Mines Malingerer
Posts: 53
Joined: Sunday, 6th November 2011, 00:30
Best/Worst Draconian Transmuter Colors
Top Tier
1. Grey
Pros: Amphibious. Gets a bevy of resistances (asphixiation, clouds, AC). Gets bonuses to the best transmutation school and penalties to one of the worst. Ages well into the late game. Earth magic's highest level spell requires no crosstrain. Can murder Ilsuiw horribly, like she deserves.
Cons: No breathe. Takes penalties to one of the better charm schools, which is bad for a melee caster.
2. Pale
Pros: A good spread of skills bonuses with no penalties. The ability to block line of sight with steam breathe only gets better as the game progresses.
Cons: Steam resistance is a bit of a joke. Steam breathe has marginal damage.
Mid Tier
3. Purple
Pros: Magic resistance is broadly useful. Buff stripping breathe ages well into the late game. The most skill bonuses of any color.
Cons: Breathe does minimal damage. Bonuses are spread thinly and among schools you won't immediately make use of. Difficult early game.
4. White
Pros: Breathe pushes flying creatures. Breathe bypasses AP. rC negates cold blooded. Your starting book's ice form offers good poison resist and water walking options.
Cons: Bolt ages poorly in late game. Not a lot of good ice transmutation spells.
5. Red
Pros: Fire cloud can be targeted to block hallways. Ignite poison makes a mockery of the spider's nest.
Cons: You're doubling down on your cold blooded penalty in dragon form. Not a lot of good fire transmutation spells. Bolt ages poorly in late game.
Bottom Tier
6. Mottled
Pros: Sticky flame eats things early game.
Cons: Sticky flame ages poorly in late game. Sticky flame resist is only really useful in a very limited time window. Minimal bonuses.
7. Green
Pros: Aux poison melee stacks up damage very quickly. Mephitic breathe is amazing early game. Your starting book's spider form spell gives you added survivability and utility. Great early game crowd control transmutation/poison spells.
Cons: Everything they have ages terribly in the late game, leaving you nothing to compensate for Draconians' horrible penalties. You will probably die in hell.
8. Black
Pros: Perma-fly is handy. Gets bonuses to one of the better charms schools. Breathe is extremely powerful early game.
Cons: Air is one of the worst transmutation cross schools while earth is the best. Electric breathe is loud, unreliable, and virtually useless late game.
Scum Tier
9. Yellow
Pros: Not many things resist acid. Resist corrosion is nice if situational. Aux acid bite adds melee punch.
Cons: No skill bonuses. Not many things deal acid damage. Your breathe attack isn't a beam, isn't particularly strong, and degrades things you might actually want to wear.