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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 493918 times)

HedgehogOfTrog

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2250 on: March 21, 2016, 04:56:56 pm »

(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).
What do you mean by that? Do Embers add something for the undead? (didn't get the DLC yet).
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2251 on: March 21, 2016, 06:10:22 pm »

Sorta'. Embers adds a steampunk inscription system, that works for the undead (and everyone else, including anti-magic users; the medical injectors/steam engines are the least restricted inscriptions in the game) and provides most of the important things infusions do (Healing, debuff stripping -- in the particular, it's a hell of a lot better at that than wild infusions are -- and die_at and whatnot. Plus there's other stuff that can double for movement infusions, heh.). That and lacking the ability to use equilibrium talents are about the only downsides an undead has (and the equilibrium stuff is pretty ignorable, ha), and medical injectors/salves pretty comfortably replaces infusions for most things. It's pretty good stuff, yeah.

Downside is it's a bit rough getting schematics in the maj'eyal campaign, but eh.

E: Well, that and it takes a cat point and saving an escort (plus some generic point investment) to unlock the things in the main campaign. Helluva' lot cheaper in the embers campaign if you're rolling with a rogue there.
« Last Edit: March 21, 2016, 06:13:39 pm by Frumple »
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Oneir

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2252 on: March 21, 2016, 08:05:53 pm »

Another way to unlock marauder (if you don't mind spending half an hour on a character who is good for literally nothing else) is shadowblade emphasizing illuminate, of all things. You build stealth, magic, shadowstrike and illuminate, get a staff. Once illuminate starts dealing damage, you can set it to auto use when enemies are visible, stealth to auto use when available, and then just auto explore. Eventually you'll stealth kill a slime with a light weakness and get your 600 damage. (you can also save some of the black crystals in the crystal caves to the same end)

Again, though, saying that this is playing the game at that point is stretching it, and this build isn't good for anything in the long run. But if you're getting frustrated playing rogue, and just want the unlock already, it works.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2253 on: March 21, 2016, 08:33:10 pm »

That... last bit actually isn't entirely true. The character vault's only roguelike ghoul rogue winner* did... basically what you're talking about. Staff build, max shadowstrike, max stealth. Can't recall if they used illuminate much** (if I'm remembering right, they leaned on gravity traps in the end, or something along those lines), but they basically leveraged the build you're talking about into a ghoul win with no deaths and a class with exactly one built-in tie in to the magic stat (via mystical cunning). A shadowblade would probably have an even easier time of it, they've got a significantly better kit for those kind of shenanigans... don't have the gravity trap, but have much better options for pushing the magic part around.

*This one. Several versions back, but I don't think anything in particular has changed to make it less viable (or more, because it was viable in roughly the same way melee summoners are). Being fair, tiger eye is/was probably one of the best T4 players I'm aware of, but... still.
**E: Actually, I just looked at their generics, heh. They didn't even have illuminate :P
« Last Edit: March 21, 2016, 08:41:11 pm by Frumple »
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Ukrainian Ranger

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2254 on: March 22, 2016, 03:45:40 am »

one handed staff + good dagger in offhand+ mag\cun + stealth + illumination + light tree from the escort is a very viable shadowblade build.

It is so viable that it was one of reasons of shadowstrike nerf some versions back

Good artefact 130% mag Twohanded staff + staff mastery tree isn't bad way to do it either.

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Arcvasti

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2255 on: March 22, 2016, 08:39:46 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.

As far as unlocking Marauder goes, I unlocked it by blocking with Swordbreaker[Artifact dagger that can block] and then Shadowstriking for a counter attack. Later died to the final bosses, but that was because I ran out of stamina/mana before they ran out of health/stuns.
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HedgehogOfTrog

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2256 on: September 13, 2016, 05:01:55 am »

one handed staff + good dagger in offhand+ mag\cun + stealth + illumination + light tree from the escort is a very viable shadowblade build.

It is so viable that it was one of reasons of shadowstrike nerf some versions back

Good artefact 130% mag Twohanded staff + staff mastery tree isn't bad way to do it either.
Do Shadowblades have any procs outside the darkness dmg on hit? How are staffs good for them?
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Ukrainian Ranger

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2257 on: September 13, 2016, 06:12:51 am »

Procs are not the main reason to have a staff in your hands. Illuminate from stealth than finish the work with channel staff.

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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2258 on: September 13, 2016, 07:07:28 am »

Mind you, procs are still a good reason to have a staff in your hands. Outside of maybe some of the actives (want to say something in the ambush tree has some melee projection?), though, I can't recall SBs having anything besides shadow combat so far as staff-accuracy boosted talents go. You're still perfectly able to stack that sort of thing via equipment if you particularly feel like using it, of course.

Though yeah, if an SB goes staff, it's almost certainly not for the proc damage boost. Near as I can remember at the moment, I think the only class that does primarily for that is arcane blades. Maybe reavers, but even they generally do it more for the % element boost than the proc damage one. Good few classes that definitely appreciate the improvement but not many that focus on it.
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Ukrainian Ranger

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2259 on: September 13, 2016, 09:02:45 am »

Two short staves wielding Reavers are insane. Huge +% to blight damage, melee blight damage after any spell, blight proc that heals you.

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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2260 on: September 13, 2016, 10:15:58 am »

Or go ogre, ehehe. No need for shortstaves then, and the power reduction is trivial in the face of zonking huge +% damage, heh.
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IcyTea31

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2261 on: October 06, 2016, 03:24:11 am »

Considering I recently reached (but didn't beat) the final battle, I think I've played this game enouh to PTW in its thread.

Also, a question: Gravity Spike deals extra damage when it targets multiple creatures. Does that count the caster if they are immune to the spell, for example by sustaining Gravity Locus?
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2262 on: March 09, 2017, 11:57:31 pm »

Jeez, been a while since someone posted in here. Anyway, bump/necro for the release of a new version, 1.5.0. Highlights include a new donator class, stone wardens opening to everyone, complete reworks for archers and rogues, and a passel of other junk. Some pretty neat stuff, fairly long period since the last update, so on, so forth. Good to see 1.5.0 coming out of testing.
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Arcvasti

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2263 on: March 10, 2017, 01:32:57 am »

Tried out the Possessor some and I absolutely HATE how their talent/resource game is set up. You've got three attack trees and you're supposed to choose two of them and do Temporal Warden style swapping between them. Except the swapping is much more obnoxious to trigger and your mindstars and weapons scale from different stats since there's no Beyond the Flesh type thing to help. Add in the fact that you're barred from using Psiblades for no real reason and your damage starts looking scattered and pitiful. The one saving grace is that its all Mind damage, so at least you only need to stack one damage type booster.

And then there's the Psi management. I don't know WHY this class needed Solipsism. It makes things a complete and utter pain, since all the ability costs are exorbitantly expensive. 40-50 Psi is not uncommon for some of the tier 3-4 talents and you hemorrhage it every time you take any damage whatsoever.

The single unlocked talent tree not devoted to a gimmick weapon combo relies on ridiculousness instead. 50% damage reduction[While reflecting most of that damage to a random enemy] with an enemy below 80% life in LoS? Percent damage reduction in an AoE that doesn't affect the user? If those talents had been tied to a class with less issues, they'd be absurd. As is, they're just another way to lose Psi at a frantic rate.

The whole body possessing thing seems kind of meh too, since it takes a rather silly amount of investment to do anything with[1-2 category points and nearly maxing two categories?] and has been preemptively divorced from a lot of the things that could make it powerful. Although who knows, the strongest body I got before dying was a level 14 Shadowbade, maybe you could actually make things work once you hit the East.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2264 on: March 10, 2017, 01:45:58 am »

Just finished downloading it. All I've really heard so far was from the beta testing but there's just enough assholes on their forums to make it hard to tell what's good feedback and what isn't.

And I'm probably the only one, but I look forward to the transmog feature. I admit it.
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