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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492516 times)

beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1095 on: March 18, 2013, 08:34:19 pm »

Aegis tree, tier 2
Mirrored Body: Randomly picks one physical ailment currently in effect on you to be shot in a bolt/line at 3+ at foes foes, inflicting the same ailment on them. Chance is increased with talent level and spellpower.
Mirrored mind: ^ for mentals
Mirrored aether: ^^ for magical ailments
Return to normality: Removes all ailments from you. For each ailment removed, fire a bolt/ball of magic at a random foe, inflicting ??? amount of damage of a specific type. Physical ailments give physical damage, magical ailments give Aether damage, and mental deal mind damage. If ball, you are not immune to the damage if the radius hits you. Cost and cooldown are increased for each ailment removed.

There. I THINK that is semi reasonably balanced, and turns ailments from absolute nightmare for mages to potential resource, in the same way that antimagic/fungus removes arcane equipment but gives survivability. Quest for it would be in angolwen, requiring fights against a rogue with lots of poisons/stuns, a solipsist, and some sort of mix of the two. Similar level as the fungal quest.

Also, would allow non mage classes to possibly pick up Aegis tree, as it would be the base of it, in angolwen, similar to the antimagic quest.

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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Dr Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1097 on: March 18, 2013, 08:47:36 pm »

There are 2 escort trees that deal with status effects.

My dorf geomancer is practically immune to status effects. Power is money and crystalline focus together gives +65 to physical and spell saves, and +35 to mental saves. Rescue the wayist for +15 mental saves and get the alchemist potion that gives +4 to all saves. The master (on nightmare) couldn't land a single status effect on me. I hope I find the escort with chant of fortitude, but that's unlikely now.

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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1098 on: March 18, 2013, 09:03:16 pm »

I might have to cheat myself the unlock because a non-guaranteed level 30 zone is not something that can actually entice me, unless my AB gets it by chance.

Thalore is guaranteed to have it, and Thalore Summoners seems to be really amazing.
I'm currently running one, and after just clearing Dreadfell and winning the ambush, i noticed that i had not lost a single life since the beginning with that character !
A premiere for me, unless it's the Thalore Summoners  that is that powerfull.

At first i thought the summons wouldn't be that good after having tested in the Arena, but once you get the skills going, they're -really- strong :

in combination to the Grand Arrival, the Flamespitter can truly cripple fire resistance of everything (even putting it in the negative for the monsters in a large zone) when spawning
Then you summon a big drake, that summon many other drake and deal insane fire damage
And the war hound that sounds uninteresting at first, it does a physical resistance crippling with Grand Arrival and hit very hard
And the useless turtle ? with Grand Arrival she heal everyone, you included and can take a lot of beating (and attract the attention of your enemies, that ignore then you most of the time)
Throw a golem in the middle that will daze everyone for a while with Grand Arrival.

Each 10 points of cunning allow 1 more summon at a same time, it's amazing to give a taste of overwhelming numbers to those monsters that have always used against you :D

And Thalore has some very good racial skills that complement things very nicely, the last Thalore racial skill summon 2 more tankers (though they don't hit hard)

The only cons is that he gain XP very slowly, i cleared everything and had to go to Dreadfell and was only level 21 or 22 (with other character i am usually higher).

The battle with the Master was very interesting, a battle of attrition mixed with minions vs minions fights with the Thalore Summoner, really the most entertaining Dreadfell last fight i had since i play ToME4.

Another bad : to optimise your summoner, you will ignore the Magic stats as you will need to put stats into Cunning/Willpower/Constituion at highest priority to improve your talents/skills and get really powerfull.
And the prodigy that gives additional powers to the summons is unfortunately requesting 50 in magic.

A combo you should play without using the auto explore, as to get the max advantage and so survival chances, you'll want to summon the Flamespitter at corridor corners to see if there's something there.
edit : very good guide for summoners
« Last Edit: March 18, 2013, 09:12:07 pm by Robsoie »
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1099 on: March 18, 2013, 10:51:32 pm »

Get magic boosting gear, and horde it. 14 slots, and if you can get a +2 to each, thats 28 magic bonus right there. If you start with 10 magic, 38 magic stat. Shouldn't be TOO hard to get another +12 magic, though it might require trickery.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1100 on: March 18, 2013, 11:30:18 pm »

Fifty from gear alone is pretty trivial, yeah. Five or six on most slots is pretty easy by the point you might be investing in blighted summoning.

That said, blighted summoning on its own is only so useful. The summons will feed on your magic stat afterwards, so if it's anemic the extra abilities will trend toward useless. Just go cun/wil/mag, with the remainder in con.
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1101 on: March 19, 2013, 12:29:05 am »

Quote
And the useless turtle ?

What insane person thought the turtle was useless?
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amjh

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1102 on: March 19, 2013, 07:19:22 am »

...Why do escort quest NPC's flee from weak enemies but charge at dangerous ones?
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Max White

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1103 on: March 19, 2013, 07:21:11 am »

They flee from the first thing they see. Kill what ever they are running blindly from, and they will change direction and run from something else.
Also, make better use of the wait command.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1104 on: March 19, 2013, 12:45:09 pm »

Currently running a Cornac Oozemancer.

At first they're a bit weak, mostly due to your ooze summons being completely unreliable (too low % of chance of them appearing) , but after some time the character become powerfull as the % of spawning become more reasonnable and you can summon the bloated version at will instead of counting on monster hurting you to have them appearing.

Lost a life very early due to being a bit greedy (opening a chest that got me surrounded without putting mucus around, then stunned with my skill becoming grayed, and with low health for a few levels, it hurts a lot if you can't do anything)

It reminds me in this of the Summoner, that start with weak summons (though at least get them reliably) and end with them being very powerfull.
And with enough Cunning you can get a Summoner-like mini army

The only thing i would change for the character is closing some of the skills tree (fungus by example) that are opened at the start to balance it a bit and get them only with a category point (or completing the antimagic test, as despite you're antimagic by nature you can still take the test).

But once you get your character going, it's a very fun class to play

I noticed at Zigur the shops can teach me mindstar mastery, despite the Oozemancer starts with it.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1105 on: March 19, 2013, 12:53:02 pm »

Oozemancer's acid-thingy (second level mucus, I think?) just completely and utterly demolishes the early game -- it's basically an alchemist's bomb that spawns a powerful AoE DoT, summons allies, and restores your equilibrium like a boss. Completely flattens the first two tiers of dungeons, and slime spit wrecks everything until you get it. Roughly the only thing capable of surviving more than a couple turns is stuff flat out immune to poison, and that only staves off the inevitable. Oozemancers start off unholy terrors that roll over the game :P

One I had running did some silly things and ate a few early deaths, but even the most remote degree of caution (which I basically wasn't exercising at all, heh. I did OF through Nur starting at level 10, with only like three tier one dungeons done.) and you're basically unkillable during the early to early-mid game. It's kinda' ridiculous.
« Last Edit: March 19, 2013, 12:54:50 pm by Frumple »
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1106 on: March 19, 2013, 01:04:32 pm »

Slime Spit is very good too, its ability to bounce between relatively close monsters makes it a very nice room clearing weapon, not as powerfull as the Solipsist Mind Sear (due to Mind Sear having such a very small cooldown) but still very usefull.
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amjh

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1107 on: March 19, 2013, 01:05:52 pm »

It would be nice if the summoner summons would last a bit longer but have higher costs and cooldowns. That way, it would be less about spamming everything and more about using them efficiently. Also, more skills for supporting the summons to give the player more active role.
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1108 on: March 19, 2013, 01:42:43 pm »

...Why do escort quest NPC's flee from weak enemies but charge at dangerous ones?

Because Escorts are dumbtarded and I HATE THEM!

"Wait here"
"No, I will not wait here! Clearly I am the smartest and charging that herd of snakes to my death is far supperior to waiting here safe but extremely bored!"
"Why does it matter if you are bored?"
"Are you an NPC do you know how bored I am?"
"No... But can't you just wait?"
"NOOO! ARTIFICIAL CHALLENGE HO!"
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1109 on: March 19, 2013, 02:18:11 pm »

Some days I love the little concussed bastards just for how much some folks seem to dislike them :P

Other days I just say fuggit and drop a death dance or something on their head on turn one. Sometimes it's not worth the hassle.

The best times, though. The best times are when you just ignore them, and go about doing the auto explore thing, and about half way through the level you get a reward prompt pop up 8)

But seriously they've got a heavy concussion, you can't expect much from 'em, y'know? At least they don't charge towards the first thing they see anymore. Now they charge away from it, into the arms of the second thing they saw. It's kinda' great.
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