-a metric fuckton of useful advice I am saving to a txt for my own personal use-
Thank you for the advice, I appreciate it. I'll make use of it sometime tonight as I've just thought out the concepts needed for me to make my Temporal Warden and Shadowblade. I'm working on concepts for Summoner, Archer and Arcane Blade as well, so I'll ask about those next time.
However I don't really find the t4 forums, IRC or the ingame chat to be as helpful as coming here and asking people in a thread that is both themed around the game and in a more comfortable environment. I always feel iffy about phpbb forums and IRC anyways, and ingame chat goes by too fast in the main window and not fast enough with the logs.
Soliphists are the only class that should have no trouble taking out soliphist rares, since their main threat is that they will sleep you for like 5 turns and do like 500 damage and eat through all your sheilds, if you have the lucid dreaming talent on (which you should always have on at least at level one as soon as you get it), then they can't sleep you, and become a pushover pretty much.
I can regularly take out Soliphist rares with an Archmage and careful use of tactics. I fight at least three every other run from what I recall, but then again I'm talking about Solophist rats, slimes and skeletons. I haven't gotten a character past level 23 either and the worst I've fought was a pair of Soliphist adventurers. Never again.
If you are careful (and recognize them as soon as they appear ideally), then you should be able to take them out without that much problem, ESPECIALLY if you have played one before (otherwise they are kind of a black box).
As any class that heavily relies on shields, they are extremely dangerous, as they are very easily able to break a 1000 point shield (especially if they they aren't alone) and deal you 100 points of damage on top of that (with some bad luck you can go from 1000 point shield+full health to dead between actions).
Whoa Frumple, those there are some huge posts. Thanks! You too, Ranger
I generally prefer melee classes to ranged ones, and back in b038 melee TW was quite possible. Guess I'll try a generalist/ranged one.
I also tried Solipsist, and it's balls out easy. You can tank through almost anything and do incredible sustained damage. Really, really needs a nerf. You have great CC, you can base your entire defence on your mental saves, you have a controlled phase door... My first death was to a fellow Solipsist unique, albeit a snake. Then I died 3 times to the Minotaur since I hadn't anything to rid me of stun, so I got mad and quit.
Weirdly enough I feel I don't like the Solipsist. Sure, he plays great, is really powerful and has some fun talents... I don't actually know why I don't like it. Ever had this happen to you? There's a class in an rpg or whatever that you ... just don't like in general. Without a reason. Kind of the opposite of how I feel about Doomed and Cursed. Maybe it's the [miniature] lore, like ability description and even names of talents.
Wow, this feels dumb when I try to type it out. On the other hand the Dreamforge line of talents is incredible. I could base a god damn novel on that thing alone.
Yeah agree with everything you say here (well, don't know about the Dreamforge talents, since I haven't really tried them out).
And yeah, Soliphists (Yeah, thats right mister "Hey, don't spell things completely wrong", I will spell things wrong any way I want
), would be totally awesome as mages or a class/category of magic in a fantasy universe.
You should have almost no trouble beating the game as a Yeek Solopist. Next version they will probably be nerfed quite a bit, so that window of opportunity will be closed.
On my second try with a Sopolist (first try ended due to game glitching out on me), I got to level 44 (10 levels farther then I have gotten, and quite a few quests further then I have ever gotten before), in addition, almost all of my deaths were completely avoidable if I had been thinking a little better or paying more attention or just a little more prudent (except one where the game killed me in three turns when I accidentally moved three times due to terrible lag).
They are so strong, they have excellent utility (group sleeps, individual sleeps that easily work on bosses, knockback, vortex that sucks enemies in), damage (mindblast, nightmares (which is a 5 turn disable+500 group damage)), tankiness (due to how they avoid damage), pretty good summons (you can summon clones of a boss using one of your abilties that can tie him down for like a dozen turns, (and if yeek the yeek mindslayers as well)), crazy hard TO disable (get crazy high saving throws for everything, they can probably sleep anything nearby if they aren't outright dazed, immune to silence, immune to sleep, can regenerate all their psi in a single turn with a simple healing infusion).
Yeah, they are pretty boring though, especially compared to archmages (who they can eat for breakfast in battle if they were both played with human level intelligence).
EDIT: I am pretty sure saving throws aren't perfectly linear (eg. a +10 to mental save doesn't give +10 if your mental save is already there), does anyone know how exactly your saving throw is determined?
EDIT2: If you are planning on playing a solypist, then you should avoid the discharge and thought form tree. Discharge does damage about equal of what you already sustain, requires you not to move or cast any other abilities and basically require that you get wailed on if you want to get a decent damage from it, as well as having to have like 6 enemies in view the whole time its on (even with like 8 points in it its pretty useless). Thought-form doesn't scale very well and isn't really much good as anything other then distraction (which it might be worth putting 4 points into just so you can summon each of them one after the other to soak up some damage).