Difference between revisions of "Wyrmic"

From Tales of Maj'Eyal
Jump to: navigation, search
(Survival)
(Strategy)
Line 205: Line 205:
  
 
==Strategy==
 
==Strategy==
Wyrmics are warriors who possess the powers of dragons. They have strong offensive and defensive capabilities, using both weapons and talents.
 
  
===Racial Choice===
+
See [[Guides#Wilder|Wilder Strategy Guides]].
 
+
[[Dwarf|Dwarves]] have a high life rating and starting bonuses to Strength and Willpower. The racial talents provide extra surviveability in the form of armor, a large passive save bonus, and a situational escape option. Dwarves are tied with Thalore as a good choice for Wyrmic.
+
 
+
[[Thalore]] have starting bonuses to Strength and Willpower. Racial talents provide passive saves, damage bonuses, disease resistance, resistance bonuses, and a summoning ability. The experience penalty is higher than Dwarves, but this usually does not make much difference - experience is generally plentiful.
+
 
+
[[Cornac]]s have no starting bonuses and no racial talents; and the category bonus is less helpful because Wyrmics have many unlocked trees. This makes Cornacs hard to recommend.
+
 
+
[[Higher]]s have a racial healing skill that scales with Willpower, and you will be bosting Willpower. However, the other racial skills are less useful for a Wyrmic - {{t|Born Into Magic}} applies to magic (not Wild Gifts); and {{t|Highborn's Bloom}} is less useful for the equilibrium-using Wyrmic. This makes Highers hard to recommend.
+
 
+
[[Shalore]] have a low life rating and starting penalty to Strength. Racial talents are occasional speed boost, critical chance/power boosting, occasional invisibility, and {{t|Timeless}}, which is universally useful. This makes Shalore an interesting option to play if you can survive the early game.
+
 
+
[[Doomelf|Doomelves]] are similar to Shalore but the racial talents are more offensive-based. In particular, {{t|Pitiless}} is less useful in general than {{t|Timeless}}. This would be another interesting but potentially challenging race for Wyrmic.
+
 
+
[[Halfling]]s have a starting penalty to Strength, but a decent life rating (equal to Dwarves). Their racial talents are mixed offensive and defense, but none stand out with great synergy for Wyrmic style play. Not really recommended.
+
 
+
[[Yeek]]s have a huge life penalty, and starting penalties to Strength and Constitution. The starting bonus to Willpower offsets the Strength bonus, but the lack of life is a big issue, since Wyrmic will often be fighting in melee. Racial talents are not of particular synergy with Wyrmic play. {{t|Unity}}'s silence resist does not help you since Wild-Gifts don't use voice. Yeek is hard to recommend.
+
 
+
[[Ogre]]s have top-notch survivability from the highest life rating. They have a starting penalty to Willpower, but this is offset by bonus to Strength. Racial abilities which focus on infusion/rune cooldown reduction and power improvement are universally useful. Finally, the ability to use a two-handed weapon and a shield or dagger together (with {{t|Grisly Constitution}} 5) provides excellent opportunities to succeed. Recommended.
+
+
Undead can not be Wyrmics.
+
 
+
 
+
===Offense===
+
There are several viable builds for Wyrmics. The simplest is to boost [[Strength]] and bash things with weapons, and breathe on them. (All Wyrmic breath talents scale with Strength.)
+
 
+
There are two schools of thought regarding weapon choices. The class starts with a two-handed weapon, so they can choose to play like a [[Berserker]] (with breath weapons).
+
 
+
Wyrmics also start with the {{c|Shield Offense}} tree, so they can choose to switch to a one-handed weapon and shield (after investment in {{t|Armour Training}}). This lets them play in the style of [[Bulwark]]s (with breath weapons), using {{t|Shield Pummel}} and {{t|Assault}} for adjacent targets, and breath weapons for distant ones, or for groups.
+
 
+
Wyrmics do not start with [[Mindstar mastery (category)|Mindstar Mastery]], but they can purchase it in [[Zigur]], or learn it by betraying an [[escorts|Alchemist escortee]]. This gives you a third build choice, using [[mindstar]]s. A mindstar build will favor [[Willpower]] over Strength, and will lean on talents that scale with [[Mindpower]] or Willpower. Melee damage with the mindstars will be low at first (before tier 4 mindstars start dropping), but quite powerful in the late game.
+
 
+
===Survival===
+
Boosting the {{t|Armour Training}} talent is highly recommended. Wearing heavy or massive armour helps immensely, as you will frequently find yourself fighting hand-to-hand.
+
 
+
You have just one healing talent ({{t|Nature's Touch}}) -- or two, if you count {{t|Swallow}} -- but absolutely no monster detection or shielding capabilities. You'll have to rely on [[Armour]], [[inscriptions|infusions/runes]], high [[Life]] (HP), [[saves]] and resists to survive at higher levels.
+
 
+
The {{c|Fungus}} tree talents make your healing and regeneration more effective. A special tip for Fungus users: {{t|Fungal growth}} gives you a weak (but free) regeneration effect, which will appear to block your ability to use your regeneration infusions. You can remove the weak regeneration effect, if necessary, by right-clicking on its effect icon.
+
 
+
{{t|Lightning Speed}} is an excellent mobility talent, more versatile than [[Rush (talent)|Rush]], although you could also spend points to get Rush as a fallback when Lightning Speed is on cooldown. (A category point is required, though.) Additional mobility sources will help -- a movement infusion, or a psychoport totem, are excellent choices.
+
 
+
Wyrmics have some good disabling talents. {{t|Sand Breath}} (blindness breath attack) is quite effective against late game foes (Orc Prides). {{t|Bellowing Roar}} can confuse nearby opponents. {{t|Ice Breath}} can freeze them. {{t|Ice wall}} can block off enemies from being able to attack you completely, or to break off a chunk of foes to fight later.
+
 
+
Eating the [[Heart of the Sandworm Queen]] unlocks the {{c|Harmony}} tree. The {{t|Elemental Harmony}} talent gives you a variety of effects when you are hit by elemental damage; a common combination is to hit yourself with fire damage for the speed boost. {{t|Waters of Life}} doesn't cure diseases and poisons, but instead makes them heal you.
+
 
+
===Anti-Magic===
+
 
+
Wyrmics can go [[Antimagic]], and there are significant bonuses and penalties to this choice.
+
 
+
On the positive side, the {{c|Antimagic}} tree offers powerful defensive and offensive abilities. {{t|Resolve}} provides resistance bonuses tailored to your incoming damage AND helps reduce your equilibrium; {{t|Silence}} can cripple many of the game's stronger magic-using opponents; {{t|Antimagic Shield}} provides flat damage reduction for most non-melee attacks; and {{t|Mana Clash}} provides a useful anti-spellcaster nuke. All of these abilities except for Silence scale with mindpower, giving them natural synergy with your Wyrmic abilities. You will also be able to get additional bonuses from arcane-disrupting items, but this affect is usually minor.
+
 
+
On the negative side, Wyrmics already have access to the {{c|Fungus}} tree, so the bonus from getting this tree after defeating [[Urkis]] is wasted. If you have [[Embers of Rage]], you will also be prevented from taking the new {{c|Undead Drake}} tree. Finally, as usual with [[antimagic]] you will be unable to use {{arc}} powered items and runes. This cuts you off from many powerful items, and useful runes (teleport runes in particular, as quick escape options).  
+
  
 +
You can also see the Wyrmic [[Wyrmic/notes|general notes]], but they may be out of date.
  
 
{{classes}}
 
{{classes}}

Revision as of 09:36, 20 March 2016

Wyrmic

Wyrmic 128 bg.png

Metaclass Wilder
Locked Yes
Starting Life 110
Life Rating +2
Stat Modifiers
Strength +5
Dexterity 0
Constitution +1
Magic 0
Willpower +3
Cunning 0

Locked Description

Sleek, majestic, powerful...

In the path of dragons we walk, and their breath is our breath.

See their beating hearts with your eyes and taste their majesty between your teeth.

Description

Wyrmics are fighters who have learnt how to mimic some of the aspects of the dragons. They have access to talents normally belonging to the various kind of drakes.

Their most important stats are: Strength and Willpower

Starting Equipment

  • Iron Battleaxe
  • Rough Leather Armor

Starting Talents

Talent Categories

Class
Type Name Mastery Locked Talents
Technique Two-Handed Assault 1.10 No Stunning Blow Fearless Cleave Death Dance Execution
Technique Shield Offense 1.10 No Shield Pummel Riposte Shield Slam Assault
Technique Combat Veteran 1.00 No Quick Recovery Fast Metabolism Spell Shield Unending Frenzy
Wild-Gift Sand Drake Aspect 1.30 No Swallow Quake Burrow Sand Breath
Wild-Gift Fire Drake Aspect 1.30 No Wing Buffet Bellowing Roar Devouring Flame Fire Breath
Wild-Gift Cold Drake Aspect 1.30 No Ice Claw Icy Skin Ice Wall Ice Breath
Wild-Gift Storm Drake Aspect 1.30 No Lightning Speed Static Field Tornado Lightning Breath
Wild-Gift Venom Drake Aspect 1.30 No Acidic Spray Corrosive Mist Dissolve Corrosive Breath
Technique Combat Techniques 1.00 Yes Rush Precise Strikes Perfect Strike Blinding Speed
Wild-Gift Higher Draconic Abilities 1.00 Yes Prismatic Slash Venomous Breath Wyrmic Guile Chromatic Fury
Spell Undead drake 1.30 Yes Raze Infectious Miasma Vampiric Surge Necrotic Breath
Generic
Type Name Mastery Locked Talents
Techniques Combat Training 1.00 No Thick Skin Armour Training Combat Accuracy Weapons Mastery
Wild-Gift Call of the Wild 1.20 No Meditation Nature's Touch Earth's Eyes Nature's Balance
Wild-Gift Fungus 1.10 No Wild Growth Fungal Growth Ancestral Life Sudden Growth
Cunning Survival 1.00 Yes Heightened Senses Charm Mastery Piercing Sight Evasion
Wild-Gift Harmony 1.10 Yes Waters of Life Elemental Harmony One with Nature Healing Nexus

Strategy

See Wilder Strategy Guides.

You can also see the Wyrmic general notes, but they may be out of date.

Classes

Classes with a non-white background need to be unlocked or may have other requirements
Classes
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator
Brawler