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For stats I tyically do Will/Str/Cun then do Con if I manage to max those three out. (I usually horde +Con stuff so I can "cheat" the Thick Skin Talent for the All Resist lol.)
EDIT: I just realized I basically do a hybrid "breath build" wyrmic. IMO, I think that makes for a better "caster" styled Wyrmic. Then, for prodigies you take Superpower and whatever else you want.
IMO, Fire Drake and Sand Drake are pretty great trees and I'm surprised you didn't think of Flame. Devouring Flames and Wing Buffet can be great AoE crowd control styled talents and Devour Flames synergizes with Fungus stuff due to the Lifesteal. Sand for Swallow and Burrow is just awesome, Quake if you need another AoE knockback talent.
Overall though, that's just my opinion. My only concern with your build would be going Rush when you want to be a "caster". IMO, you are better off throwing those Combat Techniques at another Aspect to get more AoE/Ranged stuff since your goal is basically to blast everything on screen. Plus, Lightning Speed is, IMO, basically your "Rush" skill since you can use it to either chase or escape.
Fire Drake and Sand Drake are great trees - good to the point of basically removing trhe point of Storm Drake at all (Outside of lightning speed, of course) and I've spent so many (failed, mind you; I'm kind of a novice) playthroughs relying on Bellowing Roar/Quake for my earlygame until I can get 4 breath talents to 5/5 (Probably Sand/Ice/Acid/Prismatic, as reccomended by guides) that I just needed a change of pace. I did think of Flame, but I knew that I'd be tempted to pump Str for Bellowing Roar.
(Not to mention... this setup actually has a far easier earlygame. The atrocious eatly game accuracy with Wing Buffet/ Ice Claw/ Basic Attacks has led to many deaths before level 4, and I wish I was joking. Focusing on Acidic Spray instead of leaving it at 1 isn't accuracy dependant, and can oneshot most early threats.)
I started trying to build this way due to thinking that Psiblades are a neat talent due to the lack of offhand penalty and the stat modifiers for the Tier 5 versions; the Wyrmic and Mindslayer seemed like the best bet for Psiblade use out of the classes I have (No Oozemancer yet) and Wyrmic starting with Fungus was appealing. Not needing Strength for things besides Armor and Roar/Quake/Breath damage led me to trying to be creative with the other trees - Storm Drake's tier 2, especially, is actually really strong (Massive radius at 5, good damage + a percentage based bonus) but often overlooked entirely since it's not a Strength scaler. That's what led to looking at more Wil-based skills and more of a "willpower caster" style.
That said... I do see ways to hybridize the two styles with some tweaking. Ignoring Sand, but still taking Fire because Bellowing Roar/Devouring Flames do synergize nicely with the Acid/Lightning trees, and the lingering fire damage from Devouring/Breath can stack with Corrosive Mist to do a heavy DoT. I coulkd take those points out of Combat Techniques and use a Movement Infusion (I'd like to keep SOMETHING as an escape to buy time for cooldowns/ equilibrium lowering) I guess the tradeoff would be to leave cunning for later, leading to less short term mindpower, but having more skills to cycle through before falling back to wait out cooldowns.
Thanks for your input! It's definitely something to consider.
Hey, no problem! You do whatever you think is fun or simply want to try!
Like you said you before, who cares about Tiers and being optimal when you just want to have fun and try out different stuff.
Only thing I can really add is Venom's 1 being a "must 5" early on. When I'm doing my Wyrmic I immediately max it out since it turns into a Beam, isn't reliant on Accuracy and increases your Mindpower. IMO, that Talent alone should carry you through a lot of fights early on so you should be okay.
In regards to Mindstars/Psiblades ... I love them and I agree Wyrmic is one of the few Classes that can actually "go Psiblades" without being completely lackluster. Generally I try to wait out Psiblade/Mindstars completely until I get T3 or higher versions ... or I get some really nice low Tier rares or randarts. Until then I'll typically use 1hander and shield just for some extra defense/armor and/or special effects/stats. Just depends on what I come across.
That said, I've seen some crazy Mindstars and their various Sets. I tend to find a lot that feature double sets and I've even come across one that would be a triple set. Be on the lookout for Mindstars that have "Wyrm's" and "of [element]" in their names since those will typically have effects and set bonuses that will be more useful to you. "Purifying" and "Parasitic" generally have nice effects too, like Lifesteal and Destroy Magic.
Ice wall is a huge one, I don’t see ice skill path mentioned.
You really shouldn’t underestimate the weapon skills, psiblades hit like a truck late game, even more so if you go the right prodigies.
Psiblades is easily justifiable, tbh AM is ♥♥♥♥ on wyrmic because you can’t really use antimagic shield that well, it has a huge equilibrium cost which wyrmic already has trouble managing. If you still wanted to go AM I would probably say go 5/2/5/3 but investing in the psiblades tree (leaves tide lmao) is still pretty good defense at a much much lower equilibrium cost
Leaves tide is great defense, and last skill is a heal, which is always nice.
Imo you put far too much in antimagic, the way skill works in ToME the value of putting more points in the same skill diminish FAST. I'd say to go only 3/3 in combat training (getting back 4 points) and 5/4/3/3 in antimagic (getting another 5 points). Those 9 points can go in psiblades for 5/1/2/1.
You'll have 25 or so class points left after what you wrote, consider the ice and sand tree, ice wall and burrow are huge help to escape (in combinaison with lightning speed as you said) and swallow will raise your mental crit and give you another way to reduce equilibrium (also, instakill!)
I'd say 5/1/5/1 sand and 5/3/5/0 ice which adds up to the 25 i said earlier :p
About Psiblades: True. While I didn't end up deciding to focus on direct weapon hits (Such as Swallow) as I originally thought of with a mindstar wyrmic, I also can't deny that the modifiers Psiblades give are worth it for casting; I was just incredibly concerned about having points for antimagic.
About Antimagic: 99.99% of the time, if I die, I was blasted by a mage. If it's not a mage that actually killed me, it's a mage that debilitated me and led to my death (See: Two random minibosses, one gunslinger and one ice mage pinning me so I can't deal with the gunslinger, etc.) It may look like I'm overreacting, but the simple truth of the matter is that I feel naked without a strong antimagic shield unless I have some hilarious shielding setup (like the Skeleton Sun Paladin I had with Two Shielding Runes, The Rune of Reflection, and Bone Shield, which, combined with Weapon of Light to extend the shields, was absolutely hilarious.) I'm totally okay going 1/1/5/0 in antimagic, and I admit I only listed it as 5/5/5/5 since I knew people would question me leaving some of the skills at 1, but dropping Antimagic shield at all scares me.
About Ice and Sand: I mainly omitted them since they were the cornerstones of all my strength wyrmics (5/5 in Breath respectively, and assorted use of the lower tiers as well) and really wanted to focus on trying something completely different. It's definitely true that once Tier 5 mindstars are obtained, Ice Claw and Swallow will hit like trucks, and Wall/Burrow are useful, but this just ties into my approach to the meta in anything. I'll consider them if there's points left over when I've maxed everything else I want.
My approach to the Meta in anything: So I've played some games competitively in the past. I'd range from regionals-tier competitive to "fringe competitive" (only joining online tournaments.) If there's one thing I've learned over the years, it's that the Meta and tier lists blind people.
Take a game like Pokemon (a game I've only played fringe) for example: At Worlds, the top 16 in 2015 (I think that's the right year) all had 4 of the 6 exact same contenders, and then the last 2 were assorted between 3-4 contenders for those two slots on the team. And hilariously, when the meta is THAT focused, counters in the lower tiers that get COMPLETELY ignored can utterly wreck the meta. Tangela, a pokemon that's been largely ignored for 20 years, can dunk on several major threats in the meta, like Landorus, which it feels like literally everyone uses. I'd join official online tournaments and laugh at the meta, and with so many people using cookie cutter setups, this meant I'd get a lot of wins, you know?
Why does this matter to a single-player game? While doing research is a great start, you need to expect bias from the players who are into utter min/maxing and the meta and such. Take a move like Static Field from Storm Drake, for instance: Good power, great area of effect, and often overlooked; I've never seen a single guide suggest putting even a single point in it. Much like bellowing roar - a move that's NOT overlooked and often sees people going 1/5/0/0 in Fire, it's AoE expands with levels and is a great skill for dealing with a topn of enemies. The difference is that Bellowing Roar causes confusion and scales with Strength, while Static Field does bonus damage based on percentages of max HP (This can be huge against bosses; thousands of free damage if it has over 10k HP, even if the percentage is lower against bosses) and scales with Mindpower, People want Strength early for weapons, armor, and the Breath attacks.
Anyways, sorry for rambling.
breaths are ass, nobody gives a ♥♥♥♥ about the damage they deal because its miles below any weapon damage.
Weapon builds are also popular, but I specifically meant more along the lines of Strengthcasters. There's a ton of other weapon classes; the drake aspects are what set the Wyrmic apart.
I know you're trying to bait me, and all I can say is "nice try." I said myself that I'm a relative newbie.
When I did a caster wyrmic I found out the equilibrium threshold for % failure to use nature gifts increases with mindpower. So I only had trouble keeping up AM at the levels when I first was able to get it; later on it stops being an issue.
Also remember for Acid Spray that 4 ranks gives you the beam (adding up to 5.2 effective talent levels).