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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492974 times)

ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #330 on: September 19, 2011, 05:20:57 pm »

I've found that, as far as lowering paradox is concerned, threadamancy > static history > spacetime weaving. I use mostly the first, with the second as an auxiliary device (if the paradox damage boost was anywhere near decent, I might consider risking  paradoxing up a lot and then use SH's guaranteed anomaly-less turns to try to get a couple of free shots at a strong enemy before tp-ing away, but since we are talking about shitty boosts versus very bad things taking place, I'd rather stay safe.
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Askot Bokbondeler

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Re: Tome 4: Tales of Maj'Eyal
« Reply #331 on: September 19, 2011, 05:33:18 pm »

it's stil too big for me. i'll try to remember to download this by the end of the month if i still have some traffic left

Okay, got something for you to try, if you can spare the bandwidth. It's a very ghetto-style slimmed down version of T4 b34 (Just cut the music and most of the graphics out) that comes out to be about ten megs, roughly a forth of the normal T4 nomusic download. I have no idea if it will work, or work well, or anything along those lines, and completely disclaim myself of anything of that nature! But tentative test has it working, so it might function for you, too.

This is the link. It's to mediafire; tell me if that doesn't work or you have a preferred filehosting site, and I'll upload there, instead.

wow, thank you. i dl'd it, gonna try it now

ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #332 on: September 19, 2011, 05:51:32 pm »

For the record, tried the ascii thing and still no mark of the spellblaze
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #333 on: September 20, 2011, 03:01:10 pm »

Also for the record: temporal clone sucks. Did not work on the minotaur boss :(
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Dr.Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #334 on: September 20, 2011, 09:20:26 pm »

I just killed
Spoiler (click to show/hide)
, which was pretty hard for my necromancer. He kept wiping out several of my minions at once. Fighting him is much more fun than before. :)

And my status has finally been recognized..

Quote
The merchant carefully hands you: Wide-Brimmed Pimp Hat (3 def, 0 armor)
Nybbas wears: Wide-Brimmed Pimp Hat (3 def, 0 armor).
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #335 on: September 21, 2011, 10:12:52 am »

Managed to complete the melinda quest without savescumming or any other skuldudgery :O

Also: golem freeze bug fixable (albeit in a non-online compatible way):

http://forums.te4.org/viewtopic.php?f=42&t=28510&p=117432

Spoiler (click to show/hide)
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #336 on: September 21, 2011, 12:02:52 pm »

Good job, on a hundred of attempts to save Melinda (thanks save scumming) my berzerker on beta33 never managed to be successfull in the small turn count i didn't thought the amount of turns you earn after you kill an acolyt was that small (so you don't have time to run and block those ever fleeing AI, and the rush countdown sadly does not give you enough time to reach all of them),

On those hundred of attempts the best i had was having only 1 acolyt alive (but way out of reach before countdown reached 0).
The fact all those acolyts have more than 800 health does not help to killthem quickly, as even at the level i was and death dance maxed, it wasn't possible to one shot any of them, even after rushing (at max skill) too

So if you don't use a character that has ranged (spell or bow) attack :

- get very lucky to find an item giving you a 2nd Rush ability before you hit level 24 (and have the quest spawning), so you can use Rush 2 times without having to wait way too much to re-use it.

- if no 2nd Rush, get even more very lucky to find one of those very rare controlled phase door (but be sure you have Rush, as 1 controlled phase door and having to wait many turn will not allow to make it)

- if none of the above, don't even try as it's stupidly exposing yourself and just wait for when the too small countdown reach 0, the floor is in fact rather easy at the level you are (it used to be more difficult in old version, but it seems the damage ouput by focused nukes from the acolytes has been nerfed) as even the spawning demon unique is easy to kill.

And the most hilarious : i tried the debug cheat teleport to see what was the difference in loot/reward and the reward in killing the demon was much, much better (artifact + good items) than the ridiculously low level weapon Melinda's father gives to you.
« Last Edit: September 21, 2011, 12:04:48 pm by Robsoie »
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #337 on: September 21, 2011, 12:36:35 pm »

In a past game (in which I scummed to fulfill the quest), playing as an archmagi, I got a very awesome robe from Melinda's father (Conclave Regalia, or somesuch. Was supposed to be what ranking members of the -you guessed it- human Conclave wore. Made spellpower rise a lot, among other things). So it's not always crappy.

In this particular game I was able to finish the quest because I had wisely invested 4 dots in explosion expert (thus making me able to hurt several cultists in every bomb throw), plus I had gotten lucky, and found an awesome 100 damage artifact staff on level 1 (which allowed me to deal a lot of damage to cultists while my bombs reloaded). Without the staff I'd likely not have achieved it, as while fighting the next to last cultist was what allowed me to deal a coup de grace . My golem wouldn't have reached him in time, and I still had to wait three turns for my bomb to reload. In fact, in  a previous game with a very decent alchemist with a strong golem and strong bombs, it WAS impossible. Bombs have a too large reload time to be useful.

I think it'd be doable for an alchemist even without the unique staff (provided a decent-enough non-unique, though), if he had invested heavily in the staff combat beforehand (I hadn't. I had been investing heavily in the healing light spells I got from an anorithil).

Maybe it'd be possible to preserve the same build by buffing up just the barrier spell, of the healing tree (at first, that is) and of the stone tree, invest three dots in extract gems, and then one in each talent up to gem portal (imbues are nice, but you can make do without them for a while). This would mean an investment of 6 + (3 + X) where X is the number of points you wish to buff up Barrier (I think three would be nice, which would mean 12 points.) Which means that, of all the guaranteed generic points you'd have gotten by then, you'd have.... 8? left to invest in staff combat in order to make it a viable cultist killer? I think four and four in each of the two useful staff combat talents should make it worthwhile...
« Last Edit: September 21, 2011, 12:38:23 pm by ChairmanPoo »
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #338 on: September 21, 2011, 12:44:31 pm »

If you're an alchemist, only put the points into extract gems as you start finding the higher grade metals. Unless the points get you better gems from lower grade metals, it makes more sense to just put them into staff combat skills. Maxed out staff combat makes for a very nice single nuke while waiting for your gem bombs to cool, letting you smack things down either to kill them or bring them low enough so the next bomb kills them.
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #339 on: September 21, 2011, 01:20:40 pm »

Damnit. Subject Z instacrushed the Yeek. Again.


Another damnit: I've killed over 10 adventurer groups, still no reagents. I need to get that damn magic emerald...

Edit:

*KABOOM*

Make that eleven adventurer groups without reagents :(
« Last Edit: September 21, 2011, 02:23:20 pm by ChairmanPoo »
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Lmaoboat

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Re: Tome 4: Tales of Maj'Eyal
« Reply #340 on: September 22, 2011, 12:02:22 am »

Finally unlocked Sun Paladin, but I find having positive energy constantly drain extremely tedious. I don't really like having skills on autocast, and since I want the melee attack sounds, I always have to deal with hearing the same sound effects over and over even if I do put one on.
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #341 on: September 22, 2011, 06:34:52 am »

I have the Sher'tul fortress at powerlevel 296 yet haven't gotten the "make it fly" quest. Any ideas?


Also: lost a life to the Master of Dreadfell (due to the infamous "spawn at the bottom of the stairs" issue.). On the bright side, I massacred the orc ambush afterwards


PD: stupid elder took my staff :(


Woot! necromancer unlock :D
« Last Edit: September 22, 2011, 08:14:39 am by ChairmanPoo »
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #342 on: September 22, 2011, 11:31:40 am »

Be carefull when you're in the Far East, and when you are going to the south desert to get into Briargh lair to fetch the 2nd item you need to build a portal back to the West zone.

It crashes like crazy (in beta 33 and not playing online , not yet finished with my character to move to beta 34) once you get out of the lair or out of a Orc party encounter :
-you get back to worldmap , and before the damned automatic save , crash, nearly every single time.

Strangely, if before exiting Briargh lair/Orc party encounter i change the graphic mode to ASCII, it will not crash when it will start to save, then once back in town , i could rechange to the regular nice tiles, looks like there's something bad with the desert and the nice tileset.

I hope it's solved in beta 34, but as i see no "error" message in the te4_log.txt it not something easy to report.
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #343 on: September 22, 2011, 02:49:59 pm »

I find necros.... underwhelming, so far :/
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #344 on: September 22, 2011, 04:12:15 pm »

So reaching level 40 and having some very good protecting and damage dealing equipment with my berzerker i decided to get into the fortress Farportal to see how it was going to be, if my character was high level enough to take it.

And while floor 1 of where i landed was easy (mostly very strong vampires and strong undeads that my level 40 had no problem with), when landing on floor 2, i saw an unique fire wyrm and his bunch of followers.

So i shielded my character with my nice 400+ shield rune, used wild and regen and used all my wild abillities (gained from the early game worm unique heart) in which i had invested due to some nice bonus it gives and a bunch of points that had no real need elsewhere.

Then braced for the unique arrival (as he was faster than his follower, it was going to be a 1 vs 1, something usually my character had no problem with when facing an unique.

And how wrong i was, in only 4 or 5 turns, character dead.
Because there was a whole bunch of these accumulating each turns (and obviously no rune/infusion had cooldown fast enough) :

So goodbye the nearly 1500 health of my character very quickly, i don't even want to imagine having a caster in this battle.
And i had nice protections even in physical, so ouch.

Lesson to learn : keep farportal for much later.
« Last Edit: September 22, 2011, 04:15:27 pm by Robsoie »
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