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What's your Wormwood build? And why?


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(Dont remember the names) All of the bloom perks with petal production and overheating protection. Mushroom planter skills including the sleep cloud and the poop inducing drug. Lunar pals 1 to 3 if starting a new world, being able to spawn bulbous lightbugs is a great perk for yourself and for teammates to catch. If lunar rifts have been activated i will portal switch skills from lunar buddies to lunar guardian 1 and 2.

Woodie has a good reason to have different builds depending on what wereform mastery you like the most or if you like his cheap helmet and cane over his treeguard idol skills.

Wormwood on the other hand just has this one effective build except for switching to lunar guardian in the late game. The plant crafting is pretty useless except for very late megabasing needs, same with the farmhand perks if you wanna do a massive farming session with like a farm made of like a million farmplots which is extremely niche for how many skills are dedicated to it. The fruitfly attraction and bee friendly skills are just useless and have no real use at all.

That being said, the moonshroom sleep cloud is a very very very powerful effect. Being able to cheaply sleep bosses or hordes of mobs like hound waves/shadow splumonkeys/monkey raids is awesome. Hopefully klei will allow them to be grown in mushroom planters.

I dont think theres really any strategy to picking ww skills. 

The only interesting skills to me r moonshroom cloud and lunar guardian 1&2. Everything else is basically filler. 

So: useless butterfly skill, followed by the mushroom masteries, moon shroom cloud and the useless syrup skill. Now u can pick Lunar Guardian 1&2. 

After that ur forced to spend the rest of ur points on the blooming skills in the bottom left corner since everything else is pointless. U get free petals to turn into poop or rot and summer insulation if for some reason ur on the surface during the summer but not using a thermal stone. 

If u want cute but mostly pointless pets running after u pick lunar cultivator. Even the supposed early game utility of the lightbug skill i find questionable. 15 HP for only 1 day of light is very bad. 

Farm Hand branch might as well not exist and the plant crafting branch is for decoration or mid/late game monkeytails grinding if ur base is far from swamp/has few reeds and u plan on using a lot of night armor/poultices. 

WW’s skill tree is a joke aside from moon shroom cloud. And the very late game buffs on brightshade gear. 

 

In my opinion, this is the best use for his skill tree, for now:

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- The blooming is decent and the insulation resistance is good, the petals can be used as a alternative way to get rot or manure (Instead to go to the caves to get lightbulbs);

- The mushroom skills are also good (The sleeping spores is very useful, but i still want the ability to plant moonshrooms on mushroom planters)

- And it's obivious, the lunar guardian is the best one.

- Because the only 1 skill point remaining, use it on the lunar cultivator, you can spawn carrats, and then, kill them for leafy meats and carrot seeds, it's very cheap and you can make many of them.

Why i would chose to create a lureplant that is very expensive and takes 30hp, if i can spawn a carrat for only 5hp and a carrot? lol

The farmhand branch is useless, don't use it, unless if they fix it and give actual good skills.

I dont have Wormwood but thats how I would goimage.jpeg.6b9e1d81ece44dd934d09fd2fae6fe80.jpeg

  • The whole farm branch is useless
  • Pet branch seem useless or just doesnt fit my playstyle/need
  • I dont need summer protection, I always go to cave
  • I fail to see the purpose of the poop syrup
  • Berry bushes for late game decoration
  • Lureplant and monkeytail are already renewable so I wouldnt pick them

On personal server, I would pick petal production to get tons of gift wrap but on pub server I'd go for monkeytail.

Just realised that Im picking thoses skills mostly by default, not particulary for their usefullness but because the others arent that attractive.

46 minutes ago, Lossy15 said:

Why i would chose to create a lureplant that is very expensive and takes 30hp, if i can spawn a carrat for only 5hp and a carrot? lol

Trading health for food value or sanity is expensive for Wormwood in general when you can plant more seeds. Even then, the more Leafy Meat harvests you get from the Lureplant the less health it actually costs per meat.

Getting Lureplant harvesting of Grass, Twigs, Berries, Reeds, etc. started sooner is strong and does not require Wickerbottom (though there's a lot more potential there) as the rate of generation (if you are passing by and replanting the bulb every now and then) will likely outpace your rate of use.

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- Petal production actually underrated, u can tame fully a beefalo only using petals. No cost at all, just blooming resources. By half of winter u boof is done so u can actually go for Shade plant before summer starts if u want. But day one? definitly petal.

- Shroom Cloud usefull in battles more than lunar Guardian cuz freedom of equips but I got both anyway cuz still better than nothing. I dont thing saladmanders worthed more about dealing damaging either.

- Monkeytail Crafter cuz Wicker/Wanda/Maxwell will love u eternally.

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I do this Wormwood build because the flowers and saplings allow me to mass produce rot and compost, and the extended bloom range allows me to spend less time running across the rich fields of food. The mushroom planters allow me to farm green caps to manipulate my sanity greatly. The blooming stuff I just did for filler and the carrat was because I was hungry. 

14 hours ago, Memetan said:

The skill tree of Wormwood it's weird (for me) and some skills that I can unlock are not too good. So, can you guys tell me what skills you unlock, and what's the goal of that build?

flower petals + Brightshade perks, to tame beefalo and use brightshade perks infinitely
or
invoke carrat + craft lureplant, to make an infinite farm of lureplants killing the carrats because it is the only use for these poor creatures,

I would do the mushroom path if it was possible to plant the moonshrum but it seems to be a good source of food when you don't feel like planting

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late game: everything but lureplant on right so that i can get brightshade buffs for combat and the three bloom speed and duration perks aswell as mushrooms up to sleep. this build is basically just for niche combat perks.

early game: u swap brightshade perks out for summoning saladmanders for combat. though this isnt super ideal without a dragonfruit setup. Spamming mushrooms for filler and sanity is def nice

If I could I would only take the Lunar Cultivator Skills. Everything else is super boring or worthless. The fact there is a cap on the number of critters you can make with the Cultivator skills makes it double dumb. First time I've been extremely upset with Klei for an update. Normally there are upsides I can look towards with stuff but not so much with this patch. Just pure downside in my eyes.

at 50 damage per hit x3 with their quick attack speed and the fire ticks which are around 20 and happen quickly i can kinda see why they are capped at 3. the only thing is they are real finicky about when they decide to fight. sometimes they react to you getting hit or attacking sometimes they dont and sometimes only  one react while other times they all react

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