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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 491880 times)

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2235 on: February 29, 2016, 09:22:18 am »

... y'know, I actually didn't go into the pocket. Your mention reminded me I forgot to see what was inside :-\
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Oneir

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2236 on: February 29, 2016, 05:45:47 pm »

... y'know, I actually didn't go into the pocket. Your mention reminded me I forgot to see what was inside :-\

Spoiler summary in case you don't feel like restarting(?) a character to get all that far:
Spoiler (click to show/hide)

EDIT: Save fixed! Game beaten! Still no sodding lightning coil. I spent so many generics on tinkering, and never got to see what Steam-powered Armor did. :( I even had the helmet and gauntlets, so I would have gotten the set bonus, too. Maybe I should toss this guy into the infinite dungeon?

EDEDITIT: In other news I've completely forgotten how to play my temporal warden. Not at all like a sawbutcher, as it turns out. :P
« Last Edit: February 29, 2016, 10:02:03 pm by Oneir »
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2237 on: February 29, 2016, 10:39:19 pm »

Heh. Yeeaah, not so much.

Started up a new psishot myself -- my first one was also my first whitehoof, and I found out 15-20 levels in that that was perhaps not the most wise of combinations :V they can't use mindstar mastery, since they're undead. Psishots offhand mindstars. Whoops.

First thing I've learned after giving it a shot is that vaporous step is actually incredibly good, quite possibly one of the best teleport talents in the game. Basically a self-activated spatial tether except it blows up other people when you trigger it. Also it heals you and regens a substantial chunk of steam after the first talent level of the second tier. Y'do have to be pretty careful about positioning, though... if you're not in LoS of the tether point when you trigger it it just kinda' putters out. Actually using it to see what happens is about the only thing new I've done so far, though... mostly building the same otherwise (maxed iron blood, working on metal star, obviously upping the psyshot talent as available, doing tinker things). Probably going to try to actually use the dread/fear actives instead of just getting mechanical arms and using that to boost damage/survivability. it's pretty freaking incredible for that, though -- basically beyond the flesh, except (short) ranged, hits two targets, and effectively gives you resist all vs. targets they hit. Beautifully powerful, they are. Only uses a single mindstar for the damage output, but shit, load that thing up with global slows on melee hits or +100% daze chance and see how much of a difference that makes.

Also doing the normal addons now, so it should be a bit more interesting. Remembered kinda' belatedly several of them won't exactly work without the maj'eyal map being there, but... eh.

E: Also wow, explosive shell on a psyshot. I'm having flashbacks to phase-warriors, 'cause I just projected a barrage of melee hits in an AoE on the other side of the room :V
« Last Edit: February 29, 2016, 10:52:26 pm by Frumple »
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2238 on: March 03, 2016, 10:38:43 pm »

Question for people. I have the sandworm heart as an archmage. I feel I should corrupt it for the new category, but I was wondering how equilibrium worked on an archmage. A second heal would be nice for the shield sustain, but that other tree is tempting.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2239 on: March 04, 2016, 12:50:58 am »

Unless something's changed, equilibrium on classes that don't have it natively is a waste because you can't lower it via meditation. It just builds until your stuff fails, then you wait to level up so it clears and can use it again.

Neither tree is really good for archmage, you'll want the Light tree from escorts for moar shields and heals, because moar.
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Arcvasti

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2240 on: March 04, 2016, 01:26:59 am »

Yeah, Harmony is kinda mediocre if you have to spend a cat point on it. If you get it as a freebie as an adventurer or wyrmic, its worth putting a few points in, but otherwise its pretty subpar.
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Oneir

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2241 on: March 04, 2016, 06:25:41 pm »

I think you get meditation now whenever you get an equilibrium pool. I'm pretty sure I ended up with meditation because of an escort, and definitely got Spacetime Tuning that way, anyway. If I'm wrong, you can always poison yourself or walk on the world map. (equilibrium is weird)

Both the trees from the sandworm heart pretty much suck, as far as I can tell.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2242 on: March 04, 2016, 07:07:01 pm »

You can get meditation, yes, but I'm relatively sure it doesn't come automatically. Same escort that can get you earth eyes. An archmage can't, though -- it's only for characters that dump one of the escorts (I've forgotten the exact one) onto the zigs. Plenty of other ways to regen equilibrium, though -- there's regen on hit on all sorts of equipment, and self-flagellation is still an option, iirc. Plus I think some other ways I'm forgetting.

For an archmage, yeah, harmony's pretty intensely iffy. About the best thing you can offer for it is you've probably got easy ways to proc the fire aspect of the sustain (which'd stack somewhat with essence of speed, iirc). The actives are... there. But not terribly useful, most of the time (imo), and the sexier parts of them are stuff an AM's kit doesn't really need/already has rough equivalents for.

To be fair, the corruption option isn't really amazing, either, but that passive heal on crit/kill is pretty hefty, and you're probably already building crit to some extent, so you'd get good use out of it. Maybe not the best place to put your generics, but it wouldn't be a bad place to put your generics by any means.
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2243 on: March 04, 2016, 11:09:22 pm »

I just ate it to open up wyrmics and get the free points. If I was serious about this character, ID have gone for the corrupted version for that heal on kill abilty. Right now I'm hitting everything I can with as much fire damage as possible to unlock wildfire. I think I've hit about 250k and I just entered daikara.
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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.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2244 on: March 05, 2016, 09:52:53 am »

... oh my, hands of creation on a psyshot is just mean. I like it, ahaha!
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Oneir

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2245 on: March 05, 2016, 12:34:26 pm »

Does Psyshot have a lot of melee attacks to trigger the proc? I loved hands of creation and storm cutter on my sawbutcher -- proccing explosions and lightning in all directions with tempest of metal, saw wheels, and flexible combat is just beautiful.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2246 on: March 05, 2016, 01:17:29 pm »

Almost everything they do triggers a melee attack... at range. Their basic thing is that when they land a shot, if they're wearing a mindstar in the offhand (and have psiblades turned off, which I didn't notice before), they take a swing with the mindstar at whatever they hit. It's fairly similar to that one TW talent that makes one-attack melee clones when you hit something with an arrow (except I think that's on a % chance now... this is just always).

They've also got mechanical hands, a sustain which can trigger two melee attacks per turn, at short range. Admittedly their melee hits are all one mindstar swings, but, well. You get a fair amount of them, and even if the raw damage isn't mindblowing they still proc everything that normally procs from a melee hit. And it can do it ten squares out.

The really fun one is I've got one talent that both triggers the melee hit at range, and counts as a mind talent. And I picked up meteor crash. Between that, the hands, and an incendiary groove... I'm doing a fair amount of fire damage.

Also most of the screen tends to always be on fire :V

E: Oh yeah, did the distorted time thing today. Re: the question of canon gender, the text there appears to be randomized -- class/gender is probably going to change with playthrough.

... though I did just realize I can, y'know, just go look at the code. /data/lore/pocket-time.lua. The text does indeed change... seems to be based off your last winner? Or a winner. Something like that. There's basically no actual canon scourge, apparently :P
« Last Edit: March 05, 2016, 08:50:56 pm by Frumple »
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HedgehogOfTrog

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2247 on: March 21, 2016, 01:01:58 pm »

Do you guys have any tips for surviving early game with a rogue? I'm trying so hard to unlock Marauder but I never survived past early East. Playing on normal roguelike and it's saddening when I get one-shotted on such a low difficulty. Guess I'll try to stack +HP items harder next time.
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Elephant Parade

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2248 on: March 21, 2016, 01:28:50 pm »

Do you guys have any tips for surviving early game with a rogue? I'm trying so hard to unlock Marauder but I never survived past early East. Playing on normal roguelike and it's saddening when I get one-shotted on such a low difficulty. Guess I'll try to stack +HP items harder next time.
I'm not all that great at the game, but I would recommend against Roguelike; one-shots are just too common for it to be fun, at least for me.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2249 on: March 21, 2016, 02:39:02 pm »

Vision runes (or just plain vision, if you get a seer escort), track, playing very very slowly. Don't forget stealth (stealth is freaking amazing), probably skim through the weapon shops to see if you can nab up a steel dagger or two early on. Maybe play skeleton or somethin' -- built in tankiness helps a lot with the early game deaths (and if you're running embers and can spare the cat point and some generics, you can offset pretty much all the normal undead issues). Rogues do freakish amounts of damage once they get rolling, and have native track -- you should be the one doing the one-shotting in the early east, heh. Definitely play adventure difficulty if you're trying for unlocks. Also don't forget thick skin and resistances -- +HP's very nice, but after a point resistance is probably going to be getting you more bang for your buck. Map control and awareness will be getting you more than either, but still.

... though with rogue, you should be able to unlock marauder well before the East if you're building for it, unless something's changed that I wasn't noticing. Iirc you can usually hit for 600 around level 20, 22 -- standard build for it is stack up some poisons, hit 'em with a 5/5 venomous strike with maxed shadowstrike (hide in plain sight, to get the stealth back, probably). Maybe use a 2-hander (and stick points into weapon instead of dagger mastery) for the v.strike attack. You'll hit like a truck, and with the damage all rolled into one source like the cheevo needs.
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