Weapon Based Wyrmic Semi-Guide

Builds, theorycraft, ... for all wilders classes

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St_ranger_er
Thalore
Posts: 172
Joined: Fri Jul 18, 2014 11:48 am

Re: Weapon Based Wyrmic Semi-Guide

#16 Post by St_ranger_er »

I'm tested it on dummy in fortress, with 5-1-5 and active sustain attack dummy after Healing infusion does not increase counter of turns in battle. Without sustain no turns added. Idea with 2 healing infusion and Fungal Blood prodigy can give 4 free turns. It may be extended to 5(6?) infusions (which means 5 fungal blood procs + 2 of healing infusion of total 7 turns).

And yea, this is works only if cancel regeneration effect manually every time, which is annoying.
Last edited by St_ranger_er on Tue May 24, 2016 12:16 pm, edited 1 time in total.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Weapon Based Wyrmic Semi-Guide

#17 Post by Micbran »

Found this in the healing inscription code.

self:attr("disable_ancestral_life", 1) :lol:
A little bit of a starters guide written by yours truly here.

mikekchar
Halfling
Posts: 95
Joined: Fri Nov 21, 2014 3:55 am

Re: Weapon Based Wyrmic Semi-Guide

#18 Post by mikekchar »

Yes, it's pretty clear in the code that it is not intended to proc the energy increase, but my experience is similar to ST_rang_er. Unfortunately I got distracted by the stealth code and haven't had a chance to test this out properly. Easiest way is to comment out the disable_ancestral_life lines and see if it makes a difference. I *suspect* that the onHeal handler is actually getting called outside the heal call for some reason, causing it to proc anyway. I'm not super familiar with how the code runs, though, so that's just a supposition... On the other hand, it may be that this fix was intended to stop it from proccing twice :-) It's a fairly recent change (from 2014), so it might be worth looking at the change log to see what was happening at the time.

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: Weapon Based Wyrmic Semi-Guide

#19 Post by visage »

I've got an ogric wyrmic running the weapon-based skills... and just found the Blighted Maul. I'd been running Twilight's Edge and a T5 mindstar, thinking that TE was awfully good for a T4 one-hander (good base damage and a 150-damage magic-scaled AoE proc on a character who hadn't put any stats into magic at all makes me wonder what this looks like in the hands of a reaver or similar). ...but the Blighted Maul nearly doubled my damage output. Conveniently, the attack speed penalty doesn't apply to the wyrmic attacks. :)

Is there a weapon combo better than tBM + a T5 mindstar for a weapon-based wyrmic?

mikekchar
Halfling
Posts: 95
Joined: Fri Nov 21, 2014 3:55 am

Re: Weapon Based Wyrmic Semi-Guide

#20 Post by mikekchar »

Sorry for the very slow response. I didn't notice this message.

I finally managed to win with an ogre wyrmic: http://te4.org/characters/116737/tome/0 ... ef7d8f2374

I didn't have the Blighted Maul, but did most of the end game with a variety of two handed weapons in one hand and a dagger in the offhand. With a variety of items my dex was also up to 80ish. Spelldrinker was very helpful in the final battle. I never did use a mindstar in the offhand, but with the right one it would be good, I think. Just remember that with the damage scaling of the wyrmic skills damage is not really what you should be going for. What you really want is debufs (or other effects).

For AM characters, spell disruption is practically godlike. You get AoE spell distruption on all your wyrmic attacks. The other thing to try to grab are things with mental effects. A ran with Anmalice for a good part of the mid game (with a dagger of amnesia in the offhand). Because your mental power is so high you can disable entire mobs with a couple of ranged attacks. Then it's just a matter of cleaning up (which steamroller prodigy made easy).

I made a couple of stupid mistakes on this character which led to unnecessary deaths. As cool as it is to be an undead, demonic wyrmic, you should keep in mind that if you have a lamp that treats you as undead, Nature's Touch does not work any more :lol: The other main one is that I wanted steamroller to keep the portals open and to essentially rush around the screen. That was absolute failure because skeleton warriors/archers always managed to daze me somehow.

One final piece of advice: ice wall. For most of the game you are so powerful you don't need it, but when you do it will save your bacon.

Tryble
Thalore
Posts: 147
Joined: Tue Sep 22, 2015 11:53 pm

Re: Weapon Based Wyrmic Semi-Guide

#21 Post by Tryble »

I had a nightmare win with this same kind of build back in march.

Here is the character report if anyone is interested.
Pronounced try-bull, not tree-bell

Dopaminka
Halfling
Posts: 116
Joined: Fri Jan 01, 2016 2:23 pm

Re: Weapon Based Wyrmic Semi-Guide

#22 Post by Dopaminka »

How do you go about using mindstars in such wyrmic build? Do you only go for mindstar training/psiblades if you are focusing on mindpower abilities, while in this build you should go with 1h+shield? Or rather 2h? I'm confused about weapon selection.

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