Mental Suffering (won)
Posted: Sat Aug 03, 2013 6:04 am
Based in part on looking at lukep's recent win, I wanted to see if I could build a guy who used Psi and Hate for synergistic Mind damage. It seems to work pretty well so far, but I'm sure it could have been better.
The core of his build is:
- Absorption, is this the best tree in the game or what.
- Gloom, step right up folks, gettcher free negative condition. The shelter provided by Sanctuary is fantastic.
- Gestures, this is a VERY solid replacement for melee.
- Psychic Assault, his main ranged damage.
- Punishments, mostly for the 4th skill (chance for a negative conditions on hit with Mind damage), but also Hateful Whisper is pretty great, and Agony is a nice way to hit some big guy at range with a lot of chances for a negative condition.
He also picked up:
Cursed / Predator, which seems like a fun idea but he hasn't really done much with it: first trolls (had just enough by the time he met Bill), then bears for Norgos, then skeletons, and finally orcs. Sure, orcs are nasty, so I guess every little bit helps, but I feel like the talent points and cat point would have been better spent on core stuff.
Psi / Mentalism, the 2nd has saved his butt several times (it meant he's gotten away with only one Wild for Physical + Magical), the 3rd is okay for short-range scouting, and the 4th is fantastic for keeping an eye on teleporting bosses. The bonus damage is nice, too.
Wild / Harmony, because every living Adventurer gets this. Two talent points, keep the Harmony sustain on, forget about it until some Corrupter hits me with seven kinds of disease at once. Good return for very minimal investment IMHO.
Wild / Fungus, because Fungus is like crack to me, at least at the 3/1/1/0 level. Totally worth the cat point to be get that 0.25 turn regeneration. Helps compensate for my sloppy play.
Psi / Feedback, it seems really useful right now at 1/3/1/4 but I'm concerned that the two active talents take a turn to use. Now that my regen infusions only take 0.25 turns to use, it's more difficult to justify using the feedback shield, but when it's up it's a really nice shield. Maybe I should put more points in this? The 1st and 3rd talents are less visible so I haven't paid much attention to them, should I correct that?
The state of the Adventurer:
- He's got one free category point (delicious wyrm bile).
- He's currently got 1.20 in Absorption, but only because of an item granting him +0.20 ... he should probably spend that cat point on boosting Absorption, right?
- He's just hit level 46, so he's also got a Prodigy to choose. First Prodigy was Mental Tyranny, of course, which is performing very well.
- Merchant item advice? He can afford two right now, maybe three by endgame.
Here he is:
http://te4.org/characters/52902/tome/c9 ... 83da92afb9
Thanks!
The core of his build is:
- Absorption, is this the best tree in the game or what.
- Gloom, step right up folks, gettcher free negative condition. The shelter provided by Sanctuary is fantastic.
- Gestures, this is a VERY solid replacement for melee.
- Psychic Assault, his main ranged damage.
- Punishments, mostly for the 4th skill (chance for a negative conditions on hit with Mind damage), but also Hateful Whisper is pretty great, and Agony is a nice way to hit some big guy at range with a lot of chances for a negative condition.
He also picked up:
Cursed / Predator, which seems like a fun idea but he hasn't really done much with it: first trolls (had just enough by the time he met Bill), then bears for Norgos, then skeletons, and finally orcs. Sure, orcs are nasty, so I guess every little bit helps, but I feel like the talent points and cat point would have been better spent on core stuff.
Psi / Mentalism, the 2nd has saved his butt several times (it meant he's gotten away with only one Wild for Physical + Magical), the 3rd is okay for short-range scouting, and the 4th is fantastic for keeping an eye on teleporting bosses. The bonus damage is nice, too.
Wild / Harmony, because every living Adventurer gets this. Two talent points, keep the Harmony sustain on, forget about it until some Corrupter hits me with seven kinds of disease at once. Good return for very minimal investment IMHO.
Wild / Fungus, because Fungus is like crack to me, at least at the 3/1/1/0 level. Totally worth the cat point to be get that 0.25 turn regeneration. Helps compensate for my sloppy play.

Psi / Feedback, it seems really useful right now at 1/3/1/4 but I'm concerned that the two active talents take a turn to use. Now that my regen infusions only take 0.25 turns to use, it's more difficult to justify using the feedback shield, but when it's up it's a really nice shield. Maybe I should put more points in this? The 1st and 3rd talents are less visible so I haven't paid much attention to them, should I correct that?
The state of the Adventurer:
- He's got one free category point (delicious wyrm bile).
- He's currently got 1.20 in Absorption, but only because of an item granting him +0.20 ... he should probably spend that cat point on boosting Absorption, right?
- He's just hit level 46, so he's also got a Prodigy to choose. First Prodigy was Mental Tyranny, of course, which is performing very well.
- Merchant item advice? He can afford two right now, maybe three by endgame.
Here he is:
http://te4.org/characters/52902/tome/c9 ... 83da92afb9
Thanks!