Good Themed Adventurer builds based off of power source restrictions?
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Good Themed Adventurer builds based off of power source restrictions?
What are some particularly interesting Adventurer builds that are 'roleplay' heavy in the sense that they limit the sorts of abilities used on roleplay lines? Like say, someone who limits themselves to things that cost stamina, psi, positive energy, mana, steam, and/or equilibrium, with no necromancy or anything, because those energy sources are not inimical to life and flourishing?
Re: Good Themed Adventurer builds based off of power source restrictions?
I also have an idea for a themed radiant light/plant/water magical adventurer. Take stuff like spell/water, wild-gift/slime, wild-gift/moss, celestial/sunlight, psionic/psionic fog, wild-gift/harmony, wild-gift/fungus, celestial/light. Can something along those lines be made to work? If so, how?
Re: Good Themed Adventurer builds based off of power source restrictions?
The combination of Mana and Steam is an awkward one from a resource perspective, as you'll need a steam generator and will probably also want a manasurge rune (...though I could be wrong about the manasurge rune; it's been a while since I built an adventurer that cared much about mana); I'd recommend leaving one or the other out of your build. Otherwise, there's nothing that makes the above non-viable -- Fungus and Light are both excellent buffs to your healing, and you get reasonable offense from Water, Sunlight, and Slime.Gavinfoxx wrote: ↑Thu Jul 15, 2021 2:58 am I also have an idea for a themed radiant light/plant/water magical adventurer. Take stuff like spell/water, wild-gift/slime, wild-gift/moss, celestial/sunlight, psionic/psionic fog, wild-gift/harmony, wild-gift/fungus, celestial/light. Can something along those lines be made to work? If so, how?
You're not going to find resistance penetration for Water, Light, and Nature damage from the same source, but at long as you're not playing on Madness that shouldn't be prohibitive. Depending on both Spellpower and Mindpower is not a problem, especially if you're using them for damage rather than to try to land debuffs that enemies can save against. I'd say just go ahead and try it!
Consider picking up a Mindslayer category like Absorption, Finer Energy Manipulation, or Psi-Fighting in order to get the bonus psi weapon slot. If you find you want more defensive tools, look into Ooze -- that's an immense boost to your survivability.
If I was playing a character like this, I'd be tempted to start with non-Arcane categories in order to be able to buy Mindstar Mastery from Zigur, and then add in the Celestial and Spell talents later... but that's probably more effort than it's worth.
Re: Good Themed Adventurer builds based off of power source restrictions?
Well, this one is hitting a bit late, but my recently posted Psigunner Advanced works. The core mastery is psigun, and you can build the entire combo out of skills from steamgun classes and psi classes. Your resources are pretty much steam, psi, and bullets.
Plus you can take Flexible Combat, and get the glorious silliness of using rockets to punch someone with your mind.
Plus you can take Flexible Combat, and get the glorious silliness of using rockets to punch someone with your mind.