Triple Mana Coil FTW
Posted: Wed Oct 24, 2018 8:45 pm
Mana coils are interesting. They're a staff-only tinker that has an on-spell-hit lightning bold generator (25%) and a 5 mana regen. Simply by existing, they imply a mage build to optimize them - stack as many staves as you can, slap a mana coil on each on, push heavy lightning, and then try to figure out ways to fire as many magic attacks as possible in any given round, even if they're really weak. Also stacks well with other on-spell-hit effects. I decided to try it out and see how well if worked. (I admit, I play on Normal). This character was actually my first normal winner on the main campaign. I unlocked Adventurer with the orcs. Normally I just stop caring before i get all that far through the prides, but by then, this character was trivializing the game so hard that the slog to the end just wasn't that big a deal.
Required components:
- I want to be wielding a staff in each fist. That means I *must* have Corruption / Reaving combat at least to 1/0/0/0.
- I want a third staff in my TK-slot. That means I need a mindslayer tree fo some sort.
- I want my primary attack damage to be lightning based, and I need all the lightnign buffs I can get. Also, Mana Coil will give me lots of mana regen. That means Spell / Air and Spell / Storm are going to be pretty key for me.
- I must have steamtech / physics to actually make mana coils in the first place.
Things I discovered:
- Melee is fundamentally terrible for this build, and anything you try to do to make it non-terrible is wasted resources. There are all sorts of interesting synergies on teh arcane blade side fo the house, and all of them are completely useless, because you won't be able to pull enough resources to both make your melee powerful enough to be useful and make yourself resilient enough to such things to be safe.
- The build starts out *weak*. It has a lot of combo power, almost all of it all takes time to get online. At the beginning of the game, the only things it has going for it are the Spell/Air tree, a TK slot, and whichever mindslayer tree brought you that TK slot. You can unlock your full set of inscriptions, but first you need useful inscriptions to put in them. You can eventually wield three staves, but first you need to actually acquire two one-handed staves. The core of the build is a tinker with a recipe that requires a t4 gem (Sapphire) for each one. If you want to hyper-optimize your tinker experience, you need to wait for a specific escort, 500gp, and the ability to kill the mecha-guards before getting any tinkers at all. In the meantime, you're avoiding almost everything that could make you better at melee, because long-term it's an utter waste.
- The build starts out pretty fragile. I tried it first with Shaloren, because that seemed like the obvious pick for an all-magic all-the-time class, but I kept dying to one or two heavy shots in quick succession from things like psishot rares. I switched to dwarf (dwarf, of all things!) and it worked much, much better at the not dying. As a bonus, by the time I hit Last Hope, my saves were high enough that Relentless Pursuit was effectively "clear all negative effects" and between saves and reasonable gear investment in resists I wasn't getting hit by all that many in the first place.
- I kept waiting patiently for the right time to switch over to Steamtech/Chemistry and injectors... and it turned out that it wasn't ever actually worth it. The Ritch Stingers and Ice Ant stingers took quite a long while to accumulate, the higher-end herbs took quite some time as well, until by the time I could have, I was no longer troubled by anything that I might have wanted the injectors to clear for me. I had no need for Acid or Explosives, and Therapeutics wasn't worth the investment all by itself. If I was going to run this character again, I'd probably just manually unlock Physics if I didn't get the right escort before the end of Old Forest.
- This build is *hungry* for class points. Not so much with generics. Given that, it was a pretty obvious pick to have the TK-unlock tree be a generic tree. Having melee be useless means that Psi/FEM was nearly useless (the heal's okay, but not enough by itself). On the bright side, Psi/Augmented Mobility was actually quite good. Both Skate and Telekinetic Leap were quite useful in their own ways, and Quick As Thought was occasionally helpful as well.
- This build was very mana-hungry, both in spells and sustains. Basically, right up until I got the Mana Coils online, I was carefully juggling mana, and will was tied with Con for third most important stat.
Other trees that turned out to be worthwhile:
- Spell / Energy Alchemy's first skill gives extra lightning damage. Its last skill gives a lightning autoattack and some useful speed-related stuff.
- Hymn Nocturnalist from Celestial/Hymns, when maxxed, gives you both a positive darkness regen and an automatic spell attack to use it with.
I wanted to include Corona, just for the glorious spells of more spells effect, but there just wasn't space in the build to fit in that, and a positive energy regenerator, and a negative energy regenerator. It might have been doable if I'd gotten one of the skills off the light tree from a passing escort or something. Regardless, it wasn't necessary. By the endgame I had mroe than enough raw power. I never got all that much in the way of on-spell-hit gear, and even so, between the coils, Thunderstorm, Lightning Body, Hymn:Nocturne, and my various boosts to lightning, groups of enemies would just melt away from my presence even when I wasn't throwing around spells with my actions. The only real frustration was how long it took the Darkness energy to recover when resting.
Prodigies: If I recall correctly, I didn't actually bother with them. By the time I qualified for them, I didn't really need them.
Required components:
- I want to be wielding a staff in each fist. That means I *must* have Corruption / Reaving combat at least to 1/0/0/0.
- I want a third staff in my TK-slot. That means I need a mindslayer tree fo some sort.
- I want my primary attack damage to be lightning based, and I need all the lightnign buffs I can get. Also, Mana Coil will give me lots of mana regen. That means Spell / Air and Spell / Storm are going to be pretty key for me.
- I must have steamtech / physics to actually make mana coils in the first place.
Things I discovered:
- Melee is fundamentally terrible for this build, and anything you try to do to make it non-terrible is wasted resources. There are all sorts of interesting synergies on teh arcane blade side fo the house, and all of them are completely useless, because you won't be able to pull enough resources to both make your melee powerful enough to be useful and make yourself resilient enough to such things to be safe.
- The build starts out *weak*. It has a lot of combo power, almost all of it all takes time to get online. At the beginning of the game, the only things it has going for it are the Spell/Air tree, a TK slot, and whichever mindslayer tree brought you that TK slot. You can unlock your full set of inscriptions, but first you need useful inscriptions to put in them. You can eventually wield three staves, but first you need to actually acquire two one-handed staves. The core of the build is a tinker with a recipe that requires a t4 gem (Sapphire) for each one. If you want to hyper-optimize your tinker experience, you need to wait for a specific escort, 500gp, and the ability to kill the mecha-guards before getting any tinkers at all. In the meantime, you're avoiding almost everything that could make you better at melee, because long-term it's an utter waste.
- The build starts out pretty fragile. I tried it first with Shaloren, because that seemed like the obvious pick for an all-magic all-the-time class, but I kept dying to one or two heavy shots in quick succession from things like psishot rares. I switched to dwarf (dwarf, of all things!) and it worked much, much better at the not dying. As a bonus, by the time I hit Last Hope, my saves were high enough that Relentless Pursuit was effectively "clear all negative effects" and between saves and reasonable gear investment in resists I wasn't getting hit by all that many in the first place.
- I kept waiting patiently for the right time to switch over to Steamtech/Chemistry and injectors... and it turned out that it wasn't ever actually worth it. The Ritch Stingers and Ice Ant stingers took quite a long while to accumulate, the higher-end herbs took quite some time as well, until by the time I could have, I was no longer troubled by anything that I might have wanted the injectors to clear for me. I had no need for Acid or Explosives, and Therapeutics wasn't worth the investment all by itself. If I was going to run this character again, I'd probably just manually unlock Physics if I didn't get the right escort before the end of Old Forest.
- This build is *hungry* for class points. Not so much with generics. Given that, it was a pretty obvious pick to have the TK-unlock tree be a generic tree. Having melee be useless means that Psi/FEM was nearly useless (the heal's okay, but not enough by itself). On the bright side, Psi/Augmented Mobility was actually quite good. Both Skate and Telekinetic Leap were quite useful in their own ways, and Quick As Thought was occasionally helpful as well.
- This build was very mana-hungry, both in spells and sustains. Basically, right up until I got the Mana Coils online, I was carefully juggling mana, and will was tied with Con for third most important stat.
Other trees that turned out to be worthwhile:
- Spell / Energy Alchemy's first skill gives extra lightning damage. Its last skill gives a lightning autoattack and some useful speed-related stuff.
- Hymn Nocturnalist from Celestial/Hymns, when maxxed, gives you both a positive darkness regen and an automatic spell attack to use it with.
I wanted to include Corona, just for the glorious spells of more spells effect, but there just wasn't space in the build to fit in that, and a positive energy regenerator, and a negative energy regenerator. It might have been doable if I'd gotten one of the skills off the light tree from a passing escort or something. Regardless, it wasn't necessary. By the endgame I had mroe than enough raw power. I never got all that much in the way of on-spell-hit gear, and even so, between the coils, Thunderstorm, Lightning Body, Hymn:Nocturne, and my various boosts to lightning, groups of enemies would just melt away from my presence even when I wasn't throwing around spells with my actions. The only real frustration was how long it took the Darkness energy to recover when resting.
Prodigies: If I recall correctly, I didn't actually bother with them. By the time I qualified for them, I didn't really need them.