Build Me a ... Burninator! (RIP)

Builds, theorycraft, ... for all adventurer builds

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Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
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Re: Build Me a ... Burninator!

#16 Post by Doctornull »

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. :D +50% crit damage, wooo!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Build Me a ... Burninator!

#17 Post by Doctornull »

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.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Build Me a ... Burninator!

#18 Post by Crim, The Red Thunder »

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.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Build Me a ... Burninator!

#19 Post by SageAcrin »

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.)

Global is additive, for exactly this reason.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Build Me a ... Burninator!

#20 Post by lukep »

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.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Build Me a ... Burninator!

#21 Post by Doctornull »

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!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

sehnsucht
Higher
Posts: 65
Joined: Sun Jul 22, 2012 6:13 pm

Re: Build Me a ... Burninator!

#22 Post by sehnsucht »

I once tried a build like this.
It works well

http://forums.te4.org/viewtopic.php?f=49&t=35392

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