Why Wyrmics need complete reworking

Builds, theorycraft, ... for all wilders classes

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jenx
Sher'Tul Godslayer
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Why Wyrmics need complete reworking

#1 Post by jenx »

Ok, so I've been playing Wyrmics on nightmare and normal, roguelike.

I have never played them before, and I can see why. They are the worst class by a long shot.

1. They have a resource, equi, that as they use increases the chance that their talents FAIL. Unlike paradox, this higher failure rate brings no benefits.
2. Their talents become less and less effective as you progress, making it harder and harder to kill anything quickly.
3. Several of their talents can hurt themselves, or allies, making escorts difficult to rescue, and self-damage easy
4. They have cunning survival locked, making charm mastery and trap detection difficult to get
5. They have no talents to suit mindstar wielders, even though this makes sense as a choice to max out mindpower
6. They have almost no good defensive talents, esp compared with other classes
7. Their talents have very long cooldowns on average, making them vulnerable in long fights, and fights get longer as you progress.

The fact that there are 3-4 addons to fix wyrmics confirms that many players have the same view.

So, they need a LOT of tlc to improve them.
MADNESS rocks

HousePet
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Re: Why Wyrmics need complete reworking

#2 Post by HousePet »

Not sure why this is in spoilers.

I don't understand point 5. Mindpower only affects Venom Drake and some Higher Drake talents. So why do you need mindpower from mindstars?
My feedback meter decays into coding. Give me feedback and I make mods.

jenx
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Re: Why Wyrmics need complete reworking

#3 Post by jenx »

HousePet wrote:Not sure why this is in spoilers.

I don't understand point 5. Mindpower only affects Venom Drake and some Higher Drake talents. So why do you need mindpower from mindstars?
duh, i don't know why it is in spoilers either! happy for someone to move it.

The talent descriptions aren't all equally clear on what powers what, but I thought that Mindpower boosted a good number of talents.

It allows one to make a WILL/Mindpower focussed build, that's all.
MADNESS rocks

jotwebe
Uruivellas
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Re: Why Wyrmics need complete reworking

#4 Post by jotwebe »

Have you read the two or three discussions about Wyrmics that went on before people made those addons? You might want to do that before just repeating stuff that has been said and discussed before. Just sayin'...
Ghoul never existed, this never happened!

jenx
Sher'Tul Godslayer
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Re: Why Wyrmics need complete reworking

#5 Post by jenx »

Yes, but I think these changes need to move into the base, rather than as addons. So just wanting to further the momentum for such changes.
MADNESS rocks

edge2054
Retired Ninja
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Re: Why Wyrmics need complete reworking

#6 Post by edge2054 »

SageAcrin's mod was merged three days ago.

jenx
Sher'Tul Godslayer
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Re: Why Wyrmics need complete reworking

#7 Post by jenx »

edge2054 wrote:SageAcrin's mod was merged three days ago.
aha ! excellent news!
MADNESS rocks

nintura
Halfling
Posts: 92
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Re: Why Wyrmics need complete reworking

#8 Post by nintura »

what is this mod and what does it mean?

astreoth
Wyrmic
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Joined: Sat Oct 12, 2013 4:45 pm

Re: Why Wyrmics need complete reworking

#9 Post by astreoth »

its a fine tuning mod that aims to improve wyrmic without rewriting the entire class it's generally liked and about the best we can do without remaking the class.

here's the topic for it if you want to know the exact changes
http://forums.te4.org/viewtopic.php?f=39&t=41739

nintura
Halfling
Posts: 92
Joined: Sat Sep 06, 2014 11:59 pm

Re: Why Wyrmics need complete reworking

#10 Post by nintura »

Dumb question, but how do you make the changes? I'm assuming a mod? How do you install them?

HousePet
Perspiring Physicist
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Re: Why Wyrmics need complete reworking

#11 Post by HousePet »

Easiest way is to wait for the next game update which includes those changes.
My feedback meter decays into coding. Give me feedback and I make mods.

nintura
Halfling
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Joined: Sat Sep 06, 2014 11:59 pm

Re: Why Wyrmics need complete reworking

#12 Post by nintura »

Perfect, I've always been iffy about installing mods outside of graphical updates (think skyrim) as it makes me feel like I'm cheating. But if it becomes cannon...

nintura
Halfling
Posts: 92
Joined: Sat Sep 06, 2014 11:59 pm

Re: Why Wyrmics need complete reworking

#13 Post by nintura »

I dont know why, but I had the idea that swallow should reduce all wyrmic cd's by 1. This gives it a really good reason to take and use consistently if it succeeds.

Megalowhale
Posts: 1
Joined: Mon Nov 17, 2014 12:39 am

Re: Why Wyrmics need complete reworking

#14 Post by Megalowhale »

jenx wrote:Ok, so I've been playing Wyrmics on nightmare and normal, roguelike.

I have never played them before, and I can see why. They are the worst class by a long shot.

1. They have a resource, equi, that as they use increases the chance that their talents FAIL. Unlike paradox, this higher failure rate brings no benefits.
2. Their talents become less and less effective as you progress, making it harder and harder to kill anything quickly.
3. Several of their talents can hurt themselves, or allies, making escorts difficult to rescue, and self-damage easy
4. They have cunning survival locked, making charm mastery and trap detection difficult to get
5. They have no talents to suit mindstar wielders, even though this makes sense as a choice to max out mindpower
6. They have almost no good defensive talents, esp compared with other classes
7. Their talents have very long cooldowns on average, making them vulnerable in long fights, and fights get longer as you progress.

The fact that there are 3-4 addons to fix wyrmics confirms that many players have the same view.

So, they need a LOT of tlc to improve them.
Question... have you read shwqa's guide?

Ancestral Life handles their equi problems rather easily. No defensive talents... are you kidding me? They start with fungus, arguably one of the best defensive trees in the game. With two regen infusions and wild growth maxed, you literally have a regen running on you for every single turn of the game after that point. If you really want overkill, drop a cat point and grab AM to buff it up even more, and you will be hard pressed to find a non-boss/elite that will drop you below half health.

As for the offensive side of things, I have never had a problem dishing out insane damage as a wyrmic. Personally, they are my favorite class in the game and I won't be running the mod because I simply love them just as they are.

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