Idea:Mindstar Arcaneblade (Tested and R.I.P in High Peak)
Moderator: Moderator
Idea:Mindstar Arcaneblade (Tested and R.I.P in High Peak)
Dual-wield Arcane Blade is powerful, but you'll need Strength/Dexterity/Magic/Constitution/Cunning at the same time. There's just not enough points. So Maybe dual-lightsabre is a good idea.
Class:
Wild Gift/Venom Drake Aspect
Dissolve hits eight times, better than Flurry, which only hits six times. More hits, more chances for Earthen Missile!
Acidic Spray keeps you alive before level 10.
Technique/Magical Combat
Core of the build, while useless until level 10.
Chronomancy/Temporal Combat
Strength of Purpose provides the strength required for Skills in Magical Combat Tree.
Invigorate can be useful when some skills are not ready.
Quantum Feed provides most of the magic needed in early game, combined with Strength of Purpose, you can put 2 willpowers/1 constitution every time when you level up now. You'll get 22 mag in level 10, enough for Earthen Missile.
Sometimes Damage Smearing may save you.
Chronomancy/Time Travel
Static History to reduce paradox.
Temporal Reprieve, a weaker version of timeless, but still good. Maybe I should play a Shalore so that my skills are always ready.
Generic:
Wild-gift/Mindstar Mastery
No questions.
Chronomancy/Spacetime Weaving
Best Mobility possible.
In later games, the cooldown of Dimensional Step is merely 5 rounds. You should be able to escape or get close to enemies in most situation.
Wild-gift/Call of the Wild
Provides Scouting/Healing.
Nature's Balance to reset Dissolve.
More catagory points, here's my idea:
lvl 10: Spell/Stone
Magical Combat+Earthen Missiles.
lvl 20: Wild-Gift/Higher Draconic abilities
Wyrmic Guile, 10 cunning is good.
Chromatic Fury+Crystalline Focus, 70% Physical penetreation.
lvl 36: A rune/infusion slot, maybe?
Slot 1:Regenation
Slot 2:Manasurge
Slot 3:Teleport
Slot 4:Wild
OK, that's fine.
Wyrm Bile:
Varies. Maybe Celestial Light? Providence?
Prodigies:
Flexible Combat: More hits, more missiles! Our Purpose: Deal 10000 or more damage in a single turn!
Varies.
Advice welcome!
Class:
Wild Gift/Venom Drake Aspect
Dissolve hits eight times, better than Flurry, which only hits six times. More hits, more chances for Earthen Missile!
Acidic Spray keeps you alive before level 10.
Technique/Magical Combat
Core of the build, while useless until level 10.
Chronomancy/Temporal Combat
Strength of Purpose provides the strength required for Skills in Magical Combat Tree.
Invigorate can be useful when some skills are not ready.
Quantum Feed provides most of the magic needed in early game, combined with Strength of Purpose, you can put 2 willpowers/1 constitution every time when you level up now. You'll get 22 mag in level 10, enough for Earthen Missile.
Sometimes Damage Smearing may save you.
Chronomancy/Time Travel
Static History to reduce paradox.
Temporal Reprieve, a weaker version of timeless, but still good. Maybe I should play a Shalore so that my skills are always ready.
Generic:
Wild-gift/Mindstar Mastery
No questions.
Chronomancy/Spacetime Weaving
Best Mobility possible.
In later games, the cooldown of Dimensional Step is merely 5 rounds. You should be able to escape or get close to enemies in most situation.
Wild-gift/Call of the Wild
Provides Scouting/Healing.
Nature's Balance to reset Dissolve.
More catagory points, here's my idea:
lvl 10: Spell/Stone
Magical Combat+Earthen Missiles.
lvl 20: Wild-Gift/Higher Draconic abilities
Wyrmic Guile, 10 cunning is good.
Chromatic Fury+Crystalline Focus, 70% Physical penetreation.
lvl 36: A rune/infusion slot, maybe?
Slot 1:Regenation
Slot 2:Manasurge
Slot 3:Teleport
Slot 4:Wild
OK, that's fine.
Wyrm Bile:
Varies. Maybe Celestial Light? Providence?
Prodigies:
Flexible Combat: More hits, more missiles! Our Purpose: Deal 10000 or more damage in a single turn!
Varies.
Advice welcome!
Last edited by sehnsucht on Fri Aug 23, 2013 12:49 pm, edited 1 time in total.
-
- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Idea:Mindstar Arcaneblade
In my experience Cunning boosts are very easy to get from items. I wouldn't value Wyrmic Guile that highly.
I'd recommend ignoring Damage Smearing, but the rest of the Temporal Combat tree is good.
Have you considered Fungus instead of Call of the Wild? It won't provide scouting, but it will give you very handy Equilibrium regen, especially in combo with...
Sand Drake Aspect. Such good utility powers! Insta-killing a target under 0 HP is very strong against some otherwise vastly annoying foes, including the Master, and you only need 1 talent point to get it (Swallow). Burrow is top notch, and if you're buffing physical damage for Earthen Missiles, you will get good value from Sand Wyrm Breath.
Mindstars deal either Nature or Mind damage, so you won't get as much synergy with Crystalline Focus as a regular AB, nor even as much as a staff-bonker. (Why not just go for staff-bonks? A greater starstaff could boost Physical and Temporal, so your Chrono powers would get a bit of a buff as well.)
If you grab a Mindslayer tree, you can dual-wield staves... sorta. You get a bonus attack from your telekinetic grip staff every round. It's not going to double your attacks for Dissolve, but it'll give you an extra chance to proc Arcane Combat every round that you move, attack, cast, or do anything else really... and Arcane Combat's reduced proc chance only applies when you're doing actual dual-wielding, so you are getting more procs per turn from the TK grip staff than you would from dual mindstars.
Not to dissuade you from Chrono + Mindstar, I think that you can build something good around those, but I'm not sure Arcane Combat + Earthen Missiles is the right choice for synergy.
If you try this, please do let us know how it works out!
I'd recommend ignoring Damage Smearing, but the rest of the Temporal Combat tree is good.
Have you considered Fungus instead of Call of the Wild? It won't provide scouting, but it will give you very handy Equilibrium regen, especially in combo with...
Sand Drake Aspect. Such good utility powers! Insta-killing a target under 0 HP is very strong against some otherwise vastly annoying foes, including the Master, and you only need 1 talent point to get it (Swallow). Burrow is top notch, and if you're buffing physical damage for Earthen Missiles, you will get good value from Sand Wyrm Breath.
Mindstars deal either Nature or Mind damage, so you won't get as much synergy with Crystalline Focus as a regular AB, nor even as much as a staff-bonker. (Why not just go for staff-bonks? A greater starstaff could boost Physical and Temporal, so your Chrono powers would get a bit of a buff as well.)
If you grab a Mindslayer tree, you can dual-wield staves... sorta. You get a bonus attack from your telekinetic grip staff every round. It's not going to double your attacks for Dissolve, but it'll give you an extra chance to proc Arcane Combat every round that you move, attack, cast, or do anything else really... and Arcane Combat's reduced proc chance only applies when you're doing actual dual-wielding, so you are getting more procs per turn from the TK grip staff than you would from dual mindstars.
Not to dissuade you from Chrono + Mindstar, I think that you can build something good around those, but I'm not sure Arcane Combat + Earthen Missiles is the right choice for synergy.
If you try this, please do let us know how it works out!
Re: Idea:Mindstar Arcaneblade
Thank you for your help.Doctornull wrote:In my experience Cunning boosts are very easy to get from items. I wouldn't value Wyrmic Guile that highly.
I'd recommend ignoring Damage Smearing, but the rest of the Temporal Combat tree is good.
Have you considered Fungus instead of Call of the Wild? It won't provide scouting, but it will give you very handy Equilibrium regen, especially in combo with...
Sand Drake Aspect. Such good utility powers! Insta-killing a target under 0 HP is very strong against some otherwise vastly annoying foes, including the Master, and you only need 1 talent point to get it (Swallow). Burrow is top notch, and if you're buffing physical damage for Earthen Missiles, you will get good value from Sand Wyrm Breath.
Mindstars deal either Nature or Mind damage, so you won't get as much synergy with Crystalline Focus as a regular AB, nor even as much as a staff-bonker. (Why not just go for staff-bonks? A greater starstaff could boost Physical and Temporal, so your Chrono powers would get a bit of a buff as well.)
If you grab a Mindslayer tree, you can dual-wield staves... sorta. You get a bonus attack from your telekinetic grip staff every round. It's not going to double your attacks for Dissolve, but it'll give you an extra chance to proc Arcane Combat every round that you move, attack, cast, or do anything else really... and Arcane Combat's reduced proc chance only applies when you're doing actual dual-wielding, so you are getting more procs per turn from the TK grip staff than you would from dual mindstars.
Not to dissuade you from Chrono + Mindstar, I think that you can build something good around those, but I'm not sure Arcane Combat + Earthen Missiles is the right choice for synergy.
If you try this, please do let us know how it works out!
I've tried my original idea in nightmare/roguelike, killed by the Withering Thing and a Doomed randelite.
http://te4.org/characters/18579/tome/58 ... 9ceeaba28b
I think it is enough to win a normal game, though not very good.
There's a mindstar called eye of the wyrm which does physical damage.
Your advice makes sense.
I will take sand drake aspect/mindslayer tree/fungus instead of venom drake/mindstar/call of the wild.
I'll try it in normal/adventure first this time. It's so hard for a melee adventurer to survive early games in nightmare difficulty. Bad accuracy, sometimes you cant even beat a single snake with high defense and speed.
-
- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Idea:Mindstar Arcaneblade
Just one more datapoint... I decided to try to make an Adventurer who was all about Chronomancy for mobility and Mindstar / Psiblades + the wyrmic's Dissolve for damage. Here's what I came up with:
Class
Wild / Slime: Some nice Nature damage to get you to level 10, and the 4th tier talent is a very flexible escape which works even when you're Silenced.
Wild / Venom Drake: Some nice Acid damage to get you through the game, and of course it's got Dissolve, a keystone ability.
Chrono / Spacetime Folding: Weapon Folding is a small but decent boost to your dual-weapon damage, and hitting stuff reduces your Paradox. Put two points in this early. The rest of the tree is more mobility and some handy damage mitigation, all of this tree will be useful to you.
Generic
Wild / Fungus: 3/1/1/0 is a good starting point here, IMHO, and that will allow you to run near constant regeneration with two Infusions and the 3rd talent will reduce your Equilibrium.
Chrono / Spacetime Weaving: This is your other awesome mobility tree. Note how the 4th talent has fantastic synergy with Spacetime Folding? Yeah, you can benefit from every single thing in this tree.
Wild / Mindstar Mastery: You have to buy this with a cat point, because you can't get into Zigur if you start with a Paradox bar. Of course, you could delay taking the Chronomancy trees and get by with just base mindstar damage until you have 750gp saved up, but that sounds like a bit of a bother to me...
Notes: See how there's only 6 talent trees here, or 5 if you decide to grind your way into Zigur? That means you have at least one cat point left, and you can buy into TWO advanced trees at 10th level. Yay!
--- Level 10+ Unlocks ---
Cunning / Poison: Oh yeah. You put this on your psiblades and then you hit the Dissolve button. (I think that works... I know poison works fine with Mindblades.)
Wild / Advanced Draconic: If you want it, here it is, very nice stuff in here to buff your plethora of Acid abilities. Of course, there's another way to buff Acid...
Wild / Oozing Blades: The 2nd talent is amazing. When you inflict Acid damage, your target's Nature damage resistance is lowered. You will be stacking on Nature damage via Poisons all day long. Plus, you know, all your Nature damage talents.
Wild / Harmony: You don't need to unlock this, you'll get it unlocked free when you eat the heart of the sandwyrm queen. 1/1/0/0 is the minimum here, but put more in Elemental Harmony if you seem to find yourself on fire often.
--- Summing Up ---
You're basically a hybrid Oozemancer / Temporal Warden, but you can play like a Wyrmic.
Class
Wild / Slime: Some nice Nature damage to get you to level 10, and the 4th tier talent is a very flexible escape which works even when you're Silenced.
Wild / Venom Drake: Some nice Acid damage to get you through the game, and of course it's got Dissolve, a keystone ability.
Chrono / Spacetime Folding: Weapon Folding is a small but decent boost to your dual-weapon damage, and hitting stuff reduces your Paradox. Put two points in this early. The rest of the tree is more mobility and some handy damage mitigation, all of this tree will be useful to you.
Generic
Wild / Fungus: 3/1/1/0 is a good starting point here, IMHO, and that will allow you to run near constant regeneration with two Infusions and the 3rd talent will reduce your Equilibrium.
Chrono / Spacetime Weaving: This is your other awesome mobility tree. Note how the 4th talent has fantastic synergy with Spacetime Folding? Yeah, you can benefit from every single thing in this tree.
Wild / Mindstar Mastery: You have to buy this with a cat point, because you can't get into Zigur if you start with a Paradox bar. Of course, you could delay taking the Chronomancy trees and get by with just base mindstar damage until you have 750gp saved up, but that sounds like a bit of a bother to me...
Notes: See how there's only 6 talent trees here, or 5 if you decide to grind your way into Zigur? That means you have at least one cat point left, and you can buy into TWO advanced trees at 10th level. Yay!
--- Level 10+ Unlocks ---
Cunning / Poison: Oh yeah. You put this on your psiblades and then you hit the Dissolve button. (I think that works... I know poison works fine with Mindblades.)
Wild / Advanced Draconic: If you want it, here it is, very nice stuff in here to buff your plethora of Acid abilities. Of course, there's another way to buff Acid...
Wild / Oozing Blades: The 2nd talent is amazing. When you inflict Acid damage, your target's Nature damage resistance is lowered. You will be stacking on Nature damage via Poisons all day long. Plus, you know, all your Nature damage talents.
Wild / Harmony: You don't need to unlock this, you'll get it unlocked free when you eat the heart of the sandwyrm queen. 1/1/0/0 is the minimum here, but put more in Elemental Harmony if you seem to find yourself on fire often.
--- Summing Up ---
You're basically a hybrid Oozemancer / Temporal Warden, but you can play like a Wyrmic.
Re: Idea:Mindstar Arcaneblade
I've tried a character like this before. My build only relies on ranged attacks, It's just an oozemancer with enhanced mobility. I won a nightmare game with it. It is not special, though.Doctornull wrote:Just one more datapoint... I decided to try to make an Adventurer who was all about Chronomancy for mobility and Mindstar / Psiblades + the wyrmic's Dissolve for damage. Here's what I came up with:
Class
Wild / Slime: Some nice Nature damage to get you to level 10, and the 4th tier talent is a very flexible escape which works even when you're Silenced.
Wild / Venom Drake: Some nice Acid damage to get you through the game, and of course it's got Dissolve, a keystone ability.
Chrono / Spacetime Folding: Weapon Folding is a small but decent boost to your dual-weapon damage, and hitting stuff reduces your Paradox. Put two points in this early. The rest of the tree is more mobility and some handy damage mitigation, all of this tree will be useful to you.
Generic
Wild / Fungus: 3/1/1/0 is a good starting point here, IMHO, and that will allow you to run near constant regeneration with two Infusions and the 3rd talent will reduce your Equilibrium.
Chrono / Spacetime Weaving: This is your other awesome mobility tree. Note how the 4th talent has fantastic synergy with Spacetime Folding? Yeah, you can benefit from every single thing in this tree.
Wild / Mindstar Mastery: You have to buy this with a cat point, because you can't get into Zigur if you start with a Paradox bar. Of course, you could delay taking the Chronomancy trees and get by with just base mindstar damage until you have 750gp saved up, but that sounds like a bit of a bother to me...
Notes: See how there's only 6 talent trees here, or 5 if you decide to grind your way into Zigur? That means you have at least one cat point left, and you can buy into TWO advanced trees at 10th level. Yay!
--- Level 10+ Unlocks ---
Cunning / Poison: Oh yeah. You put this on your psiblades and then you hit the Dissolve button. (I think that works... I know poison works fine with Mindblades.)
Wild / Advanced Draconic: If you want it, here it is, very nice stuff in here to buff your plethora of Acid abilities. Of course, there's another way to buff Acid...
Wild / Oozing Blades: The 2nd talent is amazing. When you inflict Acid damage, your target's Nature damage resistance is lowered. You will be stacking on Nature damage via Poisons all day long. Plus, you know, all your Nature damage talents.
Wild / Harmony: You don't need to unlock this, you'll get it unlocked free when you eat the heart of the sandwyrm queen. 1/1/0/0 is the minimum here, but put more in Elemental Harmony if you seem to find yourself on fire often.
--- Summing Up ---
You're basically a hybrid Oozemancer / Temporal Warden, but you can play like a Wyrmic.
Your ideas are creative. Combine my idea with yours.
Class
Mucus/Venom drake/Slime/Spacetime Folding
Unlock Cunning/poison at level 10.
Mucus+Poisonous Spore+Poisoned Weapon, if the poison damage applied on mindstars stacks like mucus, it will be terrific.
Re: Idea:Mindstar Arcaneblade
Aha! New idea!
Static Field, Redux Echoes from the Past and a Quantum Spike.
Theoretically, this combo kills everything.
Static Field, Redux Echoes from the Past and a Quantum Spike.
Theoretically, this combo kills everything.
Re: Idea:Mindstar Arcaneblade
Elites and rares only lose 66% of the listed percentage from Static Field. Bosses and uniques take 50%, and elite bosses 33%. I doubt that combination will work very well on anything you care about.
Re: Idea:Mindstar Arcaneblade
This, incidentally, is why I think Static Field sucks. 

Re: Idea:Mindstar Arcaneblade
redux echoes from the past works well, anyway.
manage to kill Grushnak when he had 50% life left
I should find another high-damage spell to start the combo, then.
manage to kill Grushnak when he had 50% life left
I should find another high-damage spell to start the combo, then.
Re: Idea:Mindstar Arcaneblade
http://te4.org/characters/18579/tome/58 ... 676e13ee24
Chironex Fleckeri, or sea wasp, the infamous killer jellyfish. It claimed 63 lives in Australia from 1884 to 1996.
Its venom will kill a victim in as few as three minutes, after all, It is the most lethal jellyfish in the world.
Yeah, I named my character after this animal. Because his poison can do the similar trick.
He is only level 23 while his mucus poison does 200 damage/turn.
Here is how I killed Urkis:
Acid Splash, Teleport Rune, rest and loot.
It works well now, don't know how far I can go.
Died in High Peak, as a result of my stupidness. Dissolve hit a randelite and he had some nasty sustains like chants and hymns that damages anything dares to do melee attacks on him.
With a flexible combat, i hit him about 12 times and he returned 1000 damage to me.
Oh, that's why I hate melee class.
However I think this build is usable and may beat the game if played more carefully
Chironex Fleckeri, or sea wasp, the infamous killer jellyfish. It claimed 63 lives in Australia from 1884 to 1996.
Its venom will kill a victim in as few as three minutes, after all, It is the most lethal jellyfish in the world.
Yeah, I named my character after this animal. Because his poison can do the similar trick.
He is only level 23 while his mucus poison does 200 damage/turn.
Here is how I killed Urkis:
Acid Splash, Teleport Rune, rest and loot.
It works well now, don't know how far I can go.
Died in High Peak, as a result of my stupidness. Dissolve hit a randelite and he had some nasty sustains like chants and hymns that damages anything dares to do melee attacks on him.
With a flexible combat, i hit him about 12 times and he returned 1000 damage to me.
Oh, that's why I hate melee class.
However I think this build is usable and may beat the game if played more carefully
Re: Idea:Mindstar Arcaneblade (Tested and R.I.P in High Peak
Ooze + Temporal is an interesting thematic concept... call it a Primordialist or something. A chronomancer obsessed with the deep past, a time before the gods, when all was ooze...
-
- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Idea:Mindstar Arcaneblade (Tested and R.I.P in High Peak
How about ... Slime Warp.snoop wrote:Ooze + Temporal is an interesting thematic concept... call it a Primordialist or something. A chronomancer obsessed with the deep past, a time before the gods, when all was ooze...
http://te4.org/characters/52902/tome/41 ... 1ed125ff07
He's doing well so far.
Re: Idea:Mindstar Arcaneblade (Tested and R.I.P in High Peak
A creative build with best mobility. It's a good option. Though there is a "paradox management" problem. The only skill that reduces paradox is weapon folding, you character may die if your spell fail.Doctornull wrote:How about ... Slime Warp.snoop wrote:Ooze + Temporal is an interesting thematic concept... call it a Primordialist or something. A chronomancer obsessed with the deep past, a time before the gods, when all was ooze...
http://te4.org/characters/52902/tome/41 ... 1ed125ff07
He's doing well so far.
It would be better if adventurers get spacetime tuning
As for my build, thanks to Quadbar, I've got the final puzzle for synergy problems : mental tyranny. Chromatic fury and crystalline focus are no longer needed. I'll choose madness.
However, I'm not going to test it recently because patch 5.4 of world of warcraft is coming and i've got new bosses to kill. I'll be back when they are all dead. Guess Darkgod will give us v1.0.5 then.