>>96498657
> Event:
Second Horseman (Total War) +200

>Binding:
Jack of All Trades +100 /2 Root choices

>Body:
Pedigree/Kitsune (Gives Dexterity II, Magic Boost I). Waif.

>Archetypes:

Blue Mage: Flesh Graft, Essence Graft, Redundant Biology, Nameless Faceless
Puppeteer: Spooky Action, Artisanal Puppetmaker, Limited Autonomy, Puppet Overdrive
Artificer: Enchanter I,II, Engineer I
Battlemaster: Scry, Cover, Link, Guide

>Perks:
Mana Boost, Mana Battery, GPS, Anti Antimagic Magic Magic

This is the basics of my build, which is still like 25 shards in positive by picking up some piss-easy Weaving options so I've got room to play around.

The only thing I'm still salty on is missing out on the Blue Mage Ultimate Lifeform capstone. But having two extra archetypes and actual points to use without going into the suicide Apocalypse option is well worth it.

The idea is with Artificer I can easily enchant better puppets than anyone else (Engineer should make it easier too). With Spooky Action I can have them cast the Link spell on themselves, turning every puppet I create into one of my expanding hive mind and bypassing the stupid range limit Puppeteer has.
My puppets are all my body, so Blue Magic will buff all of them. Anyone killed strengthens the entire swam. With that and enchantment together they should each be monstrous opponents.
I can also do things like kill someone and have a puppet take their form and memories, to create perfect spies or just know what the enemy is up to.
CONT