http://te4.org/characters/92538/tome/a2 ... 02ed9c5f22
It's ... only my second time that I got as far as the Gates of Morning. (My first was an aether archmage who died a horrible death when his disruption shield exploded and killed him with his own arcane resistance penetration...) She's been great: Honestly, with Hymn of Moonlight, I sometimes feel like I could clear levels just pressing Z and 5. It's not actually true, because managing negative energy is more work than that in any serious combat, but it feels that way. I got around the long cooldown times on positive energy talents by getting staff mastery. It turns out that a staff blast is a spell, and, if it crits, it triggers Corona. (I tested this with Hymn of Moonlight off, on a training dummy.) Also, with my accidentally sky-high willpower, I can easily keep it up all day, and it has better range than Searing Light. The mostly-excellent survivablity also helps because I'm not willing, at this point, to do the careful scouting that a less-survivable character would need to do. (None of the deaths are due to going around a corner and getting hosed; usually it's when I discover I don't have an exit plan after engaging, because I usually haven't needed one...)
I've got a spare cat point and an opening for a prodigy but I'm not sure what it would be best to do with them. I do have some thoughts, though, and, if nothing else, I think laying them out here might help clarify things for me anyway. While I'm here, I wouldn't complain about advice on equipment, especially since I think I have some interesting things in my bag, and I need to use or melt some of them soon in case I find other interesting things.
Cat point:
I feel like I should be spending this on an inscription. Also, I'm about to get another one in three levels. The thing is, I don't really use abilities that aren't on the bar at the bottom of the screen, unless they're sufficiently situational that I think, "I could really use something that does ... I know I can do that; where is that ability?" Unfortunately, this limits me to 18 or so active abilities because, in practice, I don't use many more than that. I've gotten around my reticence at actually *using* the more generic abilities by setting a bunch of ones with obvious use times to auto-use either on sight of enemies (speed, shield) or when enemies are next to me (all the circles except Sanctity). Actually, I think I've figured that one out by looking at my inventory again: There's a heroism infusion of the psychic which should help me kill things faster with that jaw-dropping stat boost and gives me some extra effective hitpoints.
If I can find an action slot to spare (I might; Eclipse seems to only get used for cooldowns, so it can go into the menu...), I suppose I could go for the Rune of the Rift, too. Currently, it does much better single-target damage than any of my class abilities, unlike the non-artifact runes.
Prodigies:
I've got access to all the Con/Mag/Wil/Cun prodigies by stat, but not all of them by other things. I ... accidentally killed the Grand Corruptor by picking the wrong dialog, so I didn't wipe out Zigur and can't take Corrupted Shell, and some of them are antimagic-only and stuff.
Things I'm thinking about:
- I haven't taken enough fire damage to get Cauterize. Is it good enough that I should put a point into firebeam (which I took out when I got the staff blast, tbh) and shoot myself in the foot until I qualify, or should I just hope to take enough fire damage to qualify later?
- My single biggest headache in this game seems to be confusion, because it's the only stat effect other than stun that has successfully prevented me from casting Providence. Is Unbreakable Will (which I assume cures all mental effects once every 7 turns, based on the wording) worth it, or should I just rely on my wild infusion and Timeless, which seem like they should be good enough.
- The staff blast tends to crit for ~125, and definitely will if I sink another point or two into it, so a greater starstaff set to temporal might be able to spam out slows. Rune of the Rift would work for this, too, although I don't know how it interacts with the "out of time for 4 turns".
- Speaking of temporal damage, some people seem to have been rather successful with Temporal Form, so I'm not sure if I should count that out, either.
- The Hymn of Moonlight/Corona combo absolutely guzzles negative energy when up against a group. (It also kills groups of enemies surprisingly quickly.) I assume Hidden Resources would remove the energy requirement on those abilities and let me keep blasting away, although it would prevent me from regenerating energy at the same time. I'll need to play the heroism infusion game for that, but I should probably do that anyway.
I am wondering a little about my equipment, too, while I'm asking for advice, tbh. In particular, that Staff of the Archlitch is looking pretty good, and I'm wondering if it's worth trading off the "greater" effect from the ego staff I'm using in exchange for slightly higher spellpower and a bonus on one of my skill sets. The only other slots that I haven't really been enormously happy with my choices (as evidenced by all the options I have lying around in my pack) are for light and tool. I've been using my current light for its mental save, primarily, with the crit multiplier being secondary. I picked my current tool for resistance penetration, but, as you can see, I have a bunch of nice artifact tools, too.
Thoughts?
Edit: Should this be in Spoilers: Celestials instead?