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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492935 times)

beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #405 on: September 29, 2011, 03:55:09 pm »

If you get the chance, taking a Sun Paladin rescue and taking the Chant of Fortitude gives you a nice, permanent +12 bonus to physical and magical saves.

Also, does teleport resistance stop yourself from teleporting, or just from being teleported against your will?
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #406 on: September 29, 2011, 11:06:16 pm »

I think the biggest problem I'm finding with my necros is mana. Their offensive spells in general seem to provide far less bang for the buck than in other caster classes. They're not inherently bad (some of them are fairly decent), but they deplete your mana battery far sooner than they should.
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gogis

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Re: Tome 4: Tales of Maj'Eyal
« Reply #407 on: September 30, 2011, 11:15:04 am »

Don't worry, that remains unlocked.

That being said, I've found doomed nigh-unplayable. I think that cursed are far more playable, as far as afflicted go. Their powers are really weaksauce, and having several of them linked to magic yet not receiving a spellpower bonus doesn't help. If you want to play a dark wizard, go for necros or corrupters instead.

Doomed need to be revamped badly. If I had to make a suggestion, I'd say that they ought to use some magic meter, and have talents that turn hatred into regeneration for that magic meter.

Thats soo very wrong. I always have maxed hate playing doomed, and have problems with hate as cursed and I have no idea how to play said corrupters, because you haze zero vim all the time. Actually thats ridiculous, I must to use -50% hp talent to get vim all time. If you cant kill things with your vim depleting skills you lose all vim cost.

And cursed is a verymuch gimped berserker, even in the late game. And that includes *tough* early game, so I have no idea why bother.
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #408 on: September 30, 2011, 12:19:03 pm »

Quote
I always have maxed hate playing doomed,
Yeah, because feed allows a more or less constant hate influx. Nonetheless their skills are weak, in general, so it doesn't make much of a difference.
Quote
have problems with hate as cursed
The idea with cursed is to boost your passive and sustained skills early on. Max gloom skills will provide you with free area damage around you, free replenishment of life, and weaken your enemies from time to time. And all this without spending hate.

Mind you, they're still weakish when compared to other classes (constant hate drain and nerfed regeneration are the two banes that Afflicted classes share as a source of suckyness), but they're far more playable than Doomed, imo.

Quote
Actually thats ridiculous, I must to use -50% hp talent to get vim all time. If you cant kill things with your vim depleting skills you lose all vim cost.
Sanguisuge...

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Dr.Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #409 on: September 30, 2011, 06:33:50 pm »

I won with my necromancer. Finally. That took longer than it should have.

http://te4.org/characters/4906/tome/3855b448-d7c0-11e0-b5e9-0025900d6212
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #410 on: October 01, 2011, 12:42:47 am »

Retesting a doomed. Focusing exclusively (at least at the beggining) on willpower and it's related talents seems to improve survivavility quite a bit.

I'll boost magic later mainly for level 5 vaporize, and possibly the shades tree (which is useless at the beggining of the game)

I also reduced the "seethe" cooldown to 40, because of the annoyance of 0 hatred after travelling from somewhere to somewhere else.
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Duuvian

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Re: Tome 4: Tales of Maj'Eyal
« Reply #411 on: October 01, 2011, 05:22:19 am »

My Cursed dwarf seems pretty strong to me. I've got an artifact shield, ring, 1h ax and body armor though, along with some other decent stuff. On anything except for bosses he hardly takes damage due to all the armor and defense and the Gloom makes it easy to kill crowds of stuff while regenerating health from Dark Form. My infusions are: 1 200+ hp regen, 1 status cure/resistance, and 1 instant heal (which used to be a second health regen until I found the instant heal with as much health restoring power as the previous regen infusion)

The start as a cursed dwarf was very tough, I relied on Norgan to do most of the work on the escape from Reznor and I had to start over several times as the boss in that kept killing Norgan and then quickly myself.

I'm at level 18 and just killed the giant minotaur in the Maze. I had to use the stairs once to beat him.

I've put a lot of general skill points into the cursing of items, but due to finding so many artifacts and my reluctance to switch from them it hasn't been as useful as I had hoped.
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #412 on: October 01, 2011, 04:44:39 pm »

What does the luck stat do? I've got the focus elixir from Agrimley, and was debating spell crit or luck as an alchemist.
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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.

ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #413 on: October 01, 2011, 04:46:37 pm »

It gives little bonuses to a couple of things. There's a thread at their forum:

http://forums.te4.org/viewtopic.php?f=41&t=27039
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Tnx

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Re: Tome 4: Tales of Maj'Eyal
« Reply #414 on: October 01, 2011, 05:40:23 pm »

So are there any game breaking bugs in V34?  I'm not sure what you guys are talking about when mentioning the rift, and I don't know if that is something that is needed to complete the game.  Just curious so I can know if I should wait or just play this version.
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #415 on: October 01, 2011, 05:51:45 pm »

There are a couple of infamous bugs that I know of

- Golem/Arcane blade freeze crash (AKA: the game crashes after a golem or arcane blade gets frozen and uses eyebeams or arcane combat). Fixable via lua editing (search this thread for the details).

- Disappearing places in worldmap: this one is nasty and there's no fix as of now. It's not game-breaking, strictly speaking, as it only affects optional dungeons (spellblaze, golem graveyard, ruined dungeon...), but it's very, very frustrating. I went back to .33 because of this one.
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Paul

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Re: Tome 4: Tales of Maj'Eyal
« Reply #416 on: October 01, 2011, 07:35:06 pm »

I have that 2nd one you mention, I can't find the hidden compound on my shaloren archer. Was wanting to unlock the brawler.

Oh well, brawlers probably suck anyway. At least compared to super overpowered archers. Seriously, this archer is ridiculous. I just went in that Vor Armoury place and cleared it out, then saw the sealed doors and opened them... greeted with super wyrms that were actually labeled overpowered, and it gave me a warning about retreating.

Pfft, retreat? Never!

I had just hit level 38 upon opening the door (leveled up on the boss of the armoury). It involved lots of regening, shielding, and phase dooring (which luckily kept putting me back outside instead of warping me deeper into the room) - but I killed them all. I was level 44 when the last one fell. I had to use my blindness immunity artifact necklace to see what was going on and came SO close to death tons of times. Every time I'd be almost dead with all my infusions on cooldown I'd manage to finish off one of them and bam level up full health again.

This char has crazy damage potential though. I got the 600 damage in one attack achievement at level 17, and the 1500 in one attack at 33. With the two area effect talents (scatter shot, volley of arrows) and aim on he can clear a room in a couple seconds. Playing on roguelike mode with a blood of life (got it from Bill, heh) and haven't used it yet, although I've come close plenty of times. Always wind up getting out thanks to shield runes and regen infusions and the phase door rune I started the game with. Having the extra life is the only reason I didn't run screaming when I opened the door to the overpowered wyrms, but I didn't even need to use it.

It's funny, at the start I kept dieing - restarted like 6 times below level 10. But after I got higher up and got some better equipment, the char seems nigh unstoppable. Aim seems to make all the difference.
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #417 on: October 01, 2011, 08:01:40 pm »

Quote
Always wind up getting out thanks to shield runes and regen infusions and the phase door rune I started the game with
IMO you'd be better off with a movement infusion or a TP rune instead of a phase door one
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Paul

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Re: Tome 4: Tales of Maj'Eyal
« Reply #418 on: October 01, 2011, 08:04:57 pm »

Been thinking of doing a movement one, but I've never tried one and this phase door one has saved me so many times so I hate to replace it since I've yet to see an equivalent one with the same low cooldown and 10 square range.

I often use it just to move around, on all the annoying ambush maps I'll activate aim and shoot everything in sight, then phase door to get in closer to shoot the rest without having to deactivate aim :D
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Re: Tome 4: Tales of Maj'Eyal
« Reply #419 on: October 01, 2011, 10:31:31 pm »

Geez the disappearing dungeon one sounds harsh.  Do they vanish as you play or is it just wonky at generation?  Maybe I can walk around and cross check with a Tome4 world map for dungeons.
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