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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 493815 times)

Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2385 on: May 21, 2018, 03:52:35 pm »

From what I've read the campaign ignores you skipping the sunwall and acts as though you did raze it, even if you don't.

It more bothered me that the lead-up to it was played off as "you need to see the other side of the story, things really don't be like that" and... sometimes things really DO be like that. There's not much noble about the orc campaign, you just kill your way through all your little kill targets until you've hit your kill quota. I felt like it was ... falsely advertised, I guess?

But again, the entire universe is full of omnicidal psychopaths so it's par for the course.
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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.

ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2386 on: May 31, 2018, 06:18:42 pm »

Question: Is there any difference between glass golem and regular golem, beyond the addittional skill?
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Arcvasti

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2387 on: May 31, 2018, 06:32:33 pm »

Nope. Its just like drolem, but with a different theme.
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2388 on: May 31, 2018, 06:39:41 pm »

Uglier, tho.

I wish I had a drolem. But I never completed the "back again" part.

I'm pretty inconstant.

But this time it will be good, with my new Dwarf alchemist Zarathruster and his loyal glass golem
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Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2389 on: May 31, 2018, 08:47:08 pm »

Well. I just cleared the scourge pits with a shadowblade.

Don't be me, kids. it wasn't fun.

At least I got the unlock, I guess.
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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.

ZebioLizard2

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2390 on: June 01, 2018, 02:11:06 pm »

Trying to win normal mode on not adventure mode is.. quite difficult, not sure what I'm doing wrong when it comes to playstyle.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2391 on: June 01, 2018, 08:54:13 pm »

Trying to win normal mode on not adventure mode is.. quite difficult, not sure what I'm doing wrong when it comes to playstyle.

Link to character sheet?
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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.

ZebioLizard2

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2392 on: June 02, 2018, 01:54:44 pm »

Don't have a consistent one at this point. I've been resetting mostly. I've been having issues with the random rares suddenly popping up and killing my characters before I can truly react.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2393 on: June 02, 2018, 06:28:08 pm »

Well... unless it's actual straight up one-shots, more escape methods might help? Movement infusions, teleport runes (phase door is not an escape method, save maybe if controlled. Don't use it as one, that will get you killed), etc. Stuff to let you pull back and regroup when you're surprised.
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Putnam

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2394 on: June 03, 2018, 02:55:20 am »

I've never been one-shot by rares before I could react even on insane using auto-explore. It's probably an issue of not enough escapes, yeah. Survivability always trumps damage in this.

Make sure to keep track of your status effects, and always keep a physical wild infusion around.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2395 on: June 03, 2018, 03:16:14 am »

Be careful to which skills you decide to put on automatic when there's an enemy on screen.
Some of them are instant use and so are no problem, but some require a turn, so in case you have 3 skills you automated but each require a turn for activation, it's 3 turns you give for free to an enemy.

And this can be rather lethal for your character when you have one of those random overpowered enemy appearing at range.
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Putnam

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2396 on: June 03, 2018, 06:37:18 pm »

I just straight up never put skills which require a turn on auto-use except when it's when enemies are not on screen. Even for stuff like reality smearing the convenience is far outweighed by the chance of getting killed.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2397 on: June 03, 2018, 06:43:28 pm »

The only talent I've done that with, pretty much ever, has been block. And that generally only with add-on classes or adventurer builds built around doing stupid things with block, such that it's basically impossible for there ever to be a better decision (for that particular character) than to block if block is off cooldown. It's not something you generally want to do, though, yeah.
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martinuzz

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2398 on: January 26, 2019, 06:01:38 am »

Finally!
Hadn't played for a year or so..
Finally won arena 60 mode.

About time.
Halfling Oozemancer ftw!
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martinuzz

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2399 on: February 28, 2019, 12:32:41 pm »

Hooked again to this game. It's pretty darn addictive.Embers of Rage DLC totally worth it if only for the added tinkers and the Psyshot class.
Forbidden Cults still on my wishlist.

And yay! Managed to win my first Nightmare mode.
https://te4.org/characters/1005/tome/988612d3-f032-4618-acc8-774061820a7d
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Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479
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