Difference between revisions of "Wyrmic"

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| Mastery = 1.30
 
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| talent1 = [[Bellowing roar (talent)|Bellowing Roar]]
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| talent1 = [[Wing buffet (talent)|Wing Buffet]]
| talent2 = [[Wing buffet (talent)|Wing Buffet]]
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| talent2 = [[Bellowing roar (talent)|Bellowing Roar]]
 
| talent3 = [[Devouring flame (talent)|Devouring Flame]]
 
| talent3 = [[Devouring flame (talent)|Devouring Flame]]
 
| talent4 = [[Fire breath (talent)|Fire Breath]]
 
| talent4 = [[Fire breath (talent)|Fire Breath]]

Revision as of 00:38, 26 August 2015

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
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

Wyrmics are warriors who possess the powers of dragons. They have strong offensive and defensive capabilities, using both weapons and talents.

Overview

The defining early-game skill for the Wyrmic is Icy Skin. This gives you a huge boost to Armour, and gives you retaliation damage against all monsters that hit you in melee. (In older betas, it was not uncommon for a low-level Wyrmic to do more damage just standing still and letting monsters hit him, than with his weapon(s). This has been rebalanced somewhat in beta 43, with Icy Skin giving greatly reduced results at low Willpower.)

Because of this, one playstyle for a Wyrmic is to boost Armor as high as possible, while keeping Defense fairly low. This way, monsters will hit you, and injure themselves, but not do much damage to you. Equipment that does additional retaliation damage can be stacked on top of this.

Dwarves and Thaloren make excellent 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, and access to Death Dance and Berserker, so they can choose to play like a Berserker (with breath weapons).

Wyrmics also start with the Shield Offense tree, so they can choose to switch to a one-handed weapon and shield (after investment in Armour Training). This lets them play in the style of Bulwarks (with breath weapons), using Shield Pummel and Assault for adjacent targets, and breath weapons for distant ones, or for groups.

Wyrmics do not start with Mindstar Mastery, but they can purchase it in Zigur, or learn it by betraying an Alchemist escortee. This gives you a third build choice, using mindstars. 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 Armour Training talent is highly recommended. Wearing heavy plate armour helps immensely, as you will frequently find yourself fighting hand-to-hand.

You have just one healing talent (Nature's Touch) -- or two, if you count Swallow -- but absolutely no monster detection or shielding capabilities. You probably aren't boosting Dexterity much, so you'll have little Defense, especially if you are running Berserker. You'll have to rely on Armour, infusions/runes, high Life (HP), saves and resists to survive at higher levels.

The Fungus tree talents make your healing and regeneration more effective. A special tip for Fungus users: 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.

Lightning Speed is an excellent mobility talent, more versatile than 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, so it's an awfully expensive purchase from an otherwise useless tree.) Additional mobility sources will help -- a movement infusion, or a psychoport totem, are excellent choices. If you are not doing Antimagic, you can also wear an amulet of teleport, or use a rune of teleport or controlled phase door.

Wyrmics have some good disabling talents. Sand Breath (blindness breath attack) is quite effective against late game foes (Orc Prides). Bellowing Roar can confuse nearby opponents. Ice Breath can freeze them.

Eating the Heart of the Sandworm Queen unlocks the Harmony tree. The Elemental Harmony talent (sustained) 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. Waters of Life doesn't cure diseases and poisons, but instead makes them heal you.

Confusion can be deadly, and you have no talents that help you resist it -- unless you are a Dwarf or Thalore. The Dwarven talent Power is Money gives a tremendous boost to saving throws in the mid- and late-game, and is one of the reasons why Dwarves are a top pick for this class.

Wyrmics, more so than any other class, may strongly consider pursuing Antimagic. The Antimagic talents scale with Willpower, which you are already boosting for the draconic talents. Resolve in particular helps you recover Equilibrium practically for free, and gives a little bit of elemental resistance. However, sacrificing the tools of arcane magic is never a small price, so consider the choice carefully.

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