1.5 Insane Wyrmic guide

Builds, theorycraft, ... for all wilders classes

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

Re: 1.5 Insane Wyrmic guide

#16 Post by ster »

Funkymoses wrote:
you didn't answer the question about tinkers
if you have the option to go 2h and take tinkers, then you use sawrd since its basically guarenteed with new pride vaults
<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

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

Re: 1.5 Insane Wyrmic guide

#17 Post by voltteccer »

Funkymoses wrote:Relying on Ice Wall is dangerous
in what universe is relying on an ability with range 10 dangerous lol

>but relying on the talent that is literally random is not dangerous
much sane, very logic
a viable insane build for a class thought to have none
wow and he's modest too, here's your cool guy tryhard trophy

wyrmic isn't even particularly hard to win insane with ice wall does 90% of the work for you lol

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

Re: 1.5 Insane Wyrmic guide

#18 Post by Funkymoses »

ster wrote:
Funkymoses wrote:
you didn't answer the question about tinkers
if you have the option to go 2h and take tinkers, then you use sawrd since its basically guarenteed with new pride vaults
I wanted to make a build that was about the class and not an artifact liable to get nerfed into the ground any day now.

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

Re: 1.5 Insane Wyrmic guide

#19 Post by Funkymoses »

voltteccer wrote:
Funkymoses wrote:Relying on Ice Wall is dangerous
in what universe is relying on an ability with range 10 dangerous lol

>but relying on the talent that is literally random is not dangerous
much sane, very logic
I dunno man, it worked fine for me. Quake's only somewhat random. The knockback is guaranteed and with a lot of walls around the chances you get put in a bad spot are very, very low. As I mentioned, it's not something to fire off when you're at 1 HP but if you use it whenever you're not comfortable with how many mobs you've got in LOS it's going to do just fine for you. As I mentioned, this character cleared the Crypt without difficulty, largely because of Quake.

If you're *still* in trouble afterwards you can always go burrow --> lightning speed and run away. Since that worked so well for me I was not looking for additional LOS control and instead focused on damage.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: 1.5 Insane Wyrmic guide

#20 Post by Sheila »

Disagreement and discussion is okay, being an asshole is not, so please keep respect in mind and try to be constructive in these threads :)
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

RoaldHoffmann
Low Yeek
Posts: 5
Joined: Thu Mar 23, 2017 4:53 pm

Re: 1.5 Insane Wyrmic guide

#21 Post by RoaldHoffmann »

Thanks for this guide! I'm really interested in trying out a Wyrmic character now. As someone who has never played the class before I've got a bit of a noobish question that relates to the strategy of playing one: you mentioned the possibility of getting some extra bump damage with nature mindstars. Are bump attacks something that a Wyrmic would generally employ? Or do you stick to ranged combat and simply use the various ranged talents at your disposal? And does this depend on whether you use mindstars or stick with a 2H build? Thanks in advance for any insight.

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

Re: 1.5 Insane Wyrmic guide

#22 Post by visage »

Funkymoses wrote:This might have been suboptimal, especially if the Superpower 40% will addition gets multiplied by psiblades. (Does it?)
Nope. I just took Superpower on a character with Psi Blades. The numbers match what you'd get without psiblades multiplying the 40% from Superpower.

Such a shame. :)

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

Re: 1.5 Insane Wyrmic guide

#23 Post by Funkymoses »

RoaldHoffmann wrote:Thanks for this guide! I'm really interested in trying out a Wyrmic character now. As someone who has never played the class before I've got a bit of a noobish question that relates to the strategy of playing one: you mentioned the possibility of getting some extra bump damage with nature mindstars. Are bump attacks something that a Wyrmic would generally employ? Or do you stick to ranged combat and simply use the various ranged talents at your disposal? And does this depend on whether you use mindstars or stick with a 2H build? Thanks in advance for any insight.
This build gets in a lot of melee combat because a number of its best skills are melee weapon skills, and it's really good at controlling the environment with quake and running away with lightning speed. But it's not really a melee build and not really a ranged build. It's a hybrid. At just about any range you will have some option to hit an opponent.

Breaths have long range and meh damage but a good pattern.
Wing Buffet and Static Field have medium range and a good pattern and eventually good damage
Quake and Ice Claw have short range and very good damage
Prismatic Slash, Dissolve, and Swallow are all melee range.

So at just about any range you'll have something to throw at an enemy.

Occasionally you'll end up in protracted fights with things that want to be in in close and bumping will be a better option than using EQ for a breath that has about the same damage as a bump. I found myself trying to close distance with most things because late-game mindstars do a ton of damage. Early game, keep everything away from you with buffet and then acid them to death. Midgame is tricky and should be based on what you're facing.

RoaldHoffmann
Low Yeek
Posts: 5
Joined: Thu Mar 23, 2017 4:53 pm

Re: 1.5 Insane Wyrmic guide

#24 Post by RoaldHoffmann »

Thanks, Funkymoses! That definitely clears it up. I'm nearing the end of my current campaign so I'll have to give this build a go soon!

80paddyb
Posts: 3
Joined: Wed Apr 12, 2017 2:01 am

Re: 1.5 Insane Wyrmic guide

#25 Post by 80paddyb »

Hey all,

I want to do a mindstar/psiblades Wyrmic build for my next character.

This guide looks great and I'll mostly stick to it but I'll have some key differences:

1. Normal difficulty, adventure mode - I'm a n00b and this is only my second character. I currently have a Dwarf Bulwark Level 23 who is starting to bore me with his lack of ranged and AOE attacks. I've mainly been using him to learn the game and unlock stuff.

2. Thalore race - know ToME is power-gamer territory but I want it for lore/rpg reasons

3. Haven't bought Embers of Rage yet so no tinkers - I don't think I'll need them on normal anyway

I'm specifically interested in two things -

1. what I should do with the extra cat points since I won't be using tinkers?

2. How should I allocate my Thalore racials?

Also, any other suggestions you could give me based on my changes would be appreciated!

TarquinMitzi
Yeek
Posts: 12
Joined: Tue May 26, 2015 9:40 am

Re: 1.5 Insane Wyrmic guide

#26 Post by TarquinMitzi »

80paddyb wrote:Hey all,

I want to do a mindstar/psiblades Wyrmic build for my next character.

This guide looks great and I'll mostly stick to it but I'll have some key differences:

1. Normal difficulty, adventure mode - I'm a n00b and this is only my second character. I currently have a Dwarf Bulwark Level 23 who is starting to bore me with his lack of ranged and AOE attacks. I've mainly been using him to learn the game and unlock stuff.

2. Thalore race - know ToME is power-gamer territory but I want it for lore/rpg reasons

3. Haven't bought Embers of Rage yet so no tinkers - I don't think I'll need them on normal anyway

I'm specifically interested in two things -

1. what I should do with the extra cat points since I won't be using tinkers?

2. How should I allocate my Thalore racials?

Also, any other suggestions you could give me based on my changes would be appreciated!
For thalore, go 1/1/5/1

1/5/5/1 works too.

Get an extra inscription if you skip tinkers

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: 1.5 Insane Wyrmic guide

#27 Post by jenx »

How do you get Tinkers? I can't see it in my list
MADNESS rocks

twas Brillig
Wyrmic
Posts: 279
Joined: Sun Nov 30, 2014 9:06 pm

Re: 1.5 Insane Wyrmic guide

#28 Post by twas Brillig »

jenx wrote:How do you get Tinkers? I can't see it in my list
If you have Embers, and unlock the Tinker classes for AoA, you have the chance to get a tinker escort. One of the reward options is "Where did you learn your whatsit?", which marks a four-room dungeon on your map where you can spend a cat point and some gold to unlock the tinker crafting trees.

suberg
Wayist
Posts: 15
Joined: Thu Nov 12, 2015 6:46 pm

Re: 1.5 Insane Wyrmic guide

#29 Post by suberg »

Some random thoughts...
Tried this with 2h and conditioning. No fire tree and 1 breath (sand). 4 deaths. #1-suffocating to death in sandworm lair by dancing with rares) #2-bringer of doom at high peak 10, knocked to wall with 3k phys dmg. #3,4 - final fight AM shield taken off and most trash from portals start hitting hard.
IF you are going to use 2h then you need all accuracy you can find + perfect strikes from pickaxe or unlock Combat Techniques or get dex over cun. 68 accuracy after argoniel debuff ~50 vs her 75 defence.
Early game isnt that hard with ice walls and lightning speed.
Ice claw, swallow and dissolve rocks. Also swallow procs fungus regeneration. Static field start shining midgame. Corrosive mist written 7 turns feels like 4 or so. Breaths - no no. Icy skin got me over 2k hp endgame. Quake is random and dangerous.
Looking from now i would max stunning blow and execution.

80paddyb
Posts: 3
Joined: Wed Apr 12, 2017 2:01 am

Re: 1.5 Insane Wyrmic guide

#30 Post by 80paddyb »

Cool thanks.

Using this guide I made it to level 25 fairly easily (1 death from having my escape stun-locked and one from just being sloppy against a group of skeleton magi) before burning 3 straight lives in the Dark Crypt (which I stupidly accepted without refreshing myself on the details of the shitstorm that was awaiting me in there).

https://te4.org/characters/217515/tome/ ... c76f1bd573

After that debacle I vaulted my tier 4 and 5 mindstars and am starting over as movement-focused Cornac (using the extra cat point to unlock Rush and Blinding Speed). It's still early but Rush and Swallow is such a fun combo against casters. We'll see later if it is any good for running down those bloody cultists.

Since this game now has me firmly in its spell I went ahead and got the DLC's too so if I get the escort I'll give tinkers a go on this build as well.
TarquinMitzi wrote:
80paddyb wrote:Hey all,

I want to do a mindstar/psiblades Wyrmic build for my next character.

This guide looks great and I'll mostly stick to it but I'll have some key differences:

1. Normal difficulty, adventure mode - I'm a n00b and this is only my second character. I currently have a Dwarf Bulwark Level 23 who is starting to bore me with his lack of ranged and AOE attacks. I've mainly been using him to learn the game and unlock stuff.

2. Thalore race - know ToME is power-gamer territory but I want it for lore/rpg reasons

3. Haven't bought Embers of Rage yet so no tinkers - I don't think I'll need them on normal anyway

I'm specifically interested in two things -

1. what I should do with the extra cat points since I won't be using tinkers?

2. How should I allocate my Thalore racials?

Also, any other suggestions you could give me based on my changes would be appreciated!
For thalore, go 1/1/5/1

1/5/5/1 works too.

Get an extra inscription if you skip tinkers

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