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Nastyman
Jul 11, 2007

There they sit
at the foot of the mountain
Taking hits
of the sacred smoke
Fire rips at their lungs
Holy mountain take us away
So I think my alchemist had a stroke just now


The only thing I pressed in that chatlog was 2, once per cast.

I was coming back from being surprised by the Hive Mother, noticed in the Eidolon Plane that auto-casting refit golem wouldn't work so I turned that off, got out and started another fight with the Hive Mother. Except now my Alchemist Bombs are going off in my hands and channel staff just hits me in the nads. I have no idea what's going on, did I press a hotkey somewhere that says "skip targeting, I'm a busy man" somewhere? Can I fix it before this Hive Mother comes into stabbing range again?

e: I reloaded.


Now my spells do this instead. And only the damaging spells.

e: SOMEONE KNOWS :tinfoil:

Nastyman fucked around with this message at 00:13 on Mar 3, 2014

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theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
Staff TW is really, really dumb.

Atamathon was amazingly easy. He's currently dead because Linaniil hit me between cooldowns, sadly. Still have the last life left, but I'm probably going to leave him here.

Now what other stupid things can I do? :getin:

Dodge Charms
May 30, 2013

theshim posted:

Now what other stupid things can I do? :getin:
Someone did a Staff Summoner recently (Blighted Summons + Channel Staff through your horde of minions).

Try some addon classes, maybe?

Log082
Nov 8, 2008


theshim posted:

Staff TW is really, really dumb.

Atamathon was amazingly easy. He's currently dead because Linaniil hit me between cooldowns, sadly. Still have the last life left, but I'm probably going to leave him here.

Now what other stupid things can I do? :getin:

Could a staff arcane blade work?

Jowy
Dec 4, 2007

Jesus Christ, it's a Pyro!

Log082 posted:

Could a staff arcane blade work?

It's actually the best AB build, assuming you actually mean a shortstaff.

Log082
Nov 8, 2008


Jowy posted:

It's actually the best AB build, assuming you actually mean a shortstaff.

...Oh. Never actually tried it. I guess now I have to. I do wonder, could you try a two-hander build using a staff?

Jowy
Dec 4, 2007

Jesus Christ, it's a Pyro!

Log082 posted:

...Oh. Never actually tried it. I guess now I have to. I do wonder, could you try a two-hander build using a staff?

I mean, AB is so strong that you probably could get away with a 2hand staff build, but it'd be so vastly, painfully inferior to the almighty earthen missiles dispenser that is an earth, DWing AB using a shortstaff.

Mostly because Flurry/GWF are just ridiculously stupid on ABs.

edit: I'll add that the last time I was doing an earth DW AB, for the longest time I was relying on a normal staff while trying to find some shortstaves. It was some random rare (or randart? I don't really remember) that gave a healthy amount of phys crit, and even with that alone it carried me to level 20-25 or so pretty effortlessly. So there's that, I suppose!

NachtSieger
Apr 10, 2013


Log082 posted:

Could a staff arcane blade work?

Shortstaff+Shield AB. Max dex/cun/mag, get enough str for yadda yadda. Gotta love proc damage accuracy bonus on both your weapons, especially once you factor GWF into it :getin:.

Robot Randy
Dec 31, 2011

by Lowtax
There have been way too many situations over the past few days where I could have escaped death simply by ascending a floor :downs:

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Is anyone else unable to login to your profile/chat in game? The login button just keeps bringing up registration.

(edit) Ah, te4.org is down. Rip :(

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Ciaphas posted:

Is anyone else unable to login to your profile/chat in game? The login button just keeps bringing up registration.

(edit) Ah, te4.org is down. Rip :(

It goes down a couple times a week due to excess traffic, it's usually back up in an hour or two.

Bumper Stickup
Jan 7, 2012

Mmm... Offshore Toast!


Grimey Drawer
I am never going to scoff at random teleportation ever again. My little lvl 22 skeleton ice mage just killed the master because of it.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Wyrmics have too much stuff for me to work out. Using Guide 2 on this page as a reference, what order do I really want to pick stuff up in? The only one I know for sure is Bellowing Roar first always.

Magres
Jul 14, 2011
Bellowing Roar, Lightning Speed, the Acid Tree, and a weapon tree from what I remember, with Prismatic poo poo later I think. AM+Fungus means you'll have infinite nature mana forever and ever because their spell costs are pretty low.


Oh, also the Sand Breath attack

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Out of curiousity, how well does Acid + psiblades work for Wyrmics since that entire tree scales to mindpower? Seems like there's enough stuff in wyrmic trees that scale to mindpower that they can ease up on strength and go balls out willpower for Psiblades/AM/Acid/Fungus/Whatever.

Dodge Charms
May 30, 2013

DeathSandwich posted:

Out of curiousity, how well does Acid + psiblades work for Wyrmics since that entire tree scales to mindpower? Seems like there's enough stuff in wyrmic trees that scale to mindpower that they can ease up on strength and go balls out willpower for Psiblades/AM/Acid/Fungus/Whatever.
Mindpower is how you get your rider effects to stick (Blind, Disarm, Confusion, etc.) so a low-damage / high-effect Wyrmic would be quite effective I think.

I know that Mindstar Adventurers can do really well with the Wyrmic Venom tree. Also Psiblades have incredible armor penetration, and they get their Accuracy from Willpower so you're saving on stat points (no need for Dex + Str) and talent points (no need for even one point of Combat Accuracy).

If you want better Willpower scaling for Wyrmic talents, check out StarKeep's addon:
http://te4.org/games/addons/tome/wyrmic-willpower-scaling or
http://steamcommunity.com/sharedfiles/filedetails/?id=217080342

Shwqa
Feb 13, 2012

theshim posted:

Staff TW is really, really dumb.

Atamathon was amazingly easy. He's currently dead because Linaniil hit me between cooldowns, sadly. Still have the last life left, but I'm probably going to leave him here.

Now what other stupid things can I do? :getin:

Staff sun paladin.
Weapon of light scales much better than weapon folding. You start with the light tree. The last chant greatly increases your damage and give you so much light radius you will see enemies before they see you. A comeback to life sustain that scales with magic. Shields can be used with short staves. Irresistible sun :getin:

Dodge Charms
May 30, 2013
Has anyone tried out the new Archery tree (Excellence) with Slings?

It seems pretty awesome when I kicked it around using a Bow, but with Slings you'd also be buffing the Poison tree and that might be a fun combo.

CrimsonWolf
Aug 4, 2007

So on my oozemancer I have a choice to make. After turning in the class point and generic point elixers, I can either get the +5 luck potion from the hermit and claim the infusion from him as well, or I can grab more elixers from the others and forget the infusion.


Is it even worth getting or worrying about anyhow?

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

Shwqa posted:

Staff sun paladin.
Weapon of light scales much better than weapon folding. You start with the light tree. The last chant greatly increases your damage and give you so much light radius you will see enemies before they see you. A comeback to life sustain that scales with magic. Shields can be used with short staves. Irresistible sun :getin:
It seems like it would be too easy :v:

Nah, I'm looking to do something crazy. Although I should probably beat the game with a bunch of classes first...I still haven't won with most of them, and I'm still ungodly terrible at melee classes. :smith:

Hmmm...

...Slinger Bulwark? :getin:

Dodge Charms
May 30, 2013

theshim posted:

...Slinger Bulwark? :getin:
All the Shield Offense talents work with a sling.

mitochondritom
Oct 3, 2010

Picked this up on Steam a few days ago, and well to be honest I am extremely overwhelmed. I have created a Dwarven Beserker and managed to get out of the first dungeon and into the dwarven town with some shops. Then I went into a strange mushroom cave full of undead looking dwarves and bat-dwarves. At the bottom there was a sarlacc type beast, I worked out how to kill it and it dropped some gloves. So these gloves can apparently destroy arcane items, is that a useful thing ? They are worth more than everything else I have totalled. Should I sell them ?

Another confusion is that I got a message saying arcane disrupting items exist. I am wearing some along with some actual arcane items. Do these items basically oppose each other? I think my arcane sword was still working when I was wearing my disrupting hat.

Help a newb out!

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

mitochondritom posted:

Picked this up on Steam a few days ago, and well to be honest I am extremely overwhelmed. I have created a Dwarven Beserker and managed to get out of the first dungeon and into the dwarven town with some shops. Then I went into a strange mushroom cave full of undead looking dwarves and bat-dwarves. At the bottom there was a sarlacc type beast, I worked out how to kill it and it dropped some gloves. So these gloves can apparently destroy arcane items, is that a useful thing ? They are worth more than everything else I have totalled. Should I sell them ?

Another confusion is that I got a message saying arcane disrupting items exist. I am wearing some along with some actual arcane items. Do these items basically oppose each other? I think my arcane sword was still working when I was wearing my disrupting hat.

Help a newb out!
The gloves that you found, the Spellhunt Remnants, are an interesting pair of gloves. They can be used to destroy an arcane-powered artifact of a higher tier of the gloves, which levels the gloves up. When they hit tier 5, they get a pretty kickass active ability that wrecks mages. If you're not using magic, they're pretty great!

As for arcane disrupting items - those give a chance of failure every time you attempt to use a spell. You shouldn't have any as a Berserker, though you might have as actives on one of your items, maybe. If you want to go full anti-magic, there's a town on the worldmap called Zigur - if you join them, you can never use any arcane-powered item, but you get a couple fantastic skill trees out of it. Some classes do better than others as anti-magic - I didn't go AM as a Berserker but it can work.

mitochondritom
Oct 3, 2010

theshim posted:

The gloves that you found, the Spellhunt Remnants, are an interesting pair of gloves. They can be used to destroy an arcane-powered artifact of a higher tier of the gloves, which levels the gloves up. When they hit tier 5, they get a pretty kickass active ability that wrecks mages. If you're not using magic, they're pretty great!

As for arcane disrupting items - those give a chance of failure every time you attempt to use a spell. You shouldn't have any as a Berserker, though you might have as actives on one of your items, maybe. If you want to go full anti-magic, there's a town on the worldmap called Zigur - if you join them, you can never use any arcane-powered item, but you get a couple fantastic skill trees out of it. Some classes do better than others as anti-magic - I didn't go AM as a Berserker but it can work.

Interesting, thanks for the advice. I wonder if as it is my first game and I am likely to die soon, it is just worth selling them. I am so overwhelmed I don't know if it is sensible to build a highly specialised mage killing machine.

Magres
Jul 14, 2011

mitochondritom posted:

I am so overwhelmed I don't know if it is sensible to build a highly specialised mage killing machine.

It is. Mages will almost always be your biggest problem on any character

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

mitochondritom posted:

Interesting, thanks for the advice. I wonder if as it is my first game and I am likely to die soon, it is just worth selling them. I am so overwhelmed I don't know if it is sensible to build a highly specialised mage killing machine.
I wouldn't sell them - even without going full AM, they're pretty useful. And you'll have plenty of money later on (right until you have no money).

Really the most important thing to do with money early on is spend something like 40 gold to get a good regen or healing infusion, because your starting one is godawful (and maybe an attack item, because wands/torques are stupid cheap). Other than that I often go through the game without buying a single thing besides artifacts from the merchant.

Oh, about that: there's a popup quest that shows up from level 8 or so onwards that you hear a voice calling for help. If you go in there, there's a couple levels of some rogues and a boss at the end. You can side with the boss - which is worth doing once to unlock poisons, which is the reward - but virtually every time you want to fight him and save the lost merchant. Late in the game, the merchant will create random incredibly powerful items for 4000 gold, so that's pretty much the major use of gold.

mitochondritom
Oct 3, 2010

Magres posted:

It is. Mages will almost always be your biggest problem on any character

Alright thanks. I will hang onto them now then.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

Dodge Charms posted:

All the Shield Offense talents work with a sling.
So if I use assault, does that use two shots from the pouch? :v:

Seriously I might give this a shot. An Archer who doesn't explode in melee is a silly yet interesting idea...

Klaus Kinski
Nov 26, 2007
Der Klaus

Magres posted:

It is. Mages will almost always be your biggest problem on any character

The problem is usually not killing them, it's not getting killed by them.

Magres
Jul 14, 2011
AM helps with that too, so :shrug:

Dodge Charms
May 30, 2013

mitochondritom posted:

Interesting, thanks for the advice. I wonder if as it is my first game and I am likely to die soon, it is just worth selling them. I am so overwhelmed I don't know if it is sensible to build a highly specialised mage killing machine.
For your character, a non-caster, the big deal about Arcane Disrupting is that it will disrupt Runes, since Runes are spells.

You probably don't have any Runes yet, but eventually you'll find stuff like Rune: Teleport or Rune: Shielding or Rune: Controlled Teleport. Those are really good as last-resort escapes, and wearing Arcane Disruption gear makes them unreliable which is not what one wants in an escape.

As you adventure more and save some random strangers, they'll offer to train you. Some of this training includes learning spells, which can also be disrupted by Arcane Disrupting gear.

That said, the Spellhunt Remnants are awesome and when you level them up they're useful through the whole endgame. Just be aware that you're giving something up by using them.

Glidergun
Mar 4, 2007

theshim posted:

So if I use assault, does that use two shots from the pouch? :v:

Seriously I might give this a shot. An Archer who doesn't explode in melee is a silly yet interesting idea...

Nah, it's two glove punches. Also, if you're trying this, wear gloves instead of gauntlets so you can avoid the speed penalty from the gauntlets. (It's currently bugged to apply to everybody even if they have a weapon, but unarmed attacks for non-brawlers while wearing gauntlets are supposed to take around 120% of a turn while unarmed glove attacks have 100% attack speed.)

Actually Slingwark is probably the reason unarmed attacks got changed to be slower for non-brawlers. It used to be that everyone got the fast unarmed attacks, but now they're as slow as normal and Brawlers just get a 40% combat speed boost with them.

Raitzeno
Nov 24, 2007

What? It seemed like
a good idea at the time.

If you're using a bunch of brawler talents on an Adventurer, can Reaving Combat still give you the two punches when you cast a spell?

mitochondritom
Oct 3, 2010

Dodge Charms posted:

For your character, a non-caster, the big deal about Arcane Disrupting is that it will disrupt Runes, since Runes are spells.

You probably don't have any Runes yet, but eventually you'll find stuff like Rune: Teleport or Rune: Shielding or Rune: Controlled Teleport. Those are really good as last-resort escapes, and wearing Arcane Disruption gear makes them unreliable which is not what one wants in an escape.

As you adventure more and save some random strangers, they'll offer to train you. Some of this training includes learning spells, which can also be disrupted by Arcane Disrupting gear.

That said, the Spellhunt Remnants are awesome and when you level them up they're useful through the whole endgame. Just be aware that you're giving something up by using them.


Ah I do actually have a rune. I found it in the mould dungeon. I wasn't aware that it was considered arcane. Man there's so much stuff to take in here.

Klaus Kinski
Nov 26, 2007
Der Klaus

Magres posted:

AM helps with that too, so :shrug:

Shield, teleport and the various usable items that are arcane only are way better for survival than AM. AM is for when you want to put regen on auto-use, turn your brain off and mash buttons to kill mans.

Dodge Charms
May 30, 2013

Raitzeno posted:

If you're using a bunch of brawler talents on an Adventurer, can Reaving Combat still give you the two punches when you cast a spell?
It'll just give you a free melee attack. If a Reaver is holding a 2h weapon, the Reaver only gets one attack. If your Adventurer is unarmed, you'd get one unarmed attack.


mitochondritom posted:

Ah I do actually have a rune. I found it in the mould dungeon. I wasn't aware that it was considered arcane. Man there's so much stuff to take in here.
There should be a line like:
Is: a spell
... on all the stuff that's Arcane.

Mind powers and Infusions will have different stuff after the "Is:" line.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

Glidergun posted:

Nah, it's two glove punches. Also, if you're trying this, wear gloves instead of gauntlets so you can avoid the speed penalty from the gauntlets. (It's currently bugged to apply to everybody even if they have a weapon, but unarmed attacks for non-brawlers while wearing gauntlets are supposed to take around 120% of a turn while unarmed glove attacks have 100% attack speed.)

Actually Slingwark is probably the reason unarmed attacks got changed to be slower for non-brawlers. It used to be that everyone got the fast unarmed attacks, but now they're as slow as normal and Brawlers just get a 40% combat speed boost with them.
Ah, so Slingwark is an unholy hybrid of Archer, Brawler, and Bulwark?

Color me intrigued :getin:

But the speed penalty should only apply when using shield offense talents, right? So I'd need to be a bit more careful about using Assault or Shield Pummel, I guess. Interesting.

Glidergun
Mar 4, 2007

theshim posted:

Ah, so Slingwark is an unholy hybrid of Archer, Brawler, and Bulwark?

Color me intrigued :getin:

But the speed penalty should only apply when using shield offense talents, right? So I'd need to be a bit more careful about using Assault or Shield Pummel, I guess. Interesting.

Well, the original Slingwark was back when weapon mastery and dagger mastery boosted your p.power regardless of what you were wielding, so it'll be a lot less effective now that you can't dump a bunch of generics into them and reap the benefits on your slings and punches.

(That was changed because someone played a Cornac Archer with the goal of getting the highest p. power possible and maxed out all four of their mastery talents. Apparently they were doing some pretty stupid damage. Also the mastery talents got changed to be 5 points like all the others instead of weirdo 10-point exceptions.)

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

Glidergun posted:

Well, the original Slingwark was back when weapon mastery and dagger mastery boosted your p.power regardless of what you were wielding, so it'll be a lot less effective now that you can't dump a bunch of generics into them and reap the benefits on your slings and punches.

(That was changed because someone played a Cornac Archer with the goal of getting the highest p. power possible and maxed out all four of their mastery talents. Apparently they were doing some pretty stupid damage. Also the mastery talents got changed to be 5 points like all the others instead of weirdo 10-point exceptions.)
Okay, that's hilarious. Still, I'll roll one tonight and pepper the thread with updates on my latest stupidity misadventures, it promises to be fun!

it may not actually be fun

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Dodge Charms
May 30, 2013

theshim posted:

Okay, that's hilarious. Still, I'll roll one tonight and pepper the thread with updates on my latest stupidity misadventures, it promises to be fun!

it may not actually be fun
Fingers crossed for fun.

I know that Block can put the Counterstrike status on ranged attackers and magi if you block their attacks, but I have no idea if Counterstrike works on ranged attacks or if you'd need to Rush.

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