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mothwentbad: ...
I would recommend the Alchemist to anyone. Not only are they ranged, but they can use mana to cast through their staff and only costs them 5 mana, with Mana surge that's a drop in the bucket if you don't blow all your energy or never regen it.

Skirmisher.... I remember fighting one of them in the Arena, if you have good ranged/magic you can fight them toe to toe. If you do melee, they kite you to death and run away like little pansies...
Post edited November 16, 2014 by rtcvb32
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mothwentbad: ...
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rtcvb32: I would recommend the Alchemist to anyone. Not only are they ranged, but they can use mana to cast through their staff and only costs them 5 mana, with Mana surge that's a drop in the bucket if you don't blow all your energy or never regen it.

Skirmisher.... I remember fighting one of them in the Arena, if you have good ranged/magic you can fight them toe to toe. If you do melee, they kite you to death and run away like little pansies...
Alchemist just seems wrong. It says "mage", but they throw... gem bombs. It just rubs me the wrong way. They're not really mages to me.
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mothwentbad: Alchemist just seems wrong. It says "mage", but they throw... gem bombs. It just rubs me the wrong way. They're not really mages to me.
I know... Sorta like in 2nd Edition D&D how Bards were thrown under the Rouge class, otherwise the Rouges would have only had one class and it wouldn't have been too diversified....

edit: Or was that clerics? What was it...
Post edited November 16, 2014 by rtcvb32
Wyrmic

Easy to unlock, but also embarassingly easy to miss. As soon as you clear out the Sand Worm lair in your teens, open your quest items and eat the heart. You should also do this every time you play Wyrmic, AND you should make sure NOT to spend an unlock point in Harmony - you start with it available-but-locked, and for this class, eating the Heart unlocks the tree. The first two skills are essentially passive - the first, Waters of Life, is "true instant", and should be set to auto-cast (you can require a confirmation before casting as well just in case you have a rare alternate best-use case come up)

Set-up

Summary: Thalore Elf, 1H weapon, shield, armor, WIS/STR/END about evenly split. AoE-specialist with lots of points in Venom and Prismatic trees, and a two rotating regen infusions (which restore Equilibrium due to Ancestral Life). Assorted utilities and Ice Breath to round out a very skill-juggly build with lots of range, burst, and tankiness. Damage is pretty good for 6-8 turns and then lags for about equally long before a new rotation starts, with some sort-of-mediocre melee damage picked up for free along the way for that tenacious for of the pack. Lots of good resistance, regeneration, and saves.

Thalore Elf. The stats make sense, and all of the skills are great. Wrath of the Woods has just about the right duration for firing off a skill rotation. Free saving throws, resistances, and an eventual summon come later.

Wyrmic could be a primarily STR class with some utility and 2H weapons, and that would scale well late, but I went with a hybrid build with shields and high WIS early; breath attacks need 36 WIS or so to unlock regardless. I basically crank WIS early to get all my skills on time, crank END whenever I can, and STR for gear/skills; afterward, I've been playing by ear. In particular, I go heavy plate and shields ASAP, because a lot of non-melee skills scale pretty well off of raw stats without scaling off of weapons at all. It's hard to imagine not getting Heavy Plate, since STR scales well with all of the breath attacks, and melee skills constitute most of your 1st-tier skills anyway. What's odd is that the breath attacks scale off STR but need WIS to unlock, so that melee builds might not be the strongest melee fighters anyway... At least to my mind, the melee strikes seem like a single-target cleanup fallback than a primary damage method.

Early game, getting Acidic Spray to 5 gives you a nice strikethough line attack that only costs 3 Equilibrium. The AoE pales compared to breath attacks, but an equilibrium saver is nothing to take lightly even later in the game. Bear in mind that this class has some high-cost sustained talents that will start you off at a pretty high baseline. Corrosive Mist is also a pretty efficient use of stat points, so 5/x/x/1 with 5/5/1/5 later on is fine; Corrosive Mist needs more than one point early to get a good radius, though. (2H or dual-wield could go for more in Dissolve, obviously, probably at the expense of Acidic Spray and Corrosive Mist).

Bellowing Roar is the only Fire skill that I touch. There just are too many places to spend points, but this one is first-tier with good CC and expanding radius. Fire Breath would be nice, but the two in between look questionable to me.

Ice Claw is my left click. I can't afford 4 points in it with my build (when you get the freeze on-hit chance), but low-WIS builds could consider it. Ice Armor seems to scale alright with WIS as a one-point wonder. More points might be alright, especially as a shield substitute (but I went with a shield). Ice Wall has situational utility, and Ice Breath scales pretty well and is an easy pickup.

Lightning Speed is the only Storm Drake skill I use so far. I tried Tornado on another run, but it didn't seem to be worth spreading points so thin to me in retrospect.

Higher Draconic Abilities is pretty awesome, and definitely where your level 10 unlock should go (and you can't learn Tier 1 skills in the tree until 10 even if you're Cormac). Prismatic Slash has great class point scaling as an AoE attack triggered by an attempted melee strike, regardless of whether it hits. Then Venomous Breath is the most damaging breath attack, albeit spread out over a duration. I can't say much about the other two, other than that they appear to be mild synergies that probably scale better late-game.

I haven't bothered with Sand Worm talents. Swallow, I'm told, can execute some late-game monsters who only die when their health is far in the negatives, but I haven't gotten there yet; it would only take one skill point, anyway. Other than that, I'm not sure if I'm missing out or not. The tree-wide physical resistance bonus seems to make it a cool choice for Melee, though the disengage skills seem useful regardless. This class is pretty point-hungry, though, and there are plenty of places where points can be spent fruitfully even if you ignore this tree. So that's what I did.

Shield Offense, Two-Handed Assault, and Combat Veteran are all neglected trees so far. It might be good to use Stamina instead of Equilibrium sometimes, which is why 2H fighting could be tempting, but considering how much damage you can do without weapons, it doesn't seem worth it to me. Rush seems like it could be useful, such as when you want to melee a pesky mage or jump to the other side of a fight and run away. Precise Strikes would be nice, too, since DEX would be nice to neglect if possible.

I got a tip from the internet about the Fungus tree. In particular, Tier 3: Ancestral Life is a game changer, allowing you to rotate two regeneration infusions as a way of managing both health and Equilibrium at the same time. It will take some Generic points to accomplish this, though; but then you might as well put your regen infusions on auto-cast. Don't skip Sudden Growth, either.

Earth's Eyes I set to auto-cast when enemies aren't present to free up hotkey space. The whole Call of the Wild tree is one-pointer utility skills (though more can be justified maybe)

Thick Skin leveled to the max when convenient. Armor Training 3 ASAP, justifiably 5 later on. Combat Accuracy and Weapons Mastery at least 1, with a heavier investment for STR-heavier builds.



Anyway, um... seems pretty strong. Stay tanky, fire all the cooldowns. Maybe Meditate instead of doing derpy basic attacks sometimes. Outlast everything, and try to waste most of them with AoEs in one rotation if you can. Always be STR enough to wear the best plates (and shields, if you went that way).
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mothwentbad:
Any way to get servants to disable a spell? My golem keeps auto-casting molten skin even though I explicity told the game to ask for confirmation, and it's impossible to kill this light horror because the stupid thing won't stop healing it.
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ShadowWulfe: Any way to get servants to disable a spell? My golem keeps auto-casting molten skin even though I explicity told the game to ask for confirmation, and it's impossible to kill this light horror because the stupid thing won't stop healing it.
Alchemist? If so i know one of the skills you immediately get (looks like a backpack? If not press m i believe and your list of usable abilities will show up, including controlling your golem) to talk to your golem and control them, brings up a control menu. Changing their behavior is probably your best bet.

What options those are i don't know, i've yet to have to change mine from the default. Sorry i'm not more helpful :(
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rtcvb32: Any way to get servants to disable a spell? My golem keeps auto-casting molten skin even though I explicity told the
Thanks! I was able to manually shut off by controlling the golem and manually shutting off the talent. It's annoying because it helped us beat the monster, but now if I don't shut it off he turns it on in towns and tries to AoE kill everyone.
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rtcvb32: Any way to get servants to disable a spell? My golem keeps auto-casting molten skin even though I explicity told the
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ShadowWulfe: Thanks! I was able to manually shut off by controlling the golem and manually shutting off the talent. It's annoying because it helped us beat the monster, but now if I don't shut it off he turns it on in towns and tries to AoE kill everyone.
I didn't want to bump the thread by replying just to say that I didn't know... I only played this class to level 5 and I wasn't feeling it.
If you want to have some great fun, you should try unlocking the Brawler class :D

Here's how to unlock it in-game:

Find a dungeon called "Hidden Compound" on the world map.

Be around level 14-15, maybe 17 or so just to be on the safe side.

Get to the end and make sure to have 150 gold.

Make sure to win the fight with the slave (it's easy" and you're done :)

I have to say the Brawler is like a steamroller of fists! I am playing a Skeleton Brawler and I am having more fun than with the Doombringer. First, you know how you get some artifact cloth gloves and you think to yourself "Man, these are usless to me!" when playing a sword swinging class? Well, for a Brawler every pair of gloves is useful as the artifact ones tend to have 2-3 on hit effects and most of them are pretty nasty. For example, the Spellhunt Remnants. For most classes these are useless as they are anit-magic and they cause an anti-magic disruption. Well, as a Skelly Brawler, you still get the AM disruption but since you really don't have anything magical, it does nothing but pop a new icon under your sustains. For bosses, the Spellhunt Remnants are great as they tend to destroy magic AND they will silence them.

Unlock the Brawler and punch everything that moves and if it doesn't move make it move so you can punch it! :D

I used this guide for build-related stuff for my Skelly Brawler:

http://forums.te4.org/viewtopic.php?f=52&t=42854

And here is my level 22 Brawler who died ONLY because I opened a vault door in Dreadfell and let out a herd of creatures that were 20+ levels above me :/

http://te4.org/characters/140587/tome/aa725ac8-075f-42b8-adff-6e0219aa8dfc
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JudasIscariot: Be around level 14-15, maybe 17 or so just to be on the safe side.

Get to the end and make sure to have 150 gold.

Make sure to win the fight with the slave (it's easy" and you're done :)
Odd, i think i have the brawler class unlocked, and i got it from observing another NPC using the skill, same with the summoner class...
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JudasIscariot: Be around level 14-15, maybe 17 or so just to be on the safe side.

Get to the end and make sure to have 150 gold.

Make sure to win the fight with the slave (it's easy" and you're done :)
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rtcvb32: Odd, i think i have the brawler class unlocked, and i got it from observing another NPC using the skill, same with the summoner class...
Weird because I unlocked it via participating in the Blood Ring in the Hidden Compound and I fought Brawlers and never saw an unlock message.
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JudasIscariot: Weird because I unlocked it via participating in the Blood Ring in the Hidden Compound and I fought Brawlers and never saw an unlock message.
I glanced at what classes i have available... I think it's Skirmisher i was meaning, as i don't see a Brawler option.
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JudasIscariot: If you want to have some great fun, you should try unlocking the Brawler class :D

Here's how to unlock it in-game:

Find a dungeon called "Hidden Compound" on the world map.

Be around level 14-15, maybe 17 or so just to be on the safe side.

Get to the end and make sure to have 150 gold.

Make sure to win the fight with the slave (it's easy" and you're done :)

I have to say the Brawler is like a steamroller of fists! I am playing a Skeleton Brawler and I am having more fun than with the Doombringer. First, you know how you get some artifact cloth gloves and you think to yourself "Man, these are usless to me!" when playing a sword swinging class? Well, for a Brawler every pair of gloves is useful as the artifact ones tend to have 2-3 on hit effects and most of them are pretty nasty. For example, the Spellhunt Remnants. For most classes these are useless as they are anit-magic and they cause an anti-magic disruption. Well, as a Skelly Brawler, you still get the AM disruption but since you really don't have anything magical, it does nothing but pop a new icon under your sustains. For bosses, the Spellhunt Remnants are great as they tend to destroy magic AND they will silence them.

Unlock the Brawler and punch everything that moves and if it doesn't move make it move so you can punch it! :D

I used this guide for build-related stuff for my Skelly Brawler:

http://forums.te4.org/viewtopic.php?f=52&t=42854

And here is my level 22 Brawler who died ONLY because I opened a vault door in Dreadfell and let out a herd of creatures that were 20+ levels above me :/

http://te4.org/characters/140587/tome/aa725ac8-075f-42b8-adff-6e0219aa8dfc
This game overdoes it with the sealed doors. I'd rather have nothing at all than an optional suicide booth. I just started playing Explorer so I could open all the doors for once. Maybe I'll remember which ones are ok next time, but I doubt it.
I got Brawler by doing the quest, and I got the notification. I guess working as intended only happens for me.
I still like Wyrmic, but dear god, that Equilibrium builds up way too fast when you really start to get rolling. By the time I was 20, I thought it was funny that I used to debate whether those sustain costs were worth it - it's just a drop in the bucket now.

I've had so many fails that I've almost forgotten what it's like to play a Mana class and suffer between Manasurges. I guess it's all the same, eh?

I might like Stone Warden better after all, just because they have a cheesy resource replenisher and do a lot of damage while doing nothing for free.

Also, I did think about doing Skeleton Brawler when I unlocked Skeleton because of the stat bonuses. The image in my mind seemed far too ridiculous, though. I went with Cursed Skeleton, but it kind of sucks early and seems like a late bloomer to me. (I went full-on Cursed, not Cursed-lite. I'm paying a huge XP penalty for an extra Generic category I won't have enough points to use well for a long time....)

I think a Skeleton who serves Zigur would be the most delicious irony ever. The animated dead fighting in a crusade against magic. Maybe I'll give that a shot if I ever get around to brawling.
Post edited November 21, 2014 by mothwentbad