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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 493892 times)

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #105 on: September 10, 2011, 04:09:51 am »

'Zerker actually has an easier time of it than most melee classes. Pick up rush (you should have had at least a point in it already, possibly more than one), a movement infusion, and possibly a set or two of boots of rushing. The timer goes up a bit each time you kill one of the cultists, so as long as you can get to them and lock 'em down (Rush -> Stunning blow. If they're not dead already, another hit or two will probably do them in) you'll do pretty well. A slime weapon wouldn't hurt.

I've saved melinda a few times now, since tac AI started having casters back off from melee threats. As long as you've got adequate movement capability (1-2 movement infusions and rush, possibly double rush or better -- talent+boots, possibly some boots on swap) you should be alright. Just realize that if you're not a class with hefty burst damage (Fighter, sunpa, possibly cursed, can lack a bit here. Wyrmic has some decent ranged capability and lightning speed. Reaver, brawler, TW, slayer shred the cultists once you get beside 'em.) you're going to be cutting it close.

Still. Bring plenty of movement aids and you'll probably be fine. Worst comes to worst, failing to save Melinda is about as good an outcome as managing it. Saving her tends to get you somewhat better loot, but failing gets decent-enough loot and XP. It's win-win, really.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #106 on: September 10, 2011, 04:16:31 am »

Thanks, will have to buy some movement helping items as soon as possible (as it's a randomly appearing quest, i always fear to not get correctly equiped for it when it appears).

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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #107 on: September 10, 2011, 04:20:25 am »

Crypt starts showing up just as soon as you hit level 24. After that, every step you take on the world map has a chance to trigger it. If you can, make your preparations before that point -- at the very least, have some kit on backup in your inventory, ready to swap in.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #108 on: September 10, 2011, 04:31:41 am »

Great and thanks for the precision, i'm not yet up to level 24 so i have some time to prepare.
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LoSboccacc

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Re: Tome 4: Tales of Maj'Eyal
« Reply #109 on: September 10, 2011, 06:23:16 am »

how do you put weapons in the alternate slot? (not for dual wielding, but for quick switching between them)?
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #110 on: September 10, 2011, 06:30:20 am »

Hit x, equip normally, hit x again to swap back to your original set.
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Dr.Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #111 on: September 10, 2011, 06:52:18 am »

Hmm,
Spoiler (click to show/hide)

You'll fight them 1-on-1, instead of several at once with a boss.
Anyone tried to save Melinda in this version ?

In very old version, i had my character managing to save her, but at some point a new version was released with a better AI for casters was introduced (instead of moving toward you, they were running away from you), making it nearly impossible if you were not using a ranged character to kill all the casters before the countdown reached 0.

Is this quest having improved so it's possible again to save the lady if you're not using ranged attacks or should i not bother with the berzerker i'm running currently ?

The countdown was changed. Now, killing a cultist will increase the countdown by 5 turns. I managed to do it with a berserker who had elemental harmony, two movement infusions, and rush. I saved her recently with a necromancer, but that was much harder.

The easiest way to save her is to still play a caster, and join the Grand Corruptor. Almost everyone will be friendly towards you.  :D
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #112 on: September 10, 2011, 07:10:26 am »

The easiest way to save her is to still play a caster, and join the Grand Corruptor. Almost everyone will be friendly towards you.  :D

It's almost as easy to just be a corruptor, heh. I think the last time I got one to crypt 5, all the cultists were dead in <10 turns :P

... corruptors have a lot of ranged dakka. A lot of ranged dakka. Give 'em a movement infusion and that dakka might as well be painted red, huhuhu.
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #113 on: September 10, 2011, 01:52:37 pm »

Damnit, I think I broke the mark of the spellblaze quest.
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Seriyu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #114 on: September 10, 2011, 06:54:11 pm »

How's the summoning augmentation tree for summoners? Phase summon looks awesome but I'm kind've wondering how useful everything else is, considering most summons don't last more then 12 or so turns. More importantly is it worth losing a rune slot for it? :P

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #115 on: September 10, 2011, 07:07:42 pm »

Resilience alone is worth it, in my experience. If nothing else, it'll let you keep multiple hydras going simultaneously. The con boost wouldn't hurt, either.

It's been a while since I've played a summoner, though, and the rest of the talents in the tree look kinda' ho-hum. Detonate's supposed to be alright, but...
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Seriyu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #116 on: September 10, 2011, 07:14:59 pm »

Ohhhh improves lifetime and constitution, well, consider me convinced.

Dr.Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #117 on: September 10, 2011, 09:25:11 pm »

My necromancer just beat the Master and the ambush. Oddly, the ambush was easier than fighting the Master. The Master (and all vampires) are harder now. I wished Curse of Meek had a 100% chance to grant a soul, since I used it several times in a row and it didn't give me anything. That made the battle very tedious.
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #118 on: September 10, 2011, 11:16:09 pm »

Archmage insight? I want to build a decent archmage. I have some idea about how to go about it (AKA: max aegis skills, possibly displacement shield as well...) but if there was a more specific guide I'd appretiate it.
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #119 on: September 11, 2011, 01:26:02 am »

While we are at that: Cursed characters. Are they playable? if so, how?

I found a sling and was thinking in investing 8 gold to get ranged weapon training early on...
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