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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492405 times)

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1350 on: December 24, 2013, 04:24:04 pm »

If i remember well, to get "close to the draconic world" you need to do both :

Eat the heart of the sandworm queen from the sandworm lair
Eat the wyrm bile of the backup guardian that will appear in the sandworm dungeon after you come back from the East

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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1351 on: December 24, 2013, 04:25:53 pm »

Re: WB as slayer... have your auras up (after the initial sustain strip, of course. Taunt it with augmentation or sumthin'), rush (via boots) or jump into its face (if possible), nail it in the craw with a (4-5/5) kinspike, preferably into one of those little wall things so you don't have to chase it. Usually doesn't take more than that, you should be putting out a lot of melee damage. Maybe do tri-wield with a nice dagger for the fight for some extra stabby, if you're not already. Insidious poison or other useful enchant (purging, whatever) might not hurt, too. Mostly you just rush the bugger down, you should have more bump damage throughput than nearly everything.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1352 on: December 24, 2013, 05:58:10 pm »

Re: WB as slayer... have your auras up (after the initial sustain strip, of course. Taunt it with augmentation or sumthin'), rush (via boots) or jump into its face (if possible), nail it in the craw with a (4-5/5) kinspike, preferably into one of those little wall things so you don't have to chase it. Usually doesn't take more than that, you should be putting out a lot of melee damage. Maybe do tri-wield with a nice dagger for the fight for some extra stabby, if you're not already. Insidious poison or other useful enchant (purging, whatever) might not hurt, too. Mostly you just rush the bugger down, you should have more bump damage throughput than nearly everything.

I've got a Tier 3 2H sword and the tree stump mindwielded at the moment, by far the best I've found. I did focus heavy on shields early because they're damn amazing, so my damage is ludicrous for most things except some sustained elites. I'll try the post-purge rush once I get a few more levels under my belt but before I head east, and check for a poison infusion to replace one of my Wilds. Thanks for the advice, it's my first decent 'Slayer, so I'm a bit new to the class (and psionicists in general. Haven't tried a solipsist since Dreamforge got buffed).
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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.
So if baseless speculation is all we have, we might as well treat it like fact.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1353 on: December 24, 2013, 06:26:13 pm »

Yeah... at least for me, melee slayers are very, hrm. Uncomplicated? You don't have many moving parts. There's the mobility stuff, aura spikes (honestly, I generally don't spike my shields. I should, but I usually don't.), and whatever activatables (inscriptions, artifacts, etc.) you've got on hand. The rest of it's just loading down with kit and slamming your face into stuff until it dies. I usually even remove the initial point in the voracity tree, especially now that resting restores psi.

Tri-wield (maybe sword and board -- either of them give better raw stats than dual 2-hand, if maybe less immediate damage) with as much on-melee stuff as I can manage is usually pretty standard. Probably fungus, if I don't get something really sexy in terms of arcane escort missions.

After that, it's mostly just hoping I find the right items (rush boots, especially, but a good movement infusion goes a long way) to cruise into the east with. I find they have a pretty easy time with the early to late-mid game (up until the east, basically), after which things get a little more rough (but you've got stuff like antimagic and finer energy manipulation to tank and kit yourself to the nines, which helps smooth things out.). Still, I like 'em when I want to turn off my head and walk into things, heh.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1354 on: December 24, 2013, 08:25:49 pm »

I went a did a couple more non-dreadfell dungeons and came back, got him first try even without temp-boosting kinetic for spikes. I'll keep an eye out for mind daggers once I get some more cunning (for dex conversion), but I've always done sword N board wyrmics, sun pallys, bulwarks... wanted to do something new and shield spikes keep me above half health (for everything else, there's psychoport) combined with fungus, for now. It's proven to be quite educational so far, and less numbingly boring than mindlash for whatever reason. I may try psiblades mindlash auraspike next time just to see how it goes.
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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.
So if baseless speculation is all we have, we might as well treat it like fact.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1355 on: December 25, 2013, 07:22:36 am »

A Christmas new release, ToME4 1.1.3
http://te4.org/blogs/darkgod/2013/12/news/tales-majeyal-113-aka-oh-christmas-troy-released

Code: [Select]
Release highlights:

    * New Doomed tree
    * Many important fixes

 
Expanded changelist:

    * New Doomed tree: One with Shadows
    * Fixed dying as you win the Derth arena
    * Fixed correctly dying while killing the chronolith twins
    * Added the missing unlock text for Madness
    * Sanctum portal has a message about requiring the orb of many ways
    * Fixed achievements borders ingame for various difficulties
    * Corrupted Shell also provides 20% armour hardiness
    * Wait longer for login
    * Fixed the video options dialog
    * The game will detect if it was not started sucessfully (up to the main menu) last time it was run and automatically enable safe mode in this case
    * A few sanity paranoid code checks
    * Moderators are shown as such
    * Achievement tiles for most online events
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1356 on: December 25, 2013, 08:54:25 am »

Nice to see it's still undergoing very active development. Wonder what that new Doomed tree is like.

In the meantime, I decided to give my reaver a rest, and started a Marauder, because I love all forms of rogues in games.

Level 20, entering the Ruined dungeon right now. Got some nice fixedart daggers, doing pretty decent damage with decent crowd control.

Died 3 times, but for a change I actually know what I did wrong the first two times - I got surrounded by 12 000 rogues and a rogue rare in the Labyrinth, and not even Marauder levels of defence can save you from 13 different poisons killing your infusions and your health and your wild infusion doesn't do shit and oh you respawned hohoho go take another break now sonny.

Marauder seems reasonably fun. Headbutting things will never not be hilarious, and from what I hear, you get insane levels of defense so that leaves only spellcasters to worry about.

Which is actually what everyone worries about but hey.
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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."

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1357 on: December 27, 2013, 01:47:15 pm »

Yes, it's always the same big guns of the roguelike world that get the most votes, though logical as they usually have the most players too.
There's also the nature of the vote that unfortunately allow anyone to vote multiple time despite having already voted previously, opening a big door to vote abuse toward a title.

Currently it's ToME4 leading with 200 more votes than Adom.
Cataclysm DDA is in 3rd position, really great to see this one rising.

So many other game would deserve more votes, but difficult to rival the amount of players the big names have.

Anyways, got to play this new version of ToME4 mostly to check that new Doomed tree, but lost my ridiculously weak Yeek Doomed before even getting the chance to taste that tree (that is interesting to make the summoned shadows even more usefull for your own survival), but i knew it was going to happen as Doomed Yeek is a perfect definition for that combo, it's really doomed :D as early Doomed have a hard time, and Yeek well they're really in danger of a 1 shot if a nasty resist their mental domination.

Instead of playing with some more serious Doomed, i decided to go to Dwarf Brawler as it's been a very long time i didn't played one (my first winner was a brawler actually).
And wow, it's been really long as i forgot how really low damaging a Brawler can be in very early game, fortunately i had good defenses so i wasn't much in danger.

But at some point in Trollmire i ran into a rare bear that had shield wall enabled and lots of health (lots for early game i mean) and i started brawling with it, due to his shield wall the bear was dealing very low damage (the cons of shield wall for bulwarks)  so i had no difficulty regenerating regularly, but shield wall big advantage is that it increase defense and armor , and then i was dealing really ridiculous damage by hits with my best damaging skills (2 to 4 by hits when crits)

It took nearly forever to take that bear out in one of the most boring fight i ever had in ToME4.
So much boring i didn't even cared to even retreat against the too powerfull troll wizard unique that can sometime appear in Trollmire and decided to give up out of boredom in Eidolon
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1358 on: December 27, 2013, 03:17:29 pm »

I'm very close to giving up on this game for a while again. I had a very strong mindlash Mindslayer, and got caught in an unfortunate crossfire in the Dark Crypt. My spiked blight shield was at half-strength with 2 turns left and I had shield refresh up with full health, so I took a single step towards freedom and instantly died (to a single regular corruptor mob). I showed up in Eidolon with freshly spiked full shields, and according to the combat log I only took 300 damage that turn, which wouldn't have been enough to drop my spiked shield, let alone my 450 hp. As far as I can tell I was doing everything properly to survive, and the combat log even tells me I should have lived. Dying from stupid mistakes is one thing, those I can fix. This is just... what?
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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.
So if baseless speculation is all we have, we might as well treat it like fact.

etgfrog

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1359 on: December 27, 2013, 03:38:04 pm »

the log doesn't properly record any additional damaged received after the first from a source when you die, so if that 300 damage stunned or slowed you and the caster got another turn, it could have crit and killed you. crits from corruptors are a bit insane.
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1360 on: December 28, 2013, 10:57:46 am »

Welp, I did it. My reaver is 42 and in the Prides.

My game is finally turned into an endless shitstorm of 1 frame per second and spending 9 out of 10 turns staring at a black screen because I'll be fucked if I know how to gain Blindness immunity and the orcs know it and revel in my misery as they spam sun infusions and fuck you Tome 4 whoever designed this is so far removed from the concept of fun he exists on an entirely different dimension.

Also apparently my saves are bad, and I don't know whether to prioritize resistances, or status resistances, or saves, or armour, or penetration, so my confusion immunity is 20% and the precious few turns I can see what is going on I have to do that through a smudged filter as if someone with really greasy skin has been rolling over my laptop.

I also messed up a bit at the Vor Armoury and currently have only 1 life left, and no Blood of Life, so I probably won't be winning a Reaver this time.

Ugh.
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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."

Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1361 on: December 28, 2013, 11:08:04 am »

If you're playing a race with strong saves (dorf, Shalore) you may be able to get by only on saves. If you aren't (most anything else), immunities are more useful, coupled with a mental wild infusion because confusion can get fucked. Also, making every possible effort to get Celesital/Light form an escort for cleansing is highly recommended if you aren't going AM on whatever character. Resistances are critical, but only for the handful of types you're likely to find where you are (Vor is fire and frost, IIRC).

... but what the hell do I know, I can't even make it to the east without some random moronic deaths these days, so my opinion is probably invalid.
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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.
So if baseless speculation is all we have, we might as well treat it like fact.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1362 on: December 28, 2013, 01:38:47 pm »

Yeah, when you're not lucky on a run to get the right items providing the best resistances, saves and stats bonus, ToME4 has enough random things to destroy your character .

While i had some wins, i had an impressive list of characters that i lost on various level of bull happening in the game, some annoying me so much that i simply ceased to play for a while, a bit like i do with Crawl that annoy me so much with the press "autoexplore, 20 seconds later -> you're hungry !" system that i always end into forgetting it for months before giving another go.

I was so happy the very first time i had gone antimagic and managed to reach the Prides, i used the Silence skill on the horrible entrance of the necromancer Pride, none could cast ! Maybe the fact i had found nothing providing enough darkness resistance wouldn't prevent me to get running into that Pride.

... except apparently they were all generated with an infusion they used on their turn, that removed the silence effect from all them, then their following turn i was insta killed by many of their shots. And it's not the weak (at the time, though it's not much better now if you don't get the prodigy to improve it) antimagic shield that helped.
« Last Edit: December 28, 2013, 01:46:44 pm by Robsoie »
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1363 on: December 28, 2013, 02:33:21 pm »

And my Reaver is now dead, at 46, in the Slime Tunnels bullshitted to death by that Lich thing that comes out of the orb of undeath.

Apparently he has 99% Blight resist, and Impending Doom, and my teleport didn't quite work out on the 13th try to kill it.

Should've gone away and levelled up, but I was getting sick of Reaver - it turned out to be just another autoattacker because Vim is the dumbest resource ever and if something [say a gigantic pack of antimagic orcs] drains your vim you can't really regenerate it, and while it hits relatively hard and has pretty decent survivability with the Anorithil tree and Bone Shield, it's just not that great alltogether.

Would've liked a win with a non-antimagic character, though.

Oh well.

What's the most OP melee class in Tome? I'm guessing Sun Paladin for the survivability, and Cursed for Antimagic, but I've won a Cursed and it was horrible. I just want to be able to clean up vaults as they come by and jump in the middle of packs and AOE stuff and not give a shit.
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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."

Niveras

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1364 on: December 28, 2013, 02:43:24 pm »

Zerkers, I believe. No idea if they've changed since I last heard that.

If you want a non-AM win there's always archmage. Fire/wildfire offers lots of killing power and archmages in general have good utility: escape via PD or teleport, detection via vision and arcane eye (useful to find out if that dangerous thing you teleported away from is around that next corner), good emergency healing, and cleansing flames basically allows you to ignore mental and physical effects (though you still want a mental wild infusion) and is good for stripping buffs from enemies. My only difficulty with fire mages is radiant and luminous horrors, because fire penetration doesn't help against their healed-by-fire-damage.
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