1.5 Insane Wyrmic guide

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Funkymoses
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1.5 Insane Wyrmic guide

#1 Post by Funkymoses »

Inspired by this semi-guide...
http://forums.te4.org/viewtopic.php?f=55&t=46403
...I decided to make a run at winning with a Wyrmic on insane. Character:
https://te4.org/characters/215406/tome/ ... 4f54c4dabd

(don't know why it thinks he's level 39, and he's not showing up in the vault as a winner. this is vexing since it appears he's the first legit wyrmic insane win in almost a year.)

I vaulted an Eye of the Wyrm and I did use choose your Escorts because this build is heavily tinker dependent. Eye of the Wyrm was disappointing: it's not tier 5, which is a BFD for mindstars and finding actually-good mindstars that will make a set with it is damn near impossible.

Three deaths. One was when I forgot the new stairs rules. One was me stupidly trying to take on an orc ambush when I should know better and just lightning speed out of there. The third I forget but it was super early when i got a nasty randboss in T1. FWIW, this character cleared the Melinda cult thing with ease. Quake is real nice.

I had two other insane Wyrmics reach the final battle in 1.4.9 and die because I played it poorly. The first time I let Elandar phase door away without chasing him down and finishing him off. The second time I Static Field'd with Aeryn in the AOE and turned her hostile. Both had a death or two because of user error; this isn't an OP click to win class like Paradox Mage but it is consistently viable at this difficulty level. The move to 1.5 nerfed PES pretty hard but the antimagic changes make up for it and then some.

Build philosophy in a nutshell: go mindstars and antimagic, focus on weapon-based skills, get tinkers. Use your prodigies to connect the disparate pieces by getting Pain Enhancement System.

WHY MINDSTARS?


Those technique trees are a trap: Wyrmics are a mindstar weapon damage class.

High level mindstars are extremely powerful. With psiblades tier 5 mindstars get around 115% WIL and 39% CUN, which is more stat than a two-hander gets. Also you get two of them. Two handers have much more base power but unless the wiki is out of date that base power gets divided by ten and then they take the square root, so something like Gaping Maw--a tier 5 Wyrmic-themed battleaxe--only gets a 1.8 multiplier to its damage with its 72 base power. Tier 5 mindstars have at least 15 power, and they range up to 22 (Core of the Forge) or 24 (Will of Eyal). That latter is a 1.2 multiplier... and you get two of them.

In addition you can get a pile of armor penetration, mindpower, mental crit, cunning, and willpower off the things. All of those are good for various other skills. Also, since this is a class that ignores dex Mindstars will save you some generic points that would otherwise have to go to combat accuracy.

WHY ANTIMAGIC?

Antimagic was significantly buffed in 1.5. It's still difficult to maintain Antimagic shield as an EQ using class but the other three skills range from decent (Resolve) to very good (Silence) to godly (Mana Clash). Since you're going mindstars the equipment restrictions are not a huge deal. Merchant randarts will always be wearable, and on insane you're going to have a ton of those.

WHY TINKERS?

The payoff is immense. For a category point and 8 generics you can get:

30% lightning resist
50% stun immunity
100% disarm immunity
25% pin/knockback immunity
100% teleport immunity
10 of each stat
10 more CUN
15 pys/mental save
30% crit multiplier
~200 light damage on hit
125 healing whenever an injector is used
and the status-clearing benefits of injectors.

That is a bonkers return on investment.

RACE SELECTION

This is an antimagic character with a ton of places to spend generics so conventional favorites Shalore and Ogre are out. Undead can't be Wilders.

Halfings are best here. They have a good HP pool, which is important for Wyrmics and their total lack of burst damage mitigation. This build pumps CUN a ton so Luck of the Little Folk is 100% crit by midgame; by the endgame it was offering a whopping +77 all saves as well, making it a mini Unstoppable Force salve. Evasion, Militant Mind, and Indomitable are all quality for anyone. You get all this for just four generics.

Cornac is another option. They can load up even further on antimagic and fungus and unlock Combat Techniques immediately for Rush.

Dwarves and Thalore require more generics in their racial skills than Halflings and those racials aren't quite as good for this build. Higher has little synergy.

CLASS SKILLS

Early core (~level 15):
Sand Drake: 5/3/1/0
Fire Drake: 4/0/0/0
Ice Drake: 4/0/0/0
Lightning Drake 2/0/0/0
Acid Drake: 4/0/0/0, floating the points in Acidic Spray.

Midgame(~level 28-30)
Sand Drake: 5/3/1/5
Fire Drake: 4/0/0/0
Ice Drake: 4/0/0/0
Lightning Drake: 2/5/0/0
Acid Drake: 1/1/5/0
Higher Drake: 4/0/0/0

By 50:
Sand Drake: 5/3/1/5
Fire Drake: 5/0/0/0
Ice Drake: 5/5/3/5
Lightning Drake: 2/5/0/0
Acid Drake: 1/1/5/0
Higher Drake: 5/5/1/5

As a mindstar build you can ignore Two-Handed Assault, Shield Offense, and Combat Veteran.

Drake aspect trees all have two things in common: a passive bonus from their first-tier skill and a point of resistance per talent point invested. This adds up. Wyrmic weapon skills tend to convert your base weapon damage into a specific type. Each of the five drake aspects ends with a breath weapon. TBH they're all pretty much the same and your build will not be affected much by which one (or ones) you pick.

SAND DRAKE ASPECT

Every talent point in here gives you 0.5% physical resist, not 1%, but even that's a pretty nice side bonus.

Swallow

Damage type: nature
Based on: weapon damage
Pattern: melee

Single target weapon skill. You're going to max almost every weapon skill you have eventually. This one is extremely important by midgame. Swallow is your only way to significantly decrease your equilibrium mid-fight until antimagic comes online. It is single-target nature damage that gets up to 263% at 5/5, and it can instakill anything brought under 28% of its life. This is excellent for undead, necromancers, and anything that's hard to kill. There's an achievement for eating bosses. Eat all the bosses.

The passive is an excellent 12% physical and mental crit chance, as well.

(Side note: the description says that talent levels and relative size increase the chance of swallowing your target. However it looks like the only thing that changes based on size level is the % of life left before you can attempt a swallow. The instadeath check is a straight up phys power versus phys save check, it appears.)

You don't need to start filling this out until you've got 4/5 in Wing Buffet and Ice Claw but one point early is good to get access to the next skill. By ~20 this should be maxed. Get used to trying to swallow anything rare and above by keeping an eye on its health.

Quake

Damage type: physical
Based on: weapon damage
Pattern: radius ranging from 2 to 5

AOE weapon damage that will knock back everyone around you and scramble the terrain. Used properly this is a life-saver and defining Wyrmic skill. It forms the basis for much of your play through the T2 dungeons: poke your head around a corner, drop back wait for them to come to you, hit quake if you feel even a little nervous. Quake isn't going to reliably save you if you're in the red, but deployed early in a disadvantageous situation--especially when you're mostly surrounded by walls--it will allow you to pick mobs off one on one. The most common result when using it around a lot of walls is being either by yourself or with one other enemy that's just taken 200%+ weapon damage.

Quake's terrain scramble does not work in various places: vaults, the Maze, Tannen's tower, etc. It can be used more liberally as an attack in this case because it's not suddenly going to put you in a bad situation and it can't help you cut off LOS anyway.

I left this at 3, where the AOE is a 4 radius around you. Those three points should come as quickly as you can get them.

Burrow

Excellent utility skill that allows you to instadig walls. If you're uncomfortable pop this and carve out a zig-zag tunnel to cut enemy LOS down to one opponent. Also allows you to ignore opponent armor and offers physical resist reduction. Those latter are only debatably useful because mindstar APR is huge and only a few of your skills do physical damage. OTOH, it becomes instant-cast at level four, which will help you in times of trouble.

One point ASAP. You can bump it to four later if you want. I did; in retrospect I should have spent those points elsewhere.

Sand Breath


Damage type: physical
Based on: strength
Pattern: cone ranging from 6 radius to 10

You're going to take a breath or three just because you've got points to spend. They're all the same: a 12-cooldown cone that goes from radius 6 to 10 as you increase talent levels, adding damage and a chance to inflict a status detriment as you add points. Wyrmic Guile will cut the cooldown in half at 5/5 and Chromatic Harness will reduce the cooldown by another three turns; this is generally overkill since the breaths are relatively expensive and don't do a ton of damage relative to weapon skills.

Sand Breath should be your first breath. You're going to take a point in Burrow so there's no tax skills; it works well with Burrow's phys resist reduction if you're going to pump that; it reliably inflicts blind, which is a pretty good status. Start putting points in it once you've filled out your first-tier weapon skills and Acidic Spray starts to feel underwhelming.

FIRE DRAKE ASPECT

Wing Buffet

Damage type: physical
Based on: weapon damage
Pattern: cone ranging from 3 radius to 6

Big radius for a weapon skill but damage isn't great, only ranging up to 160-ish percent. Offers extremely consistent knockback at high phys power levels, which is a blessing and a curse. Early it is very much a blessing, as you can knock most things back sufficient distance to hit them with Acidic Spray until they're dead. Oddly, converts your weapon damage to physical despite being a fire drake talent.

Passive is +4 physical power and accuracy per level, which is extremely helpful early, and since you're going to be relying on phys power for things like Swallow a +20 unscaled is still useful late.

Bellowing Roar

Damage type: physical
Based on: strength
Pattern: radius ranging from 3 to 8

Quality skill that this build neglects because it doesn't build strength until late, when Bellowing Roar's damage and cooldown are outstripped by breaths. Confuses for three turns, checking mental save against physical power. Does about 60% breath damage at comparable talent levels. Unlike a couple other Wyrmic radius skills this does not hit friendlies.

Devouring Flame

Damage type: fire
Based on: mindpower
Pattern: 10-range ball with huge radius

I've never used this. I don't think anyone has. Mostly you get hit with it by fire drakes and you can't see a damn thing on the screen. Creates a zone of fire that damages opponents, but not you, giving you 10% of the damage done. Lasts a long time; damage and healing are just too low for it to be viable. Potential unexplored upside: it can hit things that can't see you because it's a 10 range with big AOE.

Fire Breath

Damage type: fire
Based on: strength
Pattern: cone ranging from 6 radius to 10

It's a breath. Flameshock is the best effect the breaths can inflict and the damage is a little better than average, but it's not worth the two tax points since the differences here are very minor. Also, by neglecting this the build has nothing that delivers fire damage except the odd Prismatic Slash and can concentrate on bumping damages for the various other damage types.


COLD DRAKE ASPECT


Ice Claw

Damage type: cold
Based on: weapon damage
Pattern: cone ranging from radius 1 to 3

Another weapon damage cone AOE, this one maxing out at a range of 3 and offering around 250% damage at 5/5. Cold damage will freeze many opponents for a couple turns, allowing you time to adjust the range you're working at or pop Leaves Tide, etc. If your opponent is in range this is on par with your other most damaging skills.

Passive is +4 to all saves per level, which is very helpful early. It's not bad late, either: with Luck of the Little Folk you can get sufficient save power that the +20 from Ice Claw is going to mean something even after rescaling.

Get to 4/5 after Wing Buffet--that maxes the range--and get the fifth point late.

Icy Skin

Sustain that costs 10 EQ and offers an increase in life and armor plus some cold damage to folks who strike you in melee. Late game this is a ~250 HP bump and worth 5/5. You won't be able to get around to it until the midgame because you've got two other mandatory sustains and EQ can be tight.

Ice Wall

Another excellent utility spell, this will allow you to disengage from most combat, or cut off something dangerous while you clean up, etc. The damage and freeze chance are incidental. At 3/5 will give you a 5-length wall for 7 turns, which should be enough to get out of dodge in any situation where you can actually cast it.

Ice Breath


Damage type: cold
Based on: strength
Pattern: cone ranging from radius 6 to 10

It's a breath. It's one of the better ones because it comes with a guaranteed 20% slow to everything it hits and it has a reasonable chance to iceblock. Cold is heavily resisted by undead, unfortunately.

STORM DRAKE ASPECT

Lightning Speed


A super-powerful movement infusion. Early it's the reason you can skip a movement infusion entirely: if you get stunned and can't clear it, lightning speed will allow you to run some 20-30 squares away and rest that stun away. (It's instant speed so stun can't lock it.) Do *not* use this to close distance except to issue a coup de grace to a heavily wounded enemy, and probably not even then. If you want to live, it's an escape only. Find some other way to close distances.

First point is great; second point gives you further movement speed bump and another turn. Returns diminish after that; two points is enough to run across half a level. Passive is a movement speed buff, nice but not critical.

One point immediately, two by level ten. Protip: you can't have anything on autocast on adjacent as a wyrmic because it will end your lightning speed and get you killed.

Static Field

Damage type: Lightning/"static"
Based on: mindpower
Pattern: radius ranging up to 7

This much-maligned skill has been unfairly overlooked. It's a caster-centered AOE with a radius of 7 at 5/5 that has two effects: 1) an un-resistable life loss based in Mindpower that is lower for higher-rank enemies, and 2) lightning damage in the radius. In practice, Static Field will hit any rare+ in its radius for about 20-30% of its life. I found that every time I got one of the "You did a big attack" achievements it was because I was bombing a randboss with Static Field.

By the endgame Static Field was hitting a boss for 22% of his life and an Elite Boss for 18% plus a few hundred lightning damage. That can be 4-5k damage on the scariest things in the game, without checking resistances. Combine it with Swallow and often the rest of your skills just have to get halfway there on any particular mob.

It's biggest drawback: you can phys save against it. In practice this happened very rarely, and only in the midgame, oddly. Also a drawback: friendly fire. Can't use it while escorting, and I lost on the final battle once because Aeryn turned hostile because of being static-fielded.

Tornado

Damage type: Lightning/physical
Based on: mindpower
Pattern: slow-moving projectile that explodes in radius 2-4 ball, up to 6 range

I did not use this but it looks decent. Fires a slow moving projectile that will track a target, doing a bit of damage to anything that gets in the way. Upon reach target, explodes for decent damage that's half lightning, half physical in a large area, knocking back everybody and stunning the target for up to 6 turns. 15 turn cooldown and range that only gets up to 6 are problems. If you decide to go with Superpower as a second prodigy this gets more viable compared to breaths.

Lightning Breath

Damage type: Lightning
Based on: strength
Pattern: cone with radius from 6 to 10

It's a breath. This one does highly variable damage that averages out to "about breath damage" and has a decent chance to apply a daze. Notably, the daze chance goes up with mindpower and talent level whereas the stun/freeze from fire and ice breaths is always stuck at 25%. At high mindpower levels it can get up to 60-70% application.


VENOM DRAKE ASPECT


Acidic Spray

Damage type: acid
Based on: mindpower
Pattern: bolt/beam

This is your workhorse through most of the T1 dungeons. It improves not only damage but range and cooldown with additional levels, becoming a beam at 4/5. With the +4 mindpower passive per level it does excellent damage in the early game. It will remain useful through the T2 dungeons but
becomes progressively less and less effective after that.

Put five points in it ASAP but float four of them and when you feel comfortable killing rares with your weapon skills move them all to Static Field.

Corrosive Mist

This is a speedbump. The damage it provides is mediocre; the corrosion effect is near-useless since you've got huge APR and excellent accuracy w/ mindstars. One point because of...

Dissolve

Damage type: acid
Based on: weapon damage
Pattern: melee

Your best single-opponent damage dealer, this will hit with your weapons four times at increasingly large damage multipliers, topping out at 67%. That's 267% weapon damage and 8 shots at applying all your on hit effects. In addition it picks up a chance to blind as it levels up. This will be the first thing you use on a tough target in melee.


Corrosive Breath

Damage type: acid
Based on: strength
Pattern: cone with range from 6 to 10

It's a breath. It does average damage and has an increasingly high shot at disarming opponents as talent levels rise, like lightning breath.

HIGHER DRACONIC ABILITIES

Prismatic Slash

Damage type: random
Based on: weapon damage
Pattern: melee w/ secondary burst damage

Does solid single-target weapon damage with a guaranteed attempt to apply a status effect afterwards; also fires off an AOE radius effect centered on the target of the same type of damage. Damage type is random and that can be a bummer, but this does good damage to a priority target while helping finish off adjacent popcorn.

Passive is a weapon/mind speed boost topping out at 12%. It isn't much but speed is always good.

Venomous Breath


Damage type: nature
Based on: strength
Pattern: cone ranging from radius 6 to 10.

It's a breath. Inflicts a six-turn crippling poison on the opposition that does maybe 30% more damage than breath standard, but can be cleared. Also provides an increasing chance to fail talents, capping at 23%. That is a guaranteed effect, unlike the other breaths. Passive on this is 3% nature resist and 4% nature damage per talent level. That's a 20% boost to your Swallow and, if you're fortunate enough to get a nature mindstar or two, your bump attacks. Almost worth 5/5 just for that.

Poisons do not work on certain enemy types, most prominently undead and (for some reason) snow giants.

Wyrmic Guile

Depending on what you prioritize this can be a speed bump or worth going after. You get two points of cunning per level, breath cooldown reductions, and some knockback and stun/blind immunity. The cunning is negligible, the cooldown reduction relatively unimportant on a weapon build. The blind/stun immunities cap at a useful but somewhat underwhelming 30% at 5/5. I went 1/5 here because I preferred burrow and having some points in Ice Breath.

Chromatic Fury

With 5/5, passively increases your physical/fire/acid/cold/lighting resists by 3%, damage by 11.9%, and resistance penetration by 24.5%*. This is better than it sounds against tough enemies. 5/5 Chromatic Fury increases your damage against an opponent with 60% resistance by 50%; it more than doubles it against an opponent with 80% resist. Resistance penetration is a high priority stat in the East and this gives you a ton. Definitely worth maxing in the 30s and 40s.

*[This skill got a hilariously small buff in 1.5. It used to be 2.5/10/20.]

COMBAT TECHNIQUES


Cornac versions of this build will have a cat point with which to unlock this category, giving access to the excellent Rush. The rest of the tree isn't great since you have a pile of accuracy, but Blinding Speed is always useful. If you're going Cornac 1/1/1/5 is reasonable if you can find a couple of points to steal from elsewhere.

GENERICS

In a nutshell: (this is not what I did, but what I would suggest now)
Halfling: 1/1/1/1
Combat training: 5/5 thick skin, 3/5 heavy armor
Call Of The Wild: 1/1/0/0
Harmony: 0/0/0/0
Antimagic: 5/2/3/4
Fungus: 4/1/2/1
Mindstars: 5/1/3/1
Tinkers as appropriate

COMBAT TRAINING

I assume you know what to do with this if you're playing on insane. Surprise: 5/5 thick skin, the end. A couple of notes: while 3/5 armor training will let you wear massive plate that will increase your early game survivability, two of your top end tier 5 armors are actually not massive: Chromatic Harness (heavy) and Breath of Eyal (light). Also take out the initial combat accuracy and weapon mastery points and then float them back so you can yank them out when you've got the money to switch to mindstars.

CALL OF THE WILD

One point in Mediation is mandatory for EQ on rest and in case you get stuck in a tight spot early and can use the healmod. One point in Nature's Touch is also worthwhile; it can crit. Possible to get one from betraying a Seer escort. I thought about getting two points in Nature's Balance so I could go Static Field, Nature's Balance, Static Field, but I never actually bothered.

HARMONY


I can't figure out who would ever use most of this. I put one point in Waters of Life because it's an instant heal. In retrospect should have skipped it.

MINDSTAR MASTERY

Psiblades is your weapon mastery skill and should be maxed. You may want to float some points in case you run into an alchemist escort. Thorn Grab is a minor slow and DOT that is instant speed, so try not to forget about it when you're next to a boss. Leaves Tide gets up to a 50% chance to dodge anything at 3/5 and high mindpower. Nature's Equilibrium is worth a point: it'll hit for about 180% weapon damage (it's twice that but just one mindstar), heal you decently, and reduce your EQ.

FUNGUS


I ran two regen infusions the whole game with one on autocast-on-enemy-sighted. This meant I could skimp a point in Wild Growth. Otherwise totally standard: 4/1/3/1. You could take out a point or two in Ancestral Life if you want.

ANTIMAGIC


The buffs. They are so good. The character above added Antimagic shield as a late afterthought and that was a poor choice. Unless you can afford 5/5 resolve the shield is still unplayable for an EQ class. If I had to do it over I would cram that 5/5 Resolve in.

Anyway, Silence is now even better because it's basically free, and Mana Clash is amaaaaazing. 1) It has a -15 EQ cost! 2) It applies 15% manaburn damage to your attacks! That effect lasts as long as Mana Clash's cooldown at 3/5! It is now very possible to blast away the entire arcane resource pool of insane randbosses and High Peak uniques in a few turns, and Nature pays you for it.

Get this by level 20 or so and go 1/1/1/3 immediately.

TINKERS

Advantages described above. You need 4/2/1/0 physics and 3/0/0/0 chemistry. You don't really need unstoppable force as a halfling since you get five turns of it (more or less) with Luck of the Little Folk and have an extra stun clear.

PRODIGIES, STATS, GEAR, ETC.

Category points

10: infusion
20: higher draconic
36: tinkers
bile: infusion

Stats

1. Enough strength to wield a dwarven-steel 2H
2. Willpower
3. Cunning
4. Strength
5. Constitution

Prodigies

Despite a vicious nerf in 1.5 Pain Enhancement Systems is still an easy pick. Wyrmic breaths scale off strength; Mindstars get huge stat multipliers, so the amount of burst damage you can do in your 6 PES turns is truly impressive. Try to make sure you're using your weapon skills during that time, as they are the ones that will benefit from it.

Second is up to you; I went with I Can Carry The World to further enhance PES and breaths and get phys power as high as possible so Static Field and Swallow hit. The size category helps for Swallow as well. This might have been suboptimal, especially if the Superpower 40% will addition gets multiplied by psiblades. (Does it?) PES will also allow you to get Windblade or Windtouched speed despite having no dex. Spell Feedback is always a quality option for antimagic characters.

Defensive prodigies like Draconic Will and Spine of the World felt unnecessary. With Tinkers, Luck of the Little Folk, and Indomitable detrimental effects were not a problem. (I also found the Crown of Command, which gives you a second use of Indomitable.)

Gear

Start is way easier with a mindblast torque.

Early prioritize HP and healmod in that order, and as you get to bigger HP pools start prioritizing healmod more and more. Wyrmics will have a regen going all the time and really want that to be as massive as possible. (I Can Carry The World is good here since it gives those more oomph.)

On hit effects are always good and they're even better on Wyrmics, who dual wield, can apply those effects to large AOEs and have Dissolve.

You really want boots of rushing to close those distances without using your precious Lightning Speed.

Amulets of Sand or Ice drake mastery are excellent.

Keep an eye out for mindstars with "disrupt spell casting on hit", which will make life against certain enemies so much easier.

Infusions

Run a physical wild until tinkers come online; I went regen/regen/healing with the other three, because I could just lightning speed any unclearable stun. Once you get tinkers up injector/injector/regen/regen/healing will keep you topped off on health.

When to switch to mindstars

As soon as you have two t3 mindstars and can afford it. This is likely close to the T1 to T2 transition.

Errata

1. Mindstar drop rates are broken. As mentioned, I've played through three guys to the final battle and not one of them has found a single T4 or T5 mindstar with a wyrm ego. Trying to find even a pink mindstar with an ego to match Eye of the Wyrm was difficult as well. Meanwhile it seems like I'm swimming in 2H, daggers, 1H of any and all description and egos. It's frustrating to go through a Pride level with a couple vaults and come out of it with two green or white mindstars.
2. There are a number of artifacts that feel like they should be more useful to Wyrmics. Wyrmbreath isn't going to give me some Fire Drake mastery? Come on. Similarly it would be cool if the thermal/kinetic/charged focuses also gave some mastery points in the appropriate category. In general it feels like there's a lack of relevant artifacts.
3. I find this class to be interestingly designed and relatively powerful, but the shield and 2H trees being open is such a terrible trap for noobs. Unfortunately dual weapon trees are dex focused. Adding dual techniques would provide more interesting build choices since Wyrmics currently have zero use for dex.
4. Why is "fungal" a ranged weapon ego? Killing me here.
5. Guy who actually won walked into the final fight with barely over 50% stun immunity and was fine. Saves can be good, and halfling wyrmics are one of those situations.

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

Re: 1.5 Insane Wyrmic guide

#2 Post by Micbran »

Wow congrats dude, I didn't think wyrmic could beat Insane :P

As for your character being not updated, try loading them up again, it might have just been during the daily server reset.
A little bit of a starters guide written by yours truly here.

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: 1.5 Insane Wyrmic guide

#3 Post by Effigy »

Nice guide! I think I'll try it out. I've been wanting to get a Wyrmic win on higher difficulty, but my previous attempts ran into problems.

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: 1.5 Insane Wyrmic guide

#4 Post by Cathbald »

You just made me decide that my next char is going to be a wyrmic, haven't tried one in a long time.
Well written guide, thank you for it :)

About the char not updating : you're not alone, several people have this problem right now, me included.
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

voltteccer
Cornac
Posts: 43
Joined: Sat Mar 28, 2015 4:07 pm

Re: 1.5 Insane Wyrmic guide

#5 Post by voltteccer »

why do you have 0 points in Wyrmic's single best talent until after level 30

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: 1.5 Insane Wyrmic guide

#6 Post by ster »

If you're going tinkers why would you not pick 2H?
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

Funkymoses
Wayist
Posts: 21
Joined: Thu Feb 16, 2017 4:04 pm

Re: 1.5 Insane Wyrmic guide

#7 Post by Funkymoses »

ster wrote:If you're going tinkers why would you not pick 2H?
there's an entire section about that at the top of the post. why are tinkers more powerful on 2H?

Funkymoses
Wayist
Posts: 21
Joined: Thu Feb 16, 2017 4:04 pm

Re: 1.5 Insane Wyrmic guide

#8 Post by Funkymoses »

voltteccer wrote:why do you have 0 points in Wyrmic's single best talent until after level 30
Quake is part of the core build.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: 1.5 Insane Wyrmic guide

#9 Post by ster »

Funkymoses wrote:
voltteccer wrote:why do you have 0 points in Wyrmic's single best talent until after level 30
Quake is part of the core build.
He wasn't referring to Quake. You proved him right.


Also regarding mindstars, mindstar egos are intended to suck with the exception of Parasitic/Sand since they get huge free APR and mindpower anyway. Don't rely on getting good mindstars they're about as rare as short staves.
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

Number43
Wyrmic
Posts: 239
Joined: Tue Dec 20, 2016 7:46 pm

Re: 1.5 Insane Wyrmic guide

#10 Post by Number43 »

voltteccer wrote:why do you have 0 points in Wyrmic's single best talent until after level 30
Your post would be more useful if you stated what talent you think that is.

voltteccer
Cornac
Posts: 43
Joined: Sat Mar 28, 2015 4:07 pm

Re: 1.5 Insane Wyrmic guide

#11 Post by voltteccer »

Number43 wrote:
voltteccer wrote:why do you have 0 points in Wyrmic's single best talent until after level 30
Your post would be more useful if you stated what talent you think that is.
This "guide" is beyond help. I was just curious about the reasoning, but OP doesn't seem to want to elaborate.

tabs
Wyrmic
Posts: 298
Joined: Tue Mar 08, 2016 3:55 pm

Re: 1.5 Insane Wyrmic guide

#12 Post by tabs »

Glad to see a Wyrmic guide. The class hasn't received much love recently.

Also, the instant and non-constructive criticism in this thread is pretty sad.

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

Re: 1.5 Insane Wyrmic guide

#13 Post by Micbran »

tabs wrote:Glad to see a Wyrmic guide. The class hasn't received much love recently.

Also, the instant and non-constructive criticism in this thread is pretty sad.
Idk what you mean, they're trying to tell him that they feel that Ice Wall is more reliable and better than Quake.
A little bit of a starters guide written by yours truly here.

Funkymoses
Wayist
Posts: 21
Joined: Thu Feb 16, 2017 4:04 pm

Re: 1.5 Insane Wyrmic guide

#14 Post by Funkymoses »

voltteccer wrote:
Number43 wrote:
voltteccer wrote:why do you have 0 points in Wyrmic's single best talent until after level 30
Your post would be more useful if you stated what talent you think that is.
This "guide" is beyond help. I was just curious about the reasoning, but OP doesn't seem to want to elaborate.
/beats Insane w/ Wyrmic
/is told his guide is "beyond help"
/receives Maximum Internet Award for today

to take you more seriously than I should: The way I was playing it didn't feel urgent. I preferred quake because with careful play you put yourself in a situation where using it turns the area around you into a series of individual holes that allow you to take enemies one on one. It also does a lot of damage. Any situation bad enough to warrant an ice wall is bad enough to Lightning Speed away from. Relying on Ice Wall is dangerous because it can get put on stun cooldown and can't separate you from someone in melee range.

You might be right that overlooking it was a mistake--now that I think about it, it seems really useful for keeping escorts alive--but to immediately focus in on that instead of a viable insane build for a class thought to have none says more about you than me.

Funkymoses
Wayist
Posts: 21
Joined: Thu Feb 16, 2017 4:04 pm

Re: 1.5 Insane Wyrmic guide

#15 Post by Funkymoses »

ster wrote:
Funkymoses wrote:
voltteccer wrote:why do you have 0 points in Wyrmic's single best talent until after level 30
Quake is part of the core build.
He wasn't referring to Quake. You proved him right.


Also regarding mindstars, mindstar egos are intended to suck with the exception of Parasitic/Sand since they get huge free APR and mindpower anyway. Don't rely on getting good mindstars they're about as rare as short staves.
you didn't answer the question about tinkers

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