Geneforge 2 - Infestation

Geneforge 2 - Infestation

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Creations and Shaping Types, Best to Worst
By slartifer
Guide to the best and worst creations in Geneforge 2: Infestation, by shaping type. Compares DPS, survivability, and utility, using "flattened" numbers for easy analysis.
   
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v1.02 Changes
The most recent update (5/8/24) makes a few changes (Innate Haste augment is stronger, Rotghroths/Rotdhizons no longer have a 6 AP basic attack) that have an outsized impact:

- Do not invest in Battle Shaping. It's just flat-out worse than the other types, now.
- Rots now cost more essence to have lower DPS than they used to (not shown below). I now consider them tier 4 rather than tier 1. They are still very sturdy, but drakons are now sturdier for their cost (unless you are ignoring the Rot's attack entirely and aren't even buying haste).
- The Innate Haste augment is now extremely strong, especially early in the game. Fyoras and Artilas will outshine everything else for a while. Drayks, already arguably the best creation, are now even better.
- Slightly higher DPS numbers (roughly +10%, not shown below) for Drayks, Fyoras, Cryodrayks (still bad), Artilas, Searing Artilas (still bad), and Thahds.
Shaping Overview
Infestation has maybe the best balance among Shaping Types from any Geneforge game, old or new. Some creations are still a lot better than others, but each shaping type is quite strong when used correctly, and each excels in different situations.

  • Fire Shaping excels in spammable AoE attacks. This is great when you face numerous enemies that aren't spread too far apart. It's a brute-force, inflexible approach which requires minimal thinking or support (though tactical positioning can be important).
  • Battle Shaping can pump out an obscene amount of ST damage when in melee range, making it especially good against tough high-HP enemies where there is one primary threat that doesn't move around. Closing to melee swiftly is crucial. It also has the sturdiest creations, so pairs well with healing.
  • Magic Shaping offers reliable, renewable access to incredibly powerful statuses that go beyond what spellcasting can get you. It has the most variety, and is very flexible. As such, it rewards (and sometimes requires) thoughtful tactics and flexible thinking from the player.

General Approach to Shaping
A creation's level matters, since it's the almost sole determiner of attack accuracy (in addition to boosting evasion, HP, and damage). The most effective way to increase creation level is by increasing the PC's Shaping skills... which means that, if you're shaping at all, those skills will offer a bigger "bang for their buck" than increasing Battle Magic or Melee Weapons ever will.

This also means that picking just one category of Shaping to advance is most effective. You can spread out points in order to throw in a greater variety of creations, but there is a real trade-off in terms of effectiveness, especially later in the game. (It's still a viable option, just a less effective one.)

Having a few strong creations is generally better than having seven weaker ones, but this doesn't mean every augment is worth buying, and it doesn't mean more expensive creations are always better, either. The game gives you plenty of Essence to play with if you use it thoughtfully.

For Battle Shaping, and to a lesser degree for Magic Shaping, there is a large gulf in effectiveness between early game options and the best creation options. Once you pass Freegate, you'll want to find a way to shape better creations soon. See the last section of the guide for more info.

PC Skill Points
Even as a Shaper, you don't need to invest every last skill point into shaping, but on higher difficulties, you'll want to be judicious. Shaping skill is your default target. Mechanics and Leadership can be done at 6 (you'll get more points from equipment later), and magic skills can be ignored except when you're ready to unlock a key spell (Group Heal, Mass Restore; Speed; Dominate; Airshock). Increase Essence Mastery as needed, but don't go crazy -- your PC level multiplies your total essence, rather than just adding to it, so it's OK to be patient there.
Creations, Best to Worst
Because the shaping types play so distinctly, I've split up the "best to worst" list by shaping type. The numbers listed below are my own calculations (based off raw game data + spreadsheets, and sanity checked by playtesting). They assume the PC has 8 levels in each shaping skill and all Create X canisters/codexes/training.

- Essence cost: expected cost (with recommended augments) / base cost
- Survivability: HP, magnified to represent damage "prevented" by resistances/augments, & with phys/elem numbers averaged.
- DPS: Average damage from their best repeatable attack, multiplied for haste and crit passives, bonus AP, etc. as appropriate.
- I have also adjusted DPS slightly (-3% per notch below a threshold) to account for accuracy based on creation level and default attack accuracy, which is relevant against endgame bosses (or any time you're "pushing it").
- They do not assume the presence of any PC equipment that boosts creation stats. There are a lot of pretty excellent % boosts to damage, in particular, available this way.
Fire Creations
Tier 1: Drayks (26/14 essence for LV 16, Survival 201, DPS 71(124) w/ AoE spam)
Tier 2: Fyoras (12/6 essence for LV 14, Survival 101, DPS 35(61) w/ AoE spam)
- Basically the same creation, Drayks just have higher base level, better attack mults (+ faster animations)
- Best offensive passives lets them spam AoE cone attacks with average output boosted 25% via innate haste (it's +35% but stacks additively with the Haste status)
- Overload (damage in parentheses) is hard to use early, but once you hit higher creation HP and get Mass Healing, it allows you to deal large amounts of damage with little risk. Note that this is less of a boost than shown here if you wear lots of +damage equipment, but it's still a nice boon
- Cheap cost allows you to run many copies, boost level+damage with Int levels, and/or conserve essence

Tier 3: Drakons (24/24 essence for LV 19, Survival 318, DPS 142 w/ Burn)
Tier 4: Roamers (11/8 essence for LV 14, Survival 153, DPS 43 w/ Wrack)
- Less efficient than Drayks/Fyoras, but a decent option if you want to mix in a sturdy creation with ST damage for similar total cost
- AoEs are weak and not worth buying, but Drakon Burn does get you some extra DoT

Tier Nope: Cryoas . . . (18/9 essence for LV 15, Survival 153, DPS 37 w/ Daze)
Tier Nope: Cryodrayks (33/18 essence for LV 17, Survival 208, DPS 83 w/ Daze)
Tier Nope: Ur-Drakons (36/36 essence for LV 20, Survival 330, DPS 165 w/ Burn)
- More expensive versions of their base types that just aren't worth the extra cost in any way

Tier Nope: Pyroroamers (12 essence for LV 11 remote controlled bomb)
- Poor use of essence compared to just making another AoE spammer
Battle Creations
Tier 1: Rotghroths (18/18 essence for LV 19, Survival 351, DPS 127(222) w/ Acid + DoT Boost)
- 6 AP attack means unparalleled ST damage for their essence cost iff they can stay in close melee range
- Free Acid and an only-one-needs-to-buy-it boost to all your Acid and Poison also helps with DoT to take down big single targets
- Overload (damage in parentheses) boosts their damage output as well, though it's not free; I'd fill out a full squad of 7 Rots before investing here
- Tankiest creation outside of Rotdhizons, and tankiest by a mile for their essence cost

Tier 3: Battle Alphas (22/14 essence for LV 18, Survival 320, DPS 65 w/ Stun/Daze)
Tier 4: Thahds . . . . . (12/6 essence for LV 14, Survival 141, DPS 40 w/ Stun/Daze)
- Worse DPS than Rots, but if you want some creation-based Stun and Daze they're an OK option
- If you're on a higher difficulty level, these statuses do start to get less effective later in the game

Tier 4: Iron Clawbugs (13/10 essence for LV 17, Survival 167, DPS 53 w/ Poison)
- Early game stat upgrade over Thahds, better for longer fights where one Stun won't cut it
- The only alternate creation that is cheap enough to overshadow the base creation entirely

Tier 4: Stalkthorns (20/12 essence for LV 18, Survival 180, DPS 105 w/ Slow/Poison)
- Needs to be Rooted to get this DPS
- Situational, disposable option for when Battle Shaping really needs a ranged attack
- Rooting, like Overload, is a touch less amazing if you have a lot of damage+ stuff equipped already

Tier Nope: Rotdhizons . (33/26 essence for LV 19, Survival 459, DPS 151 w/ Acid + DoT Boost)
Tier Nope: Battle Betas (28/18 essence for LV 21, Survival 337, DPS 82 w/ Stun/Daze)
- More expensive versions of their base types that just aren't worth the extra cost
- Battle Betas might have a super limited use case due to the unusual 3 level advantage over Battle Alphas, for if you need stuns and that 15% accuracy really matters.

Tier Nope: Clawbugs (11/8 essence for LV 13, Survival 136, DPS 32 w/ Poison)
- Only slightly cheaper than its upgraded version and much worse

Tier Nope: Volatile Thahds (10 essence for LV 13 remote controlled bomb)
- Doesn't play well with Battle Creations since everything else wants to be in melee range; it can't really help you close to melee either

Tier Lol: Ornks (20/12 essence for LV 9, Survival 64, DPS 13 w/ Stun)

TIP: For Battle Shaping, don't overlook Stealth! 3-5 points into Stealth is pretty cheap and makes it much easier to wade right into an enemy group before combat begins, which is a huge advantage for Battle Creations.
Magic Creations
Tier 1: Gazers . . . (28/22 essence for LV 20, Survival 198, DPS 153 w/ Charm + Status Rave)
Tier 1: Eyebeasts (41/32 essence for LV 21, Survival 202, DPS 159 w/ Null + Status Rave)
- Strong ranged ST DPS which also spams inconsistent but strong statuses
- Null Field is situationally fight-winning, and faces off vs Curse Resistance, which is rare
- Dominate is situationally fight-winning
- Incredibly flexible creations, limited only by your tactical imagination
- Can even tack on Wrack/Vulnerable access if needed
- Eyebeasts are expensive, but one Null Field is all you need
- Extra Gazers can be fairly affordable, as they don't all need Dominate

Tier 2: Glaahks . . . (27/17 essence for LV 16, Survival 268, DPS 59 w/ Stun spam)
Tier 3: Ur-Glaahks (34/22 essence for LV 17, Survival 243, DPS 64 w/ Stun spam + Charm)
- Stun spam is situationally fight-winning
- Dominate is situationally fight-winning, though Gazers are probably the better user
- Being restricted to melee is a limitation, but they are also among the sturdiest creations
- On higher difficulties, many elite enemies get 2 turns per round, so stun-locking won't be possible (though landing stun can still be a great help)

For a party combining several of these 4 creations: Nullity, Dominate, and Stun attack 3 different resistances, so you'll never truly be locked out of a status-based strategy.

Tier 4: Artilas (11/7 essence for LV 15, Survival 117, DPS 34 or 53 w/ Poison)
- Great early game creations with an oddly powerful melee attack
- Better than Fyoras until you have the essence/stats to take advantage of good AoE spam

Tier 5: Vlish (13/10 essence for LV 13, Survival 109, DPS 32 w/ Curse)
- Not very good, but being the only consistent way to place Curse gives it a potential niche

Tier 5: Searing Artila (24/12 essence for LV 16, Survival 104, DPS 38 w/ AoE spam + Acid)
- Similar to a Fyora, but costs twice as much
- Does have access to both acid (ranged) and poison (melee), for a situational DoT inclusion

Tier Nope: Charged Vlish (18/14 essence for LV 14, Survival 116, DPS 39 w/ Vulnerable)
- Like Vlish, but more expensive, and there are better Vulnerable sources (like Gazers)

Tier Nope: Cockatrice (32/20 essence for LV 21, Survival 192, DPS 74 w/ Stun/Daze)
- A bit like a Glaahk that only tries to stun half the time
- Requires picking up canisters all over the distant bits of the map to even achieve these stats
Where to Train in Top Creations
The best creations are all available relatively early, depending on what faction(s) you choose to join.

The Early Game: Drypeak area
Creation access here is limited, but enemies aren't too threatening, either. You can either use Fyoras or buy Artila training from Tyallea in Drypeak Warrens. Daze provides amazing support early on. Even better: recruit Zora at the entrance to Drypeak Mines with 4 Leadership. She will stay with you through this whole region, and she's very strong for the early game. Her party buff is particularly useful.

The Rest of the Game
Once you pass through Freegate, the map opens up, and so do your options.

Joining the Servants: If you join Zakary right away, Tyallea offers cheap training in all of Drayks, Rotghroths, and Glaahks. (You don't have to stay in any faction for the whole game unless you want to, though once you leave you can't rejoin.) The Servants don't have a trainer for Gazers or Drakons; earliest access would likely be from canisters in Taker Lands (Infected Crossroads for Gazer, Shath's Waste for Drakon).

Joining the Awakened: You can head straight north for Medab and the Magus Complex and join the Awakened without doing any real fighting, too. Tuldaric will augment you, and offers training in all the best creations -- the above list plus Gazers (and Drakons, too, if it matters to you).

Other Factions: It takes a bit more work to reach the faction-locked trainers for the Barzites, the Takers, and the Non-Aligned Path. If you choose one of these paths (and don't want to even temporarily ally with the Servants or the Awakened), a key stepping stone will be the Loyalist Encampment (a number of zones west of Freegate); Kima will train you in Drayks, Rotghroths, and Glaahks. Training in Gazers (and Drakons) will have to wait until you join your chosen faction (or reach Phariton in the far SW, or go after the Taker Lands canister mentioned earlier).
12 Comments
slartifer  [author] 17 Apr, 2024 @ 10:33am 
This game probably needs a more general mechanics guide to clear up how other things work. For example:

Life drain attacks - first off, the Lifedrain status (from e.g. weapon shaping) does not stack with Life drain items. You heal somewhere around 1/6 of the damage done, which isn't very much. (It's even worse on higher difficulties, since you deal less damage but take more from enemies.) If you're taking 2/3 of your HP in damage every round, life drain isn't really going to help you stay alive or save you from having to heal. (And if you're not, then math says that extra 50% HP isn't keeping you alive, either :)
Iguana-on-a-stick 17 Apr, 2024 @ 5:27am 
50% more hitpoints is a pretty big difference though. Especially with life drain attacks (including from items) that can debuff enemies, deal damage, and heal your character at the same time thanks to weapon shaping.

But yeah, 99% of the guide isn't really affected. The only thing I was wondering about is stuff if the run-face-fist-into-the-enemy battle shaping playstyle would work better with a less squishy MC, or what smart creation choices would be for a mostly-solo-but-sometimes-needs-meatshields agent or guardian.
slartifer  [author] 17 Apr, 2024 @ 4:33am 
- The advice for what creations are better or worse really isn't class-dependent.
- "Supporting creations is more effective than trying to do your own damage" is just as true for Guardians and Agents who put effort into shaping, as it is for Shapers.
- The comparisons between creations aren't very different if you run a watered-downed shaping user, either.
- Geneforge's combat engine is not set up to really allow tanking. There's almost nothing in the game that doesn't use either AoEs, ranged attacks, or leap attacks; and "hate" and "aggro" don't exist.
- Resists and armor just come from equipment, so there's nothing class-based there. Besides the HP difference (roughly x1.5), nothing makes Guardians any tankier than Shapers.
- Difficulty level applies mults to damage dealt and damage taken, but this is the same for the PC as for creations
Iguana-on-a-stick 17 Apr, 2024 @ 3:44am 
Even if your advice is "Play a shaper or don't bother with creations", it may be worth putting that in the starting section. I certainly didn't understand that was your point.

Plus, even if that is true when playing on Torment, I expect plenty people on normal difficulty will build to use creations because the game tells you to, and then read a guide to see which ones are good. (Normal difficulty is still quite challenging) That's how I got here.

> the PC's damage output will never hold a candle to multiple creations

True, but on normal I find that a guardian is MUCH tankier than creations and can do pretty well supporting creations with healing magic and weapon-shaping. Shaper in Mutagen could be frustrating as he would crumple from a stiff breeze.

It probably won't work on Torment, but I expect it's a lot easier than solo play on normal. (Which requires more player skill and a very different build.)
slartifer  [author] 16 Apr, 2024 @ 2:28pm 
The "class" question is an awkward one, because the game mechanics are such that, if you're running creations as a Guardian or Agent... you're basically just playing a slightly less effective Shaper. As mentioned above, the PC's personal damage output will never hold a candle to what multiple creations can do. Guardian and Agent strengths really only blossom running a solo or mostly-solo PC.

So while AoE creations might be rough with melee characters, I can't recommend running any creations with a melee PC in the first place. Supporting the creations is just more effective.

The bless/shield spells on the Vlish and Artila aren't very good values, generally. If you are willing to sacrifice power for saving a trip to recharge your essence once in a while, you could get them, since after a couple of casts of the regular spell you've paid that essence anyway. But they are stuck on Vlish and Artila, which are sub-par options themselves for most of the game.
Iguana-on-a-stick 16 Apr, 2024 @ 1:23am 
Great guide.

One thing that might be a good addition: Interaction with your character's skills. What works well for a shaper, for a guardian, for an agent?

For example, does a Guardian benefit less from having Battle creations, since he wants to be in the thick of things hitting stuff instead of hanging back and healing? Or does he benefit more because running face-first in suits his playstyle, as opposed to a shaper who might then get killed?

Do fire creations play poorly with melee characters on higher difficulties because of all the AoEs not being party friendly?

Do agents benefit more from cheap, tough meatshields like battle creations and less from magic creations since their own mind spells are strong enough already?

Are extra upgrades better for some characters, i.e. are the bless/shield spells on the vlish and artilla worth it for guardians with poor magic? Or is it still more sensible to skip those?
slartifer  [author] 5 Apr, 2024 @ 6:42am 
I love it! Honestly a pyroroamer-based playthrough sounds like a lot of fun.

That said... this guide is about what's better and worse, not what's viable -- which is everything. Any creation type (except maybe ornks) with proper investment could handle those encounters, certainly on Normal difficulty.

I haven't extensively tested pyroroamer explosion damage, but I just gave it another whirl. It's possible that, like with Frost Aura, that damage starts out semi OK but just doesn't scale as well as normal damage. But at even moderate experience/training levels, any way I slice it, the base explosion damage (without the +30% augment) only ends up a little stronger than their ST ranged attack. That's not terrible, and there's the +30% too -- but it's not great compared to fyoras, who can do nearly that much AoE damage every turn without needing to sacrifice themselves, and without any risk of blowing up the rest of the party.
gakowalski 5 Apr, 2024 @ 2:20am 
"Can you give an example of what you felt was an impressive takedown (and what difficulty it was on)?"

For example when you go to the Takers there is a first-tme fight with gazer supported by some battle alphas/betas. Or in the next zone there are broken incubation tanks with a drakon and a rothgrot. Using 4-5 pyroroamers I was able to kill them all in one turn. Just go and explode. I was suprised it was so easy to kill as when I first played with agent it was nearly impossible to fight with such creatures. Certainly it wouldn't be possible to win in single turn. I've had many such battles using pyroroamers. Notable exceptions are some fights with sporelings (Sharon's grove).

I am playing on normal difficulty.
slartifer  [author] 4 Apr, 2024 @ 2:06pm 
Cryoas:
The Frost Aura scales completely atrociously. It's hardcoded: it does 1d2 damage (before resistance) per level of the creation to every hostile creation with a radius of 4 squares (at the orthogonal ends). There's no base damage, no bonus for Magical Skill or equipped items or status effects or anything. So even when you do get good use out of it, the damage is extremely limited, and it gets worse the further you get in the game.

But you shouldn't be easily getting surrounded. That's what happens when you charge into a pack of rogues like drunken dwarves. If you're running Fire Shaping, you very likely demolish the pack before they get turns in melee range.

Also, cryoas aren't cheap -- even if you only buy Frost Aura, that's already the same cost as a Fyora with AoE + AoE Spam + Innate Haste. And that gives you a pretty bare bones cryoa.
slartifer  [author] 4 Apr, 2024 @ 2:06pm 
But, I'm open to some kind of tier upgrade here, maybe. Can you give an example of what you felt was an impressive takedown (and what difficulty it was on)?

I didn't list the numbers here, but I did actually do them out for Pyroroamers: DPS 47, Survivability 88. If you're just using them for ranged damage, regular Roamers are probably better. And because they are fragile *and* can easily wipe out your party when they faint, Pyroroamers are certainly a fraught choice for non-remote-controlled-bomb usage.