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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492696 times)

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #840 on: January 20, 2013, 10:45:19 pm »

De... define interesting?

Caster wyrmic, maybe? Acid aspect makes for a pretty easy start, iirc, then you pick up the mindpower scaling junk and breaths, range dakka everything to death. I like shattering impact 'zerkers, which are basically critzerkers that pick up SI...

Could try a staff AB. Run it like a (somewhat gimped, but whatever. Flame alone can murder everything up to dreadfell pretty easily.) caster, then transition into casting and beating things over the head with a stick. Staff warden's another one along those lines, only even better at transitioning since they can swap weapons without using up time.

... sling rogue? I hear strangely decent things about those, but it sounds kinda' annoying to get rolling. Still, some crazy bugger dropped the post-dreadfell ambush with one, once.

If you've unlocked adventurers, that opens up a lot of crazy shit. Rampage everything.
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Un67

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Re: Tome 4: Tales of Maj'Eyal
« Reply #841 on: January 20, 2013, 10:51:38 pm »

TBH, I'm not sure what I mean by interesting myself. :(

Mostly, I guess something that has a bit of tactical diversity and isn't just doing the same thing over and over and over, but has a bit of a toolset to make use of. I guess that could mean all sorts of stuff, though.

Ehh, I'll figure something out.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #842 on: January 20, 2013, 11:00:41 pm »

Warden in generally would probably be a pretty good idea there, then. Them, arcane blades, wyrmics... hybrids or hybridizable classes, basically. The foomagi would probably fit, as well, especially if you don't specialize too hard. Summoners might fit, too, providing you play saucily and don't just sit back and spam canines or something... maybe go for a hybrid mindstar melee build.

Shadowblades, perhaps.  Brawlers... maybe. Doomed might fit, but that latter two can be iffy to get used to, mayhap.

Possibly try some addons. Spellblades are pretty sexy right now.

E:SEXY BESHOED GOD OF DEATH! AHAHAHAHAHAHAHA!

So yeah. Opened glowing chest. Know what popped out? Alchemist and summoner. Minotaur and bloated horror. In a 2 wide culdesac in the maze. Blocking my way out. Me with no teleportation, promptly surrounded by hydras, canines, ritches. Plus the minotaur, bloated horror, and golem in flat out melee range. No way out.

So, like. Shit. Panic. I haven't put a point into con since I started the game. Try a bit, live a little. Then the enemy bastards (all of them but the summons) pop shields and I'm like, daaammmmnnn. Activate TK core. Rampage procs, do some damage, shields still up, way further into culdesac blocked by summons. I'm popping healing light, devour life, and my regen infusion whenever they're up, despite this, I end up spending, shit, like six turns with <50 hp. Eden's guile gets activated somewhere in there. Hit wrath of the woods, pop wild infusion when I'm in that <50 hp zone. Two turns left for regen to be up.

I. Fucking. Live. Golem drops.  Pop regen, horror drops. Regen pulls me back over 100 health. Minotaur drops. M'fucking victory. Suck my psi-wielding doombeast, RNG.

Adventurers are great 8)
« Last Edit: January 21, 2013, 12:02:11 am by Frumple »
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gogis

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Re: Tome 4: Tales of Maj'Eyal
« Reply #843 on: January 21, 2013, 07:08:16 am »

Bloodbath's still fairly solid -- 25+ hp regen isn't really anything to laugh at, and the stamina boost plus some unending frenzy is still enough to keep shattering impact running fairly easily. Mortal terror is still incredible and unstoppable is still unstoppable. Endgame 'zerkers continue doing what they do by murdering everything with violence.

If you still want crazy regen, go antimagic and pick up fungus.

Huh? 25hps is nothing compared to 500+. It's 20 times lower, actually. I remember some fights in east, 300-500 incoming dps fighting mages was a usual thing. Some lucky crits and we talk about 1k spikes. Antimagic was not working at all, shield was crumbling on first turn. There must be something gamechanging here, I will see and report later. Alot of new things I see now, maybe something missing here.
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Dr Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #844 on: January 21, 2013, 08:34:30 am »

Can anyone suggest some combos that are interesting but aren't super-frustrating to set up? I mostly prefer either up-close and personal melee guys or blasters, and have pretty much everything unlocked except the Far East classes, Solipsists, Marauders, Skeletons, and Pyro/Cryo trees.

Shalore Berserker, Ghoul Reaver/Corruptor, and Dwarf Paradox Mage (melee).
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Un67

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Re: Tome 4: Tales of Maj'Eyal
« Reply #845 on: January 21, 2013, 03:09:40 pm »

My new favorite combo as of today: Cornac Arcane Blade using Assault with Riposte and Arcane Destruction. The damage is just :o
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #846 on: January 21, 2013, 08:37:55 pm »

I'm running an Arcane Blade right now, based on this pretty awesome guide by Jowy at the SomethingAwful forums, so far it's going pretty awesome - currently level 20, sitting in the Hidden Compound. It does, indeed, deal immense damage, but it seems a bit squishy, maybe because I don't really know how to itemise for an Arcane Blade, haha.

I did, however, find this shield, which seems pretty sweet, even if I'm not sure I need these exact stats on a shield. Considering I got it at level 17 or so, I won't probably be getting a better one anytime soon. I'm thinking of doing the elven ruins at some point soon, probably right after Daikara, which might be my last mistake on this character.



Also god damn photobucket, get your shit together. Each newer interface is more cumbersome than the previous one, how do you even manage that five times in a row.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #847 on: January 21, 2013, 11:25:51 pm »

A tier5 shield at level 17 ?
Wow, that's a lot of luck there, the shield is powerfull and will serve you well, and 30% lightning resistance ! great to use on Tempest Peak that has a lot of lightning shooting monsters (and Urkis that like to kill players that didn't equiped enough lightning resistance items)

Though i always hope to find a multi-resistance shields when i play shield based characters, you never have enough resistances so multi-res items still are the best.
My normal difficulty (and even the easy difficulty one) dwarf bulwarks winners were using in the end shields with multiple resistances, both generated item i must say, not artifacts.
« Last Edit: January 21, 2013, 11:27:44 pm by Robsoie »
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RedKing

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Re: Tome 4: Tales of Maj'Eyal
« Reply #848 on: January 22, 2013, 03:24:26 pm »

Played some (ok, a lot) over the holiday weekend. Unlocked Yeeks, Brawlers and Reavers.

Best game so far, got a Thaloren Archer up to lvl 23, finally snuffed it after a cat-and-mouse matchup against The Master.
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #849 on: January 22, 2013, 05:11:02 pm »

In the end I didn't have enough stun resistance... as in I had 0. I'm pretty sure I haven't seen a single stun/freeze resist item in my entire time playing version 1.0 to the point I'm wondering if my download wasn't damaged in some way. I'm serious, on my arcane blade I ran every armor and jewellery shop in all the towns - nothing. I died twice to stuns in the Halfling Ruins, twice to stuns in the Dark Crypt... I think twice more to a stupid luminous horror boss at the unlocking of the Farportal, but not too sure... and one final time in Dreadfell to a unique who... stunned me.

Arcane blade is pretty fun, though. I'll probably do another one soon, since if I had any way to deal with the stunning, uniques usually died to a rush->assault->shield bash combo, including Wrathroot, the weirdling beast and Rathma or however the drake in Daikara is spelled. So squishy, though.
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What a strange and beautiful world I beheld, but dangerous too, I was certain. And I was friendless and homeless. And so I prayed.
"Hear me, exalted spirits. Hear me be you gods or devils, ye who hold dominion here. I am a wizard without a home. I am a wanderer seeking refuge."

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #850 on: January 22, 2013, 05:21:45 pm »

Go ghoul. Innate 50% stun res :P

Could also try halfling, I guess. They get a stun removal talent, though it's admittedly their forth tier so it takes a bit to get it. Alright synergy with AB, too.
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #851 on: January 22, 2013, 05:36:35 pm »

Halflings are creepy. Also they torture Yeeks and I have strong opinions on morality in my Roguelikes, which coincidentally kind of makes me wish we had a non-zigur option to fight magic.

Why couldn't the mages from Angolwen or whatever [seriously, the names of places and people in Tome4 are ridiculous], after seeing me beat Tempest Peak and/or the Grand Corruptor be all like "Hm, yes, it seems rogue wizards might actually be the most horrible thing you'll have to face out there, and with all those orc mages running amok you should go check out this here hidden Temple of the Void where you can learn Void magic  which helps deal with enemy spells offensively unlike the defensive side of the supposedly natural antimagic, and makes their spells blow up in their face, anyways good luck brah!"? I have seen discussions about how overpowered antimagic and fungus is, so it'll even serve a balance purpose.

Anyways, I assume from your post stun resist hasn't actually been removed from the early game as I suspected, right? I must be the most unlucky bastard out there.
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What a strange and beautiful world I beheld, but dangerous too, I was certain. And I was friendless and homeless. And so I prayed.
"Hear me, exalted spirits. Hear me be you gods or devils, ye who hold dominion here. I am a wizard without a home. I am a wanderer seeking refuge."

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #852 on: January 22, 2013, 05:40:33 pm »

Mostly bad luck, yeah. I do think stun res is slightly less common than it used to be, but it's still pretty findable in the early game.

And yeah, imperialist slaver midgets. Halflings are pretty interesting in T4... probably up there with Darksun halflings for good midget riffs, I'd say. You can always RP yourself as a rebel or something, though!

... though I do sorta' wonder what the blazes you play if you're talking about moral problems with the races. All thalore all the time?
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #853 on: January 22, 2013, 05:47:36 pm »

Uh, cornac. Cuz, you know, simple humans facing monsters and demons and mortal danger and prevailing, that sort of stuff. Kind of what makes me really interested in the Imperial Guard in 40k, though the fact the other humans are psychotic anabolic paladins with about as much personality as bathroom tiles does help.

Also Dwarf because I've played dwarves in anything that has them and I'm not about to stop now. Totally not because they let me ignore saves to a degree, which are still the thing that confuses me most about Tome4.

I'm not that stuck up on morality, mind you! It's just that the whole "Crowds ripping mages to pieces" thing reminds me of how god damn Sapkowski went completely batshit bonkers after the two [amasing] short-story collections about the Witcher and basically ruined one of the most original fantasy settings out there in the fourth and fifth novels so damn hard.

edit : also I really think we should get a weaker but still viable magical talent tree dedicated to fighting mages, since AM and especially fungus is incredible and being able to teleport doesn't really equalise things.

another edit : Oh wow, if you manage to displace one of the townsfolk in water, they'll just sit there and drown, and you can get randarts from the elite ones... I don't think this is intended behaviour.
« Last Edit: January 23, 2013, 02:45:56 pm by Graven »
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What a strange and beautiful world I beheld, but dangerous too, I was certain. And I was friendless and homeless. And so I prayed.
"Hear me, exalted spirits. Hear me be you gods or devils, ye who hold dominion here. I am a wizard without a home. I am a wanderer seeking refuge."

amjh

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Re: Tome 4: Tales of Maj'Eyal
« Reply #854 on: January 23, 2013, 09:36:54 pm »

Today I learned that I really hate the sandworm place.
First time there, easily killed everything.
Then some sand fell on me, but I managed get away.
Then some more sand fell on me before I got time to heal.
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