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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492832 times)

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #510 on: August 22, 2012, 11:45:52 am »

And those new random spawned elites, oh those elites ...
Sometime you may face a really strong one that is able to destroy you quicker than a dungeon boss, so be carefull
Ha... yeah, some of the bosses are somewhat of a victim to power creep. Sorta', anyway. They still manage to kill plenty of scrubs :P

But yeah, farportal bosses are (potentially) deadlier than anything the main campaign throws at you, and a classed unique with the right wrong class can easily murder someone like, say, Prox. Or rantha. The weaker spider boss. Stuff like that.
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rhesusmacabre

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Re: Tome 4: Tales of Maj'Eyal
« Reply #511 on: August 22, 2012, 12:01:55 pm »

Yeah, one of my recent characters easily killed Norgos, but then I was casually (I thought) clearing out the rest of the level and got crushed by an elite snake. At least the multiplying elites no longer spawn elite versions of themselves. A couple of times I got attacked by a multiplying summoner: no chance.

I'm not sure I like the new 2-tile wide Maze. It's a lot quicker than before, but it seems to have lost some character.
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tompliss

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Re: Tome 4: Tales of Maj'Eyal
« Reply #512 on: August 23, 2012, 09:58:26 am »

The noob is here again :

After my Bulwark died, I tried the arcane mage ... it was squishy for a dwarf !
I don't think I even finished the first quest, but tried a human alchemist after that.
It was fun, but not what I wanted from a mage typed class (died near lvl 10, because of those white orbs (or something) dealing massive damage... :(

So I decided to play an (elf) ARCANE blade, forgetting about the blade part.
I am doing great, with this one. I am now level 12 (first time I got that far).
I handled the first Elven quests (not the tower near the first town), the cursed one in the woodsmen town, the two dungeons near Norgos, a bunch of adventuring parties, the first human quest, the arena, and the "storming the city" event (the first part only). Now, i'm heading toward kor'pul.

I love that way of playing, getting some power from the 3 spell schools, being very squishy but with the shield rune, the healing spell, I handled the bosses, for now ...

dump :
Spoiler (click to show/hide)
I usually use Lightning , to handle single target or straight lanes of ennemies, and Flame (which deal enormous damage for a lvl 1), both because of their low mana cost and cooldown.
Mudslide is very useful for the knockback (as most bosses I got were melee ones), and Flameshock, both for the area damage.
I just leveled, so now, i'm looking forward to use my new Inferno ^^

Any comment on this build ? :D
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Trapezohedron

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Re: Tome 4: Tales of Maj'Eyal
« Reply #513 on: August 23, 2012, 10:52:32 am »

A few magical tips:

When playing a mage, it's always good to get LVL 3 manathrust, because when it gets to LVL 3, it becomes a beam. Arcane Blades don't get to use this skill though. ):

Inferno has a really huge range with a long countdown until it dissipates. However, it can, and it will damage you unless you have access to the meta tree and get a certain spell there to LVL 5. As above, Arcane Blades don't have access to this tree, so you better distance yourself away from this spell.
You can use this to lure creatures out of hiding if you manage to hit them beyond line-of-sight. Arcane Eye is very useful for this purpose (get via mage class or escort).

The second flame skill (Flameshock) is great, especially when maxed, as it can slow down masses of enemies and burn them over time. Too bad this skill has a long cooldown.

Flame (first spell) turns into a beam if leveled up to five. It's up to you to decide whether it's worth the additional points or not.
« Last Edit: August 23, 2012, 10:54:44 am by New Guy »
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tompliss

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Re: Tome 4: Tales of Maj'Eyal
« Reply #514 on: August 23, 2012, 11:38:32 am »

Flame (first spell) turns into a beam if leveled up to five. It's up to you to decide whether it's worth the additional points or not.
You mean it goes throught ennemies ?
Then I will definitly level this up !
(need confirmation on this, guys)


When playing a mage, it's always good to get LVL 3 manathrust, because when it gets to LVL 3, it becomes a beam. Arcane Blades don't get to use this skill though. ):
You mean the manathrust that I have as a rune ?
What do you mean by it being a beam ?
Anyway, I found 2 items (one very early, second dungeon or something), with a 0.1 mana regen. It's ridiculous but it helps, as it get improved my the manathrust second effect !
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rhesusmacabre

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Re: Tome 4: Tales of Maj'Eyal
« Reply #515 on: August 23, 2012, 12:34:18 pm »

Beams act just like your lightning and go through lines of enemies, and they're well worth it in corridors.

The rune you have is manasurge. Mages have the arcane talent tree that allows them to learn manathrust. Combined with lightning and flame, it allows at least one beam attack per turn while the others are cooling down.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #516 on: August 27, 2012, 02:34:52 am »

Was exploring the Daikara , had a few problems then found the entrance to the temporal rift, good as i need to unlock again the temporal class, so i went in.
Then ... ouch ... argh.

Is it just me or the  entrance level with those odd clouds with all those elemental temporal tornado-look alike teleporting monsters is much more difficult than in the past (as it's been several version i didn't played) ?
My good berserker character didn't lost all his lifes only because i had a teleportation infusion to get to the exit of that entrance level, but still he was killed a few time by some of those things in a few turns (and they're not even elites version of their kind).

In the past it was not easy, but i could clean the place with a berserker at that point of the game (having explored all the "normal" beginning dungeon, leaving Daikara for the last "normal" beginning dungeon as usual).
Could it be a result of the smaller dungeons that then do not provide as much experience/levels as before ?
Or was that entrance level boosted in difficulty for some reason ?
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #517 on: August 27, 2012, 02:46:26 am »

It's... actually been nerfed a few times sequentially, in the wake of the zero-g change making the thing absolute hell for a lot of classes. If the last time you played was before zero-g was implemented, though, it's definitely harder compared to then.

My guess is that you weren't paying attention to the zero-g effect. Moving normally in that place is a risky, risky business; zero-g hacks your movement speed down to something pitiable (50% reduction? More?). With a melee class you'll primarily want to find a corner that limits approach vectors (and more importantly, lines of fire... turn back the clock hurts) and let them come to you. Ideally, if you move, it's either through rush (possibly double rush, via boots) or a directed teleport of some sort (ghoulish leap, ferex). At the very least via movement infusion. Moving normally is a good way to just get torn straight to bitsies.

They are kinda' painful, but they're usually not too terrible as long as you make darn good and sure to not get ganged up on; find that cubbyhole and make sure no more than two at the most are coming down on you.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #518 on: August 27, 2012, 02:52:03 am »

i must have paid no attention because i didn't knew about that zero-g.
In the past, the entrance level was much easier so i assume it was indeed a pre-zero-g version, the real difficulty started when you actually entered the time paradox remake of the levels you explored previously.

Fortunately, now that i know about the difficulty boost, my next character will not waste time in there and will teleport, then teleport and teleport again :D
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #519 on: August 28, 2012, 08:07:49 am »

Ah those good old paradox twin bosses, as in the past my current Brawler character only defeated them thanks heavily to the teleportation rune .
As usual with melee characters the tactic is
Spoiler (click to show/hide)
And a paradox class unlocked.

Oh and something else has not changed : how silly overpowered (i mean at the time you meet such monsters) the "devourers" random monsters can be without even being one of those new "elite" spawn.
My level 21 brawler that took out so many bosses got his more than 500 health + reverse shield rune active + wild infusion damage reduction ... destroyed in 1 turn by a group of them (funny there was so much damage in that 1 turn that the game even mentionned my character being killed multiple time :D )

So if you spot devourers (you can have them as early as Maze, i saw some in it during this run) and there's no corridor in sight, whatever powerfull you are just teleport away, really the best move you can do against those things if you're short in your amount of lives.

I remember there were luminous things too in the past that were insanely overpowered too for the time you met them, i wonder if they are always the same in that game, as i have not yet found any.
« Last Edit: August 28, 2012, 08:12:00 am by Robsoie »
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #520 on: August 29, 2012, 12:22:50 am »

It is kind of why Tome while a great example of why a Roguelike doesn't have to be obtuse and punishing to be fun... can sometimes be obtuse and punishing.

The game has plenty of points Robsoie where if you weren't prepared for something LOOONG in advance, you are going to have trouble.

So they arn't overpowered... they are a Wiki-monster.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #521 on: August 29, 2012, 07:57:43 am »

They aren't overpowered for your character anymore once you get more levels, so they may still be when you encounter them for the first time (especially in Maze in which your character is still at a low level and can be insta killed by them if you're unlucky in term of where you encounter them).

Anyways, after reaching level 25 , my Brawler cleared Dreadfell , letting the last level and "The Master" for later, as i remembered how strong that dungeon bosswas in past versions, and as the stair tactic has been removed from the game (as now monsters and bosses get back to full health if you go upstairs) it would surely be even more difficult for melee character.
So as i was rather high in fortress energy after "transmogrifing" so much loots, i decided to go into some farportal exploration to grind some more levels for the Dreadfell finale.

In the past i always waited until near endgame to go there, it's a huge mistake considering the bosses are created dependant to your level, i especially remember that playerkilling thing.
So at level 25 it would be much more managable and so would help my character to get more fit for the Master battle.

After 3 farportal assaults (one was really though) my character was level 28, more health, more power and added some more skill points where i needed.

I cleared the last floor of Dreadfell , letting The Master alone and out of sight (thanks a very lot for the Track skill of my brawler), and finally once the place was ok for my "get the hell away from death" teleportation tactic, it was time for the finale.

Attracted The Master attention and started brawling the guy, as expected very hard, and his summons add to his firepower each turns, so each 6/7 rounds of punching and kicking, it was time to teleport to heal and get back my infusion/rune control.

And finally  ...
Spoiler (click to show/hide)
Ha ha, i forgot he could do that :D
So it was back for a bunch of brawl -> teleport -> heal/getbackruneinfusion control/wait -> brawl.
And ...
Spoiler (click to show/hide)
unlocked the skeleton race this time.
With the stair tactic removed, teleportation is really a must for melee characters, especially considering how easy you get into rune/infusion saturation in the middle of a battle, when you need your rune and infusion the most.
But be sure to clear most of the dungeon floor, you would hate saving your character last hundred points of health by teleporting then being insta killed by a couple of elite units you landed next to.
« Last Edit: August 29, 2012, 07:59:33 am by Robsoie »
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #522 on: August 29, 2012, 08:28:52 am »

While i experienced the problem, at some point you may see a new location named "Volcano Caldera" (in my game that appeared in the mountains just north of the Spellblaze)
Before trying to get into this location, i -highly- suggest you to backup your saved game , really do it (due to past experiences crashing with ToME4 i always do that before entering any new dungeons).

Because ToME4 autosave everything, and once you get into the Volcano Caldera, chances are that the game will be stuck (bug reported in the board), and if you have not backed up the save game from before entering, your character is simply toast and you're in for restarting the game from the very beginning, as the only available save in the load game menu will be leading you to freeze the game again and again.

So either do the saved game back up or avoid the Volcano Caldera location if you play with ToME4 beta42
« Last Edit: August 29, 2012, 08:30:32 am by Robsoie »
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dei

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Re: Tome 4: Tales of Maj'Eyal
« Reply #523 on: August 29, 2012, 09:35:02 am »

I've never really tried ToME but I'm willing to give this game a try. OP has piqued my interests.

EDIT - Jesus tittyfucking Christ, 183 MB for a freeware roguelike? Wait, I'm downloading the version with the free music attached. Now my interests are really piqued. Hopefully the soundtrack is good.
« Last Edit: August 29, 2012, 09:39:24 am by dei »
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dei

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Re: Tome 4: Tales of Maj'Eyal
« Reply #524 on: August 29, 2012, 03:46:25 pm »

Alright. I've played this game a bit today and I've got to say that I like the Alchemist class. There's just one question though, and that is how in the bloody hell do I get more alchemist gems?

...Or am I having a blonde moment here and just missing something in the documentation or lack-thereof? Don't get me wrong, I like this game. It's just that nowhere on the internet nor in the documentation does it say how to make these alchemist gems.

EDIT - I didn't realize I double-posted. Sorry about that.
« Last Edit: August 29, 2012, 03:49:07 pm by dei »
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