gloves looked pretty good, but he just found Dakthun's Gauntlets, and those look even better. +50% crit damage, wooo!
Just finished Gorbat and hit level 45. Gorbat is one tough opponent for a caster. My dude ended up using Second Life and Cauterize. Ouch.
Now he's got one Prodigy slot open (what should he take?), and three Category Points (two for Inscriptions). Fungal Blood looks like a decent Prodigy if he goes for Infusions with two of his remaining Inscription slots, but he's got options on Draconic Will and Draconic Body.
What should he do with his future Class Talent points? He could unlock Meta and probably have enough points to do something useful with that. Alternately, he could unlock Combat Techniques, and be able to 5/5 both Rush and Blinding Speed. With the Ring of Garkul, abusing Rush might be fun.
How about his Generic points? One point for Iron Skin 5, two points for Armor 5, the rest into either Light or Fungus?
Even with Accuracy 5, he sometimes misses. This can be painful when what misses is Assault. Does he need a higher Dexterity? (18 feels rather low for a level 50 melee dude.) Or is missing just an unavoidable thing at times?
He's ignoring Essence of Speed. This is because for a long time his mana pool was too small, but even now he's only got 500 mana, so I think he'll continue to ignore it. Harmony gives him global speed +41%, and that's been pretty decent so far.
Doesn't global speed stack weirdly anyway? Reports of folks using movement infusion and step up, then hitting over +20k% speed, for X turns, doing whole charred scar in 1 'turn'... Dunno if essence of speed would react in a similar way with harmony or not.
Only movement speed has that multiplicative thing going. (Well, maybe attack speeds do too, but I think that's additive. Not sure, it's hard to get large attack speed boosts.)
For a cat point, I would strongly suggest a Mindslayer tree (probably Absorption, for Thermal Shield), as it gets you an extra item slot, which can be used for +30% fire damage from a staff at the very least.
For a merchant artifact, I'd look at a shield. Sure, yours is good, but it only blocks two damage types. If you are going for a heavy tank build, you need more damage types.
Fungal blood is a scarily OP prodigy, if you use it right. The main reason is that it is instant, and it can trigger the turn-refunding effect of Anscestral life. For example: use a Heroism Infusion, pop fungal blood, you now have enough energy to do 1.65 actions (at your current level). If you then use a second heroism (or wild, or movement), cancel the regen, and hit Fungal Blood again, you would have enough energy to do 2.3 actions, guaranteed before any enemy can act. That extra turn can be abused so much, especially if you get 100% or more of a turn instead of 65%, and have 5 infusions.
Well, I did the dumb thematic thing instead of doing the smart optimal thing, and he died for good during the last fight at the top of High Peak (thanks in part to a pesky Prismatic Dragon).
He took Meteoric Crash as his 2nd Prodigy (because MORE FIRE), and he used his last cat-point to bring Spell/Fire to 1.20 instead of picking up Absorption (since he had no Psi powers before). Dual staffing, and yet another shield, would have been way more useful I'm sure.
Oh well. It was a lot of fun to play. Thanks everyone!