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I can confirm that dropping a damage character is completely fine, provided you have enough crowd control (which you are getting from arches when you aren't pulling silly movement shenanigans)
if you'd like, here's an invite link to the official Wildermyth discord server; anyone who puts forward a build I've never heard of that sounds even partway plausible is someone I'd love to hear more from!
https://discord.gg/wildermyth
https://discord.gg/QarBqdWQ
not sure which link'll actually work but hopefully one of them will xD
Still. It's a mobility counterpart to Spiritblade Mystics. Instead of giving attacks to reward movement, you give movement to reward attacks. That's gotta work out somehow, right?
I'll have to add a note about ignoring terrain and LoS, that's a bit of an oversight on my part! maybe I'll even bump the synergy rating a little if that mystic build proves to be a heavyweight! I'll have to consult the discord server about it!
See, Windwalk is not just "8 + Potency = Speed for 1 turn." It's, "go to a visible tile within range of that." That's right, it ignores the user's line of sight. If a party member or a piece of scenery can see a tile, Windwalk can take you there. Very few maps are big enough for Windwalk to come up short, and most of those few maps tend to zig-zag so Windwalk is still leagues ahead of other mobility options. As it happens, Mystics get quite a bit of potency from just leveling up, so they don't have any issues using Windwalk to go places.
Having Arches+ and Naturalist together means that in one turn, a Mystic can cast Arches+ to spawn a tree, become hidden, and start Treecalling people in this and the following turns.
As it so happens, Treecall also ignores line of sight, and it also has a generous range that's based on the user's position instead of the tree's position.
What I don't know, however, is how well this all holds up in Walking Lunch difficulty. I can see it cheesing certain maps with the team-wide mobility it offers, but dedicating 4 levels [5 with Windwalk+] seems a little extreme for a Mystic. They have trouble reaching level 7 in most campaigns, so they won't soon be picking up Earthscribe, Spiritblade or Elementalist to contribute much besides the zoomies. I guess maybe if you drop Arches+ and stick to just Arches, Windwalk and Naturalist you'll get your options back?
(I also play with free level-up rerolls, because that's just too much RNG for me.)
I stand by "go write your own" though.
And Viciousness is a waste of Legacy Points too. I used to pick Endurance, Hardiness and Viciousness. I don't any more. NOT even on non-mod based builds.
I already know how you play the game. the extended nothing-discussion on discord about how you've adapted my Ember Rail Cannon team was more than enough to clue me in. I'm not having another nothing-discussion on steam. please, for the love of the game, let it end here.