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Discussion in 'Dungeons of Dredmor General' started by benbenben3, May 3, 2012.

  1. OmniaNigrum

    OmniaNigrum Member

    Well done Kazeto. I had to search to learn the meaning of Genuflect. Your vocabulary is commendable. :)
    https://en.wikipedia.org/wiki/Genuflection
     
  2. Lorrelian

    Lorrelian Member

    I call this "Taking ALL the Turns":

    Unarmed Combat
    Clockwork Knight
    Assassination
    Viking Magic
    (Thingsx3)

    The basic idea here is to rush to CK lv. 4, get the Clockwork Threshing proc, then rush Unarmed Combat and get Nice Combo, then fill out Assassination so you have Sneaky Shiv. At this point you have five, I say again, five procs that essentially give you extra turns. Throw in something to help boost your counter attack, like Piracy, and you're an almost untouchable death dealing machine!
     
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  3. Warlock

    Warlock Member

    Perception, Clockwork Knight, Promethean Magic, Tinkering, Alchemy, Viking Wizardry, Battle Geology.
    Words cannot describe how strong this skill set is. Clockwork Knight and Battle Geology help early survival, Perception helps keep the class in loot and makes the most of scarce resources, Promethean Magic helps to blow things up, Alchemy helps you sustain blowing things up, Viking Wizardry's mainly in there for Thor's Fulminaric Bolt and some other skills, Tinkering helps one craft one's own traps if necessary and gives other options also (Thaumite Nest + Zoo = I am winnar).

    This is my current build and is going quite strong actually. I don't feel the loss of Mathemagic, Burglary, Archaeology, or anything else that would be seen in a typical build. I *might* just take on Dredmor in Melee using a clockwork ravager kronged out with everything just to laugh in his face. I'll probably have to since fire, DoT effects, and some other things don't work on him.
     
  4. Trivial

    Trivial Member

    Just defeated Dredmor using a dodge-heavy build. Unarmed, Perception, Dodge, Burglary, Archaeology, Piracy, and Demonology. By the end, I was tanking zoos with dodge and block both around 100 with my demon circle going. Weaknesses of the build was magic resist when not in the demon circle, and no AoE attack at range. All skills could've been maxed by the time I met Dredmor (I chose not to complete the demonology line).
     
  5. Aegho

    Aegho Member

    Having fun with throwing, unarmed, clockwork knight, tinkering, alchemy, perception and circus freak.

    Throwing king.
     
  6. Megaron

    Megaron Member

    Good lord, is there anything you CAN'T throw?!
     
  7. Kazeto

    Kazeto Member

    Yeah, he can't throw spells around.
     
  8. doorhandle

    doorhandle Member

    Runecaster. PROBLEM SOLVED!
    Also, I have a similar build to Lorrelian, except with wrestlmancsy and swords. Also warlockery and philosoraptor, but they're mostly redundant as 90% of my damage is clockwork threshing/counterattacks.
     
    TheJadedMieu and Kazeto like this.
  9. Shwqa

    Shwqa Member

    Axe Cop
    • Axe
    • Dual Wield
    • Tinkering
    • Clockwork Knight
    • Inquisitor
    • Avenging Executor
    • Big Game Hunter
    This is meant to be a completely silly build. The build has a ton of :crit: (a possible 42 without stats, buffs, and items) making this character hit very hard. Avenging Executor deals more damage each critical hit and it scales off :crit:. Clockwork Knight lets you rocket all over the place. Although unlikely, if you could get 2 clockwork ravagers you could have a possible 60% at threshing. Tinkering helps to make those Ravagers and other clockwork equipment + :trap_level: helps a lot too. Inquisitor gives great buff, debuff, and a healing spell. BGH because Axe Cop needs to hunt the biggest game of all... man.
     
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  10. TMonk

    TMonk Member

    I'm surprised no one has posted a melee+pet build. A great starting combo to recommend for new players - easy to grasp and a relatively straightforward win when Going Rogue.

    One- or two-hits most enemies; named baddies get either a pet tank + melee attacks or mysterious/invisibility + ranged damage. Mainly passive procs, spells that don't rely on magic power.

    The only things locked down are Burglary for escapes and Dual Wield for power. The rest are fielder's choice. Even using just core skills, you can easily win with:
    • Burglary
    • Archaeology
    • Assassination
    • Dual Wield
    • Berserker Rage
    • Master of Arms
    • Golemancy
     
  11. Ruigi

    Ruigi Will Mod for Digglebucks

    If you want to mass produce (ie dual wield) ravagers, you NEED tinkering/smithing together. The chances of you finding four clockwork chainaxes is ridiculous to nil. Otherwise you're just putting faith in the RNG that you'll find two ravagers. I would switch out BGH with smithing, but that's just cause I'm of the opinion that BGH is a rubbish skill. (david I hope you're reading this I SAID ITS A RUBBISH SKILL-ALONG WITH WANDLORE)
     
    TheJadedMieu, Marak, Aegho and 3 others like this.
  12. Shwqa

    Shwqa Member

    Yeah BGH is pretty terrible but how else is Axe Cop supposed to hunt crime?


    Anyways I misread the crafting guide and thought I only need steel axes, not fine steel axes, to make a chainsaw axe. Smithing would have been a much better idea. Though with clockwork knight and some mod items I can get temporarily get that 4 :smithing: for the fine steel axe and 2 rings of iron thorns.


    Edit: Here is the comic I'm referencing for this build. http://axecop.com/index.php/acepisodes/read/episode_0/
     
    OmniNegro likes this.
  13. Mr_Strange

    Mr_Strange Member

    Interestingly, BGH is becoming one of my favorite "throw away" skills - skills I don't plan to put points in, but take just for their lvl1 bonuses.

    BGH has a really excellent experience gain for no points invested. I find it's on par with lockpick or heavy traps skill (usually tinkering) for getting me an extra 1.5 levels on DL1. Plus, it requires absolutely no effort on my point. Doesn't work with pets, but other than that, it's pretty sweet.
     
    Marak likes this.
  14. Shwqa

    Shwqa Member

    Vampirism... again.. really?

    • Vampirism
    • Dual Wield
    • Swords/Piracy
    • Astology
    • Alchemy
    • Perception
    • Nerconomiconomics

    The basic idea is to have a huge amount of :counter:+:dodge: so nothing can hurt you in melee. Nerconomiconomics and Astology both have a ton of buffs that are helpful for melee and their capstones are amazing nukes. Dual wield+ Swords/Piracy can be a 40+:counter:. Perception+Alchemy gives you all the potions you will ever need. So what does Vampirism do for this build? Well it gives :mana_steal::life_steal: and batty form.
     
  15. doorhandle

    doorhandle Member

    GORSPLOSION!

    • Blood Knight
    • Avenging executioner
    • berserker rage
    • dual wield
    • axes
    • Bushido
    • 1 of your choice!
    Found this to be a fun melee build: heal with Bushido+avenging executioner, Use that to fuel blood knight, and have a huge amount of proc-able buffs on hit, on being hit, and on kill. The longer the battle, the stronger the build.
    Telling blow + killing blow is also going to be AMAZING.
     
    Shwqa likes this.
  16. Shwqa

    Shwqa Member

    Solid as a Rock
    • Dual Wield
    • Swords
    • Perception
    • Smithing
    • Rogue Scientist
    • Battle Geology
    • Archaeology
    Another high :counter::dodge: build. Dual Wield+Swords+perception gives a bonus 35-69:counter: based on if you get procs or not. Rogue Scientist gives a you 20% chance to get another melee attack if you counter. Basalt Skin+ Mechanothaumic Rebreather(give free by rogue scientist tree)+smithing+rogue scientist gives crazy high exotic resist. Smithing+perception+It belongs in a museum= quick leveling. Battle Geology gives buffs,debuffs, creates walls, and gives ranges attacks. You also have 2:alchemy: so you can create healing potions.
     
  17. Shwqa

    Shwqa Member

    Mystic Knight
    • Dual Wield
    • Clockwork Knight
    • Blood Magic
    • Demonologist
    • Warlockery
    • Alchemy
    • Archaeology
    I took the name from one of my favorite classes in FF5. It is a heavily magic melee build. No skills scale off of :magic_power: so there is little downside to using heavy armor. Blood magic allows you to overcome -:mana_regen: and allows for pretty much constant celestial circle or warlockery skills going. Alchemy gives you the ability to heal, random teleport, and turn invisible while raising exotic resist and :mana:(which warlockery scales off of). Clockwork knight gives some knockback, teleport, and threshing. Dual wield and archaeology for the obvious reasons.
     
  18. Kazuhiro

    Kazuhiro Member

    I've started on a really fun run with a "Hardcore Warlock" that uses only one modded skill, though my actual game has more mods then your body has room for. I'm wearing Princess Celestia's crown, blessed by Krong with +1 acid damage and +1 armor.

    Barrier Maiden. Warlock. Viking. Astrology. Leylines. Blood Magic. Staff.
     
  19. Ekanselttar

    Ekanselttar Member

    I just downed Dredmor for the first time, on GRPD with this build:

    • Mathemagic
    • Necronomiconomics
    • Promethean Magic
    • Astrology
    • Ley Walker
    • Blood Magic
    • Burglary
    This build takes a while to really get going, but has a decent beginning and eventually becomes ridiculously OP. Necro/Astrology makes surviving at CL 1 pretty easy, with Dragonsbreath to burn down any large groups. Rush for Summon Wyrmling, followed by a point in Burglary for lockpicks and a point in Ley Walker for infinite mana. After that, head straight for Tenebrous Rift. Once you've gotten that far, I've found that the hardest part of the game is simply not killing yourself with Rift. In fact, the build is so powerful that it actually makes a very strong gish - by sacrificing a small amount of :magic_power: to keep :armor_asorb: high, and keeping up Syzygy, Minor Syzygy, Radiant Aura, Celestial Aegis, Mark of C'Thon, and Pact of Fleeting Life, I was able to pick up a random CoE weapon and melee down Muscle Diggles without even summoning my wyrmling. Equip priority is obviously :mana_regen: and :magic_power: , but once you're at 1 mana/turn you can start cranking up :armor_asorb:, :trap_level:, :trap_sense:, and :melee_power: and deal with enemies however you want.
     
  20. JabberSnatch

    JabberSnatch Member

    I have rogue-ish build that has manged to keep me alive through DL 9, 3 mysterious portals, 4 acts of shoplifting, and some large number of chest of evil monsters. (But whether it was because of my build or a very kind RNG is unknown.)

    • Swords
    • Dual Wielding
    • Psionics
    • Piracy
    • Perception
    • Burglary
    • Archaeology
    Swords and Dual Wielding are for high :counter:.

    Psionics is for Psychokinetic Shove and Crystal Healing.

    Piracy is for Swashbuckling but, considering the high amounts of :caddishness: that this build can get, Broadside might be useful.

    Perception is for lucky finds and a few points of :trap_level: but Second Sight does give small buff to :counter: and :dodge:.

    Burglary is everyone's favorite utility skill. What more can I say?

    Archaeology is the only skill in the build which could probably be easily substituted for any other rogue skill. I took this specific skill because I like using It Belongs in a Museum and having a few more points of :trap_level:.

    ETA: I did end up beating Dredmor with this build. It was a rather anticlimactic battle in which I bonked Dredmor on the head with all my Holy Hand Grenades until he collapsed into a little pile of splat.