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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 Nastyman fucked around with this message at 00:13 on Mar 3, 2014 |
# ? Mar 2, 2014 23:36 |
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# ? May 3, 2024 23:12 |
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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?
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# ? Mar 3, 2014 01:23 |
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theshim posted:Now what other stupid things can I do? Try some addon classes, maybe?
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# ? Mar 3, 2014 01:42 |
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theshim posted:Staff TW is really, really dumb. Could a staff arcane blade work?
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# ? Mar 3, 2014 01:51 |
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Log082 posted:Could a staff arcane blade work? It's actually the best AB build, assuming you actually mean a shortstaff.
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# ? Mar 3, 2014 01:52 |
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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?
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# ? Mar 3, 2014 01:54 |
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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!
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# ? Mar 3, 2014 02:05 |
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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 .
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# ? Mar 3, 2014 02:08 |
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There have been way too many situations over the past few days where I could have escaped death simply by ascending a floor
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# ? Mar 3, 2014 04:16 |
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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
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# ? Mar 3, 2014 05:12 |
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Ciaphas posted:Is anyone else unable to login to your profile/chat in game? The login button just keeps bringing up registration. It goes down a couple times a week due to excess traffic, it's usually back up in an hour or two.
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# ? Mar 3, 2014 05:17 |
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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.
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# ? Mar 3, 2014 05:58 |
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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.
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# ? Mar 3, 2014 16:22 |
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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
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# ? Mar 3, 2014 16:25 |
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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.
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# ? Mar 3, 2014 16:57 |
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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. 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
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# ? Mar 3, 2014 18:44 |
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theshim posted:Staff TW is really, really dumb. 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
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# ? Mar 3, 2014 18:54 |
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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.
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# ? Mar 3, 2014 19:08 |
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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?
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# ? Mar 3, 2014 21:12 |
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Shwqa posted:Staff sun paladin. 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. Hmmm... ...Slinger Bulwark?
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# ? Mar 3, 2014 21:14 |
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theshim posted:...Slinger Bulwark?
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# ? Mar 3, 2014 21:31 |
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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!
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# ? Mar 3, 2014 21:43 |
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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 ? 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.
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# ? Mar 3, 2014 21:47 |
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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! 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.
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# ? Mar 3, 2014 21:51 |
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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
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# ? Mar 3, 2014 21:53 |
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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. 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.
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# ? Mar 3, 2014 21:56 |
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Magres posted:It is. Mages will almost always be your biggest problem on any character Alright thanks. I will hang onto them now then.
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# ? Mar 3, 2014 21:56 |
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Dodge Charms posted:All the Shield Offense talents work with a sling. Seriously I might give this a shot. An Archer who doesn't explode in melee is a silly yet interesting idea...
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# ? Mar 3, 2014 21:57 |
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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.
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# ? Mar 3, 2014 21:57 |
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AM helps with that too, so
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# ? Mar 3, 2014 21:59 |
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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. 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.
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# ? Mar 3, 2014 22:03 |
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theshim posted:So if I use assault, does that use two shots from the pouch? 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.
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# ? Mar 3, 2014 22:04 |
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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?
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# ? Mar 3, 2014 22:08 |
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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. 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.
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# ? Mar 3, 2014 22:08 |
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Magres posted:AM helps with that too, so 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.
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# ? Mar 3, 2014 22:11 |
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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? 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. Is: a spell ... on all the stuff that's Arcane. Mind powers and Infusions will have different stuff after the "Is:" line.
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# ? Mar 3, 2014 22:13 |
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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.) Color me intrigued 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.
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# ? Mar 3, 2014 22:17 |
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theshim posted:Ah, so Slingwark is an unholy hybrid of Archer, Brawler, and Bulwark? 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.)
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# ? Mar 3, 2014 22:27 |
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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. it may not actually be fun
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# ? Mar 3, 2014 22:29 |
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# ? May 3, 2024 23:12 |
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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! 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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# ? Mar 3, 2014 22:33 |