Did that one life for giggles. Fun, but not worth doing for multiple lives.
Haha! Didn't expect the first comment to mention me.
Haha! Didn't expect the first comment to mention me.
However... you want more ideas? Cause I have a bucket full of strange & stupid ideas lol.
You'd need more Alchemist levels to get action boosts worth having. At level 1 you get attack or defense only which isn't great...5. Drink Tank
19 ???/Alchemist 1.
1 Level in Alchemist gives access to spells called 'Bottled Boosts' which give bonuses like any Action Boost. Except... you can use it as many times as you like if you have the spell points.
With 3x epic Arcane Alacrity lives, Shadowcaster & Dragon Soul filis the cooldown of these spells can hit ~21 seconds - essentially meaning having an almost full uptime of action boosts and gaining any bonuses associated with them (inc. Human, Dreadnought etc.)
The bottle spells can be animation cancelled with tumble - halving the cast times of them and having great synergy with feats like Defensive Tumble and Guarded Actions.
They do suffer from Arcane Spell Failure (and boosts on cooldown if it does fail to cast), but this can be completely negated in Machrotechnic.
I've seen ki caster builds posted just about everywhere before, but this is the very first time I've seen them explained succinctly and precisely enough for me to see WHY they work in the first place.6. Ki Caster
Sacred Fist 14 / Monk 2 / Wild Mage 4 - OR - Wild Mage 4+/Druid 3-6+/Monk 3+
With particular splits and abuse of tags on ki spells, these 'spells' can pack a punch.
Ki Bolt from Henshin* - is everyone's fan favourite but Sacred Fist's spells have more potential for even more damage as they have the 'fire' tag (excluding Ki Bolt). 2 Monk gives the ability to attack Imbue damage onto ki spells, 14 Sacred Fist gets +light damage to ki spells + Ki Explosion and 4 Wild Mage gets Mixed magics.
At end-game the SF/Mnk/WM was getting anywhere from 40-120k damage on Ki Wave and Ki Explosion because of the (essentially) no MCL on these spells and the extra caster levels gained through Spell Augmentation, Fire Savant cores and Wild Mage's Power in Chaos. The real doozy here is: Ki spells don't trigger wild surges! Meaning you can simply ignore bad surges altogether.
The alternate WM/Drd/Mnk: Season's Herald is the only way to get +CL with Force spells (can get a total of +3, inc. Time and Tide) which Ki Bolt is.
Sure but activating action boosts itself can be useful with the right enhancements and card curse while keeping your actual good action boosts (charges) around for when you need that extra potent boost. There's not a lot of reason to get more levels in Alchemist other than maybe more defensive spells on a melee.You'd need more Alchemist levels to get action boosts worth having. At level 1 you get attack or defense only which isn't great...
There is definitely more to it I didn't list here. But Ki Wave is an amazingly unique spell in that it can hit enemies multiple times with no save (so even works well on high dungeon alerts).I've seen ki caster builds posted just about everywhere before, but this is the very first time I've seen them explained succinctly and precisely enough for me to see WHY they work in the first place.
Thanks for that!
2 Notable Wild Mage/Druid/Monk splits if going the Ki Bolt route (likely to pair with Draconic Incarnate's Attune the Arcane):6. Ki Caster
Sacred Fist 14 / Monk 2 / Wild Mage 4 - OR - Wild Mage 4+/Druid 3-6+/Monk 3+
With particular splits and abuse of tags on ki spells, these 'spells' can pack a punch.
Ki Bolt from Henshin* - is everyone's fan favourite but Sacred Fist's spells have more potential for even more damage as they have the 'fire' tag (excluding Ki Bolt). 2 Monk gives the ability to attack Imbue damage onto ki spells, 14 Sacred Fist gets +light damage to ki spells + Ki Explosion and 4 Wild Mage gets Mixed magics.
At end-game the SF/Mnk/WM was getting anywhere from 40-120k damage on Ki Wave and Ki Explosion because of the (essentially) no MCL on these spells and the extra caster levels gained through Spell Augmentation, Fire Savant cores and Wild Mage's Power in Chaos. The real doozy here is: Ki spells don't trigger wild surges! Meaning you can simply ignore bad surges altogether.
The alternate WM/Drd/Mnk: Season's Herald is the only way to get +CL with Force spells (can get a total of +3, inc. Time and Tide) which Ki Bolt is.
Interesting idea with bear and raging but this would disable monk stances. Let me know if this works.
- 12 Wild Mage/5 Druid/3 Monk - Between Core 4 of Wild Mage and Core 2 of Season's Herald, you still get +3 Force Caster Level for Ki Bolt, but you use Bear Form and Beast Unleashed Rage to heavily bolster your Melee Power for the Ki Bolt (40 Melee Power from Nature's Protector, 12 Melee Power from Natural Fighting, another +5 to stack if you feel like tossing on Handwraps as Unarmed Strike stacks with Natural Fighting, and Action Boost: Melee Power from Ninja Spy if you want it). Needs Draconic Incarnate's: Draconic Rage to Ki Bolt while in Rage.
For trickery domain - imo better off going law domain for enchant dc and sit everything on its ass for a long time with a command SLA followed by the spell - not to mention the other enchants in class and in destiny. You can go 17 cleric 3 bard to get higher enchant dcYou want weird builds that work surprisingly well - here's some ideas
Wild Mage has opened up some 'wild' concepts for me. Especially for use on specific class SLAs.
1. The Barbificer
With the introduction of Machrotechnic allowing anyone to use Rune Arms with Rune Arm Use, this includes raging barbarians! (yes you can still fire them). The runearms can be switched out to target vuln for diff creatures.
By pumping Intelligence as a secondary stat, the Harper Agent trance can be used for more damage and the Rune Arm imbue damage can be added on all your melee attacks. The Machrotechnic Stance is also pretty great for melees in general and their epic moment is awesome.
The classic Barbarian 17/Bard 3 - big handaxe crit build here would work with a runearm.
2. BEEEEES using a bow!
Blightcaster 4/Dark Hunter 15/Wizard 1 or Barbarian 1 or Monk 1 (bow/shuri)
4 Blightcaster gets bee form - which introduces evasion back to DH Ranger while not sacrificing any Wilderness Lores. It also counts as being in 'Wild Shape' for purposes of specific items. Hive and Thorn forms are unique in that you can use any weapon you like.
1 Wizard gets 1SP cost invisibility SLA so you can spam the DH's + Sneak Attack per wilderness lore while invisible, 1 barb simply gives movement speed & more survivability, while 1 Monk can give Fire Stance for additional +1 19-20 crit multi.
Know that runearms will break your oath - so that's an item you cannot wear an offhand stat-stick for Inquis or other Crossbow builds. This potentially works better as a Bow or Thrower. More levels in Blightcaster and getting Wis to hit/dmg is also viable to make more of a support build.
3. Trickery Clorc
Wild Mage 14/Dark Apostate 4/Sacred Fist 2 - OR - Wild Mage 14/Cleric 6 - OR - Wild Mage 16/Cleric 4
(or like something else around this split, maybe more cleric or sf, less sorc?)
A unique concept still trying to figure out the best split - with the use of Mental CC (holds dance etc), destroying of undead with Turn Undead and Sorc's spell damage.
Turn Undead uses Charisma + cleric level to determine hit dice turned. Therefore a main stat Charisma turner with Bane of Undeath in EA works better than a full Wisdom 20 Cleric.
Levels in Sacred Fist and DA allows double-dipping into the Turn Undead enhancements from Radiant Servant and Dark Apostate while Wild Mage makes sure to keep max Caster Levels with Mixed Magics.
Any elemental domain opens up the ability to destroy elementals or the Beast domain for beasts while the original idea with Trickery was to get more charisma on turns and Enchantment DCs for Dancing Sphere.
With the epic moment in Exalted being able to turn and destroy anything, this one could get quite fun.
4. Mercy Clonk
The idea of this one was to make use of Hands of Mercy ~ Cleric 12/Wild Mage 4/Dragon Disciple 4
Hand of Mercy in Shintao is a no capped, 9 second cooldown, free AoE SLA heal with no range (you have to be able to select them and not be blocked, that's it) that also applies restoration, remove curse, blindness and remove disease. It is also a positive 'spell' which triggers Exalted Angel mantle and scales with positive spellpower and crit. It doesn't even require being centered to use.
With the right filigrees and enhancements mixed with Radiant Servant, it has a potential healing output greater than Heal or Cure Critical Wounds. This would be really handy for some free AoE heals in long raids.
5. Drink Tank
19 ???/Alchemist 1.
1 Level in Alchemist gives access to spells called 'Bottled Boosts' which give bonuses like any Action Boost. Except... you can use it as many times as you like if you have the spell points.
With 3x epic Arcane Alacrity lives, Shadowcaster & Dragon Soul filis the cooldown of these spells can hit ~21 seconds - essentially meaning having an almost full uptime of action boosts and gaining any bonuses associated with them (inc. Human, Dreadnought etc.)
The bottle spells can be animation cancelled with tumble - halving the cast times of them and having great synergy with feats like Defensive Tumble and Guarded Actions.
They do suffer from Arcane Spell Failure (and boosts on cooldown if it does fail to cast), but this can be completely negated in Machrotechnic.
6. Ki Caster
Sacred Fist 14 / Monk 2 / Wild Mage 4 - OR - Wild Mage 4+/Druid 3-6+/Monk 3+
With particular splits and abuse of tags on ki spells, these 'spells' can pack a punch.
Ki Bolt from Henshin* - is everyone's fan favourite but Sacred Fist's spells have more potential for even more damage as they have the 'fire' tag (excluding Ki Bolt). 2 Monk gives the ability to attack Imbue damage onto ki spells, 14 Sacred Fist gets +light damage to ki spells + Ki Explosion and 4 Wild Mage gets Mixed magics.
At end-game the SF/Mnk/WM was getting anywhere from 40-120k damage on Ki Wave and Ki Explosion because of the (essentially) no MCL on these spells and the extra caster levels gained through Spell Augmentation, Fire Savant cores and Wild Mage's Power in Chaos. The real doozy here is: Ki spells don't trigger wild surges! Meaning you can simply ignore bad surges altogether.
The alternate WM/Drd/Mnk: Season's Herald is the only way to get +CL with Force spells (can get a total of +3, inc. Time and Tide) which Ki Bolt is.
Just noticed this.2. BEEEEES using a bow!