A bit help welcome at a Tentacle+Throwing knives build

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Chattius
Halfling
Posts: 119
Joined: Thu Jul 28, 2005 9:59 am
Location: Wetzlar, Hessen, Germany

A bit help welcome at a Tentacle+Throwing knives build

#1 Post by Chattius »

Some years back i was drawing a squid girl, holding a knife in each tentacle like a fan and now i want to build a character close to it.
I am forced to stay at hospital for around 3 more weeks. It is like single bed room and no visitors because of too much covid cases in hospital. I was just an unlucky girl which was hit by a kid with a sledge when walking with the dog resulting in a complicated torsion break. So normally visitors would be allowed if not for the rooms on same floor which are now not for surgery patients but covid ones.
Dad bought a medical notebook (one you can deinfect) and i installed steam and tome.

So after some very dirty adventurers to unlock stuff quickly i started a less dirty adventurer:
all categories *1.3, melinda and trader on the map, enhanced escorts - a bit less stress because docs get angry when i get angry at playing insane.

Tentacles and throwing knife are set because of roleplay.
Throwing knives attacks are melee, so tentacle attacks are triggered.
Ghoul, necrosis and solipsism should allow for a capped damage defense.
Strength of purpose boosts damage for main weapon, throwing knives and telekinetic hold weapon.
Energy category is defense and allows debuffing of enemies.
Flux tree is defense and should help to keep paradox under control.
I took finer energy manipulation for an early heal and early telekinetic twohander.

This is the character at level 10
Technique / Combat training 011200
Technique / Throwing knives 2100
Spell / Necrosis 4110
Undead / Ghoul 1110
Chronomancy / Temporal Guardian 3100
Chronomancy / Flux 1210
Chronomancy / Energy 1000
Psionic / Finer energy manipulations 1000
Psionic / Solipsism 1000
Demented / Tentacles 5100
i will probably take another inscription with the level 10 category point. There are a few options how to develope the character:
Stealth - but then the telekinetic weapon is bad. Will tentacles stop stealth?
Meta - less cooldown for entropy, tentacles, Guardian Unity. Tentacle talents are darkness spells. Energy alteration for a darkness based build?
Fate Weaving - mainly 30% less damage?
...

visage
Archmage
Posts: 315
Joined: Fri Jan 10, 2014 4:09 pm

Re: A bit help welcome at a Tentacle+Throwing knives build

#2 Post by visage »

Chattius wrote: Mon Jan 10, 2022 11:22 amStealth - but then the telekinetic weapon is bad. Will tentacles stop stealth?
Tentacles + Throwing knives is a perfectly viable perma-stealth build; I'd consider this to be the strongest of the options you're considering. You would indeed want to put a gem in your psi slot rather than a weapon, though. If you go this route, I recommend taking Armor of Shadows (probably at 25).
Strength of purpose boosts damage for main weapon, throwing knives and telekinetic hold weapon.
I took finer energy manipulation for an early heal and early telekinetic twohander.
For what it's worth, I'd consider the combination of Temporal Guardian and FEM to be overlapping more than is necessary -- if you're taking Strength of Purpose, then you could grab a different category for the psi weapon slot (such as Absorption).

Chattius
Halfling
Posts: 119
Joined: Thu Jul 28, 2005 9:59 am
Location: Wetzlar, Hessen, Germany

Re: A bit help welcome at a Tentacle+Throwing knives build

#3 Post by Chattius »

Thanks
I am a bit late with response. I was spending more time on hospital floors today then i could rest. They were trying to sort the patients so that as few as possible nurses come in contact with covid. So i was waiting 5 hours near the lift till i got finally a new room, it showed that it was just for 2 hours, then floor for 1 hour again and then they promised me that this would be the final one. toi toi toi

Seems i have to get use to Stealth. I normally never use it. Have to try it after evening meal.

visage
Archmage
Posts: 315
Joined: Fri Jan 10, 2014 4:09 pm

Re: A bit help welcome at a Tentacle+Throwing knives build

#4 Post by visage »

Chattius wrote: Tue Jan 11, 2022 3:27 pmI am a bit late with response.
No worries! ...and I hope that the remainder of your stay at the hospital is as pleasant as possible!

Chattius
Halfling
Posts: 119
Joined: Thu Jul 28, 2005 9:59 am
Location: Wetzlar, Hessen, Germany

Re: A bit help welcome at a Tentacle+Throwing knives build

#5 Post by Chattius »

I am so stupid...
The character played really good and then i made the mistake to wear an unknown ring which gave a third prodigy.
Good bye stealth...
Good by last life

Sirrocco
Sher'Tul
Posts: 1056
Joined: Fri Apr 23, 2010 4:56 am

Re: A bit help welcome at a Tentacle+Throwing knives build

#6 Post by Sirrocco »

How did you have an unknown ring in the first place?
How would a ring give you a third prodigy?
How would a third prodigy nuke stealth?

I m confused.

Just a dood
Halfling
Posts: 83
Joined: Wed Oct 16, 2019 2:33 am

Re: A bit help welcome at a Tentacle+Throwing knives build

#7 Post by Just a dood »

Sirrocco wrote: Mon Jan 17, 2022 7:29 pm How did you have an unknown ring in the first place?
How would a ring give you a third prodigy?
How would a third prodigy nuke stealth?

I m confused.
In the Forbidden cults Dlc, there is a ring that grants a prodigy, but it also spawns an unkillable monster that buffs enemies and debuffs you. Whether the monster gets rid of stealth, or he took a prodigy that exits stealth (like flexible combat), Idk

Chattius
Halfling
Posts: 119
Joined: Thu Jul 28, 2005 9:59 am
Location: Wetzlar, Hessen, Germany

Re: A bit help welcome at a Tentacle+Throwing knives build

#8 Post by Chattius »

The surgery wound is healing fine but docs don't want me to put wait on the leg. So a bit more time to play and read the forum.

Yes was choosing flexible combat. Monster and prodigy ruined the stealth approach.

My 11th try is:

Code: Select all

 - Technique / Combat training        (mastery 1.30) 511400
 - Technique / Throwing knives        (mastery 1.30) 5111
 - Spell / Meta                       (mastery 1.30) 1500
 - Spell / Glacial waste              (mastery 1.30) 3111
 - Spell / Animus                     (mastery 1.30) 2112
 - Spell / Necrosis                   (mastery 1.30) 5111
 - Corruption / Hexes                 (mastery 1.30) 0000
 - Corruption / Vile life             (mastery 1.30) 1100
 - Undead / Ghoul                     (mastery 1.10) 4110
 - Cursed / Punishments               (mastery 1.30) 1115
 - Chronomancy / Temporal Guardian    (mastery 1.30) 2110
 - Chronomancy / Flux                 (mastery 1.30) 1411
 - Chronomancy / Energy               (mastery 1.30) 1113
 - Chronomancy / Fate Weaving         (mastery 1.30) 5555
 - Psionic / Solipsism                (mastery 1.30) 5555
 - Demented / Tentacles               (mastery 1.30) 5110
 
No stealth, no telekinetic weapon, ..
Spell cooldown is reduced by 60% currently which allows for a temporal clone every 4 turns, near permanent 30% damage reduction from webs and spins running, tentacle specials are spells
Prodigies are Adept and Mental Tyranny
Category points 10: flux, 20 solipsism, 35 punishments, bile meta

Started with boosting intelligence, then as much dex as needed to unlock 4 talents, then willpower to have enough psi for solipsism on 20.
Spins are a bit challenging, this build needs them to pierce enemies saves. So the first 2-3 rounds in combat shouldn't use talents with a long cooldown in case they didn't pass enemy saves. I have to wait till spins are running.
The chosen categories work fine, but probably could need a bit fine tuning. I was placing points as i felt needing them.

I called the character Maggie Messer, a word play to Mackie Messer from the opera. The song was created 1928 while the Weimar Republic in Germany. It was so many times covered as the Mack The Knife that people forgot its origine. When i will ever leave the hospital and art school allows orchestra training again i will do it on my clarinet.

https://te4.org/characters/3263/tome/1e ... 1ccb0657d6

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