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Brainstoming for new skilltree builds.


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Don't have one to contribute myself but I'm interested to see the opinion from people who main these characters and what build they would prefer.

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Wormwood main here

For early game, a build with the faster and longer bloom, monkeytail crafting for easier honey poultices, and lunar cultivator 2 for the easy light. Still gotta see whether the sleeping spores are worth it though

 

For lategame, the same but switch lunar cultivator II for lunar guardian II

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26 minutes ago, Wardin25 said:

Wormwood main here

For early game, a build with the faster and longer bloom, monkeytail crafting for easier honey poultices, and lunar cultivator 2 for the easy light. Still gotta see whether the sleeping spores are worth it though

 

For lategame, the same but switch lunar cultivator II for lunar guardian II

I agree, but I would not take the monkeytail one, the spores are used to kill the bee queen easier since we rush the ruins anyways, so getting some moonshrooms in the way isn't counter-productive to a normal wormwood solo world tempo. I guees I would take the spawning ones in the late game? (assuming you haven't earned the inspiration yet)
And taking that tree is useless since the swamp already have some in it. Also the monkey island already spawns a lot of them for you to be enough the journey anyways. Since making 40 compost wraps take 280 lightbulbs and a single trip to the mosaic/rocky biome with 2 gold picks for 40 nitre (can get it by day 12 when coming back from the ruins)

I don't know if you can switch the perks/traits yet? so if there is a way then you're right = late game lunar guardian II and early game cultivator II.

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I do not main any of these characters but these are the builds I'm considering using on Woodie. I have not used these in a run yet.

This one for early game:

image.png.7b0188a0d31cd99d3b1caddeec4cce1f.png

And this one for mid-lategame:

image.png.15959e32ee7591ceb3708f836caac023.png

The idea here being that in earlygame, I can spam Goose's takeoff ability and craft a walking stick to explore the map faster, and make treeguard idols for early living logs to make ruins staves. The final 2 points in weremoose is to make clearing the ruins a little easier.
When I change to the midgame build, I won't have as much of a need for scouting or living logs, and can instead invest in gathering, making weremoose stronger against planar enemies, and negating the effects of moonstorms.

Woodie has a lot of great choices though, nearly all the choices seem fitting in the right context.

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I'm personally interested in the weremoose upgrade since one of the primary complaints for woodie was his dedicated combat wereform not offering anything he couldn't already do with a darksword. wonder how his new 3-hit combo stacks up compared to the standard damage dealing methods now.

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4 minutes ago, inzecta said:

I'm personally interested in the weremoose upgrade since one of the primary complaints for woodie was his dedicated combat wereform not offering anything he couldn't already do with a darksword. wonder how his new 3-hit combo stacks up compared to the standard damage dealing methods now.

Weremoose combo is slightly stronger than dark sword DPS (153 vs. 136 DPS, tested using the "Training Dummy" mod), assuming you're holding F, never moving and never getting hit. This is obviously very unlikely, but the 3rd attack does have some other notable benefits when you pull it off:

  • AoE damage
  • A whopping 146 damage vs. planar entities (This can kill a deadly brightshade before it gets the chance to unstun itself if you get to them fast enough)

And of course, the added health regen on weremoose is absolutely phenomenal (it's about 60% of jellybeans' regen to give you an idea)

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