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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492469 times)

RedKing

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1185 on: March 27, 2013, 08:33:24 am »

Woot....killed the Master and the Grand Corruptor with my current character, a lvl 27 Dwarf Alchemist. Been pouring all my points into my golem and staff mastery, and then using the golem as a meatshield/eye-beamer while I tag them with Channel Staff over and over and over. (my bombs are all but useless)

With full points in Supercharge Golem, I can res and full-heal my golem for about 4 alchemist gems, every 18 turns. Golem has two shield runes, tons of armor and resist and the Rune of the Rift. And Runic Golem at lvl 5 now, so considerable natural regen.

Curious to see how he fares in the East.
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Max White

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1186 on: March 27, 2013, 08:37:36 am »

Bomb-alchemist is so last season... Heat alchemist is all the rage now.

RedKing

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1187 on: March 27, 2013, 09:04:28 am »

Bomb-alchemist is so last season... Heat alchemist is all the rage now.
Yeah, I looked at the Fire Alchemy tree and it looked interesting. Now that I've maxed all the golem-related skills I want, I might pick it up at 30 (then again, a rune/infusion slot would be really nice too). But yeah, I could use more dakka.

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Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1188 on: March 27, 2013, 09:28:46 am »

Bombs would give you a lot of dakka :P
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Encased in burning magma

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1189 on: March 27, 2013, 11:40:24 am »

And if you open up the Fears tree (although I don't have much experience with it)

It's shit. Not worth the points.
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[MILL_CHILD:ONLY_IF_GOOD_REASON]

RedKing

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1190 on: March 28, 2013, 08:11:58 am »

Bombs would give you a lot of dakka :P
Meh. 1 point in the first skill in the fire alchemy tree would appear to give WAY more dakka than my bombs ever will.

Plus at lvl 30, I'm gonna take the Corrupted Summons prodigy and give my golem Corrupted Strength and the Reaving Combat skill tree. Burly McRockslab gonna get burlier.

I'm curious....do golems themselves get to take prodigies at lvl 30??
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Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1191 on: March 28, 2013, 08:21:58 am »

Unless it's been fixed, only in the infinite dungeon. Not in the main campaign.

And 5/5/5/0 explosive admixtures, RK. Levels basically everything and massively out damages anything the fire alchemy tree can produce. Heat's good for using while the bomb's on CD and the rest of the FA talents have their uses, but in turns/damage maxed out bombs flat out outperform the entire fire alchemy tree (frankly, they almost outperform some other classes in their entirety >_>). Throw in some infusion investment (which you'd be doing for fire alchemy anyway) and it gets even better.
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1192 on: March 28, 2013, 09:48:07 am »

What Frumple said. At 5/5/5/0, you have a weapon that has a radius of like 6, are immune to it, a nice chunk of always on resistance for you and I believe your golem, and it can outdamage anything, especially with tier 5 gems. Plus, with infusions, you now have the ability to swap up the damages, which also adds to your ability to control the battlefield. A maxed out acid infusion is basically throwing out a really good Sun infusion every 3 or so turns. The depressing part is that fire alchemy would be stellar on almost any other class. I mean its one of the few trees that can block LoS but not LoE.
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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.

Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1193 on: March 28, 2013, 10:15:24 am »

+1 fire alchemy is pitiful in comparison to screen-clearing bombs you can toss every 3 or 4 turns and hundreds of alchemist gems for ammo.

The golem will never do anything like respectable damage punching and zapping stuff one at a time. And no, they don't get prodigies.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1194 on: March 28, 2013, 02:30:46 pm »

I forgot how much I hated the Murgol Lair. Though, initial Oozemancer testing confirms OP ness. Acid splash is basically an alchemist bomb that summons helpers. Acid Spit is channel staff that hits lots of targets. The mosses and the mucus are lets run away and kill crap buttons that are instant. Inherent anti magic is annoying, but the abilities it provides are insane when added on to the class.
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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.

Dr Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1195 on: March 28, 2013, 08:19:16 pm »

Finished the bunny quest...

Spoiler (click to show/hide)

Oozemancers are fun. I think that was the fastest time I've beaten the Arena.
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1196 on: March 28, 2013, 09:51:34 pm »

I just learned that, yeah, Oozewalk is NOT a teleport effect. Keep that mucus running 24/7 folks. It can let you escape, perfectly, in no teleport situations if you prep it right. Oh, and its faster then a teleport.
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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.

Aoi

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1197 on: March 28, 2013, 10:20:35 pm »

Don't forget that you have an ability to project mucus pretty far away... and you can walk there in an emergency to get away.
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lemon10

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1198 on: March 28, 2013, 11:15:20 pm »

Slime Roots is far superior for a escape in my opinion.
A) It can be used whenever Oozewalk can be used. Although you say Oozewalk can *always* be used, it can't actually be used when you are frozen, and it probably can't be used while 90% confused either (although I can't actually be sure about it).
B) Slime Roots can teleport you *anywhere* in a 10 radius area, including through walls (as long as they aren't vault walls) without having any chance of fizzling or accuracy problems (although having perfect accuracy would be better, radius 1 teleport is still super sweet).
C) Oozewalk has to be set up properly before use, which usually requires a turn casting time to project the slime before you run (and that only works if its off cooldown).

On the flip side, Oozewalk *does* have a 20% cast time, and it can remove status effects, but despite those, it isn't really a superior escape, since you can't really choose anywhere you want to go.

That said, I highly recommend having your basic Mucus ability on "cast whenever enemies are in sight", since it basically eliminates any and all equilibrium problems you will ever have.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1199 on: March 29, 2013, 02:52:12 am »

Slime roots counts as a teleport. In no teleport areas, you can't use it. I've tried this when fighting the weirdling beast at the bottom of Lake Nur. Slime roots didn't work, but I could use Oozewalk to get myself behind a pillar after bombing it with Acid Splash. One on one, you just clip the mob with acid splash. Then you can use Oozewalk to teleport extremely far away, preferably around a corner.

Slime roots IS almost always a better option, if only that it lets you pop more skills once you get away. Seriously though, the sheer amount of spam is FAR more impressive then the Alchemist, and you get more allies, if randomly.
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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.
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