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Correct. If you're mentioning it in relation to that archmage guide link, Mex basically advises fighting without it up as little as possible, by backing off and/or casting stone wall. It used to be you could keep it up for 15 turns in a row, but it got changed to not be affected by CD reduction or to having its duration extended by Timeless.
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# ? Feb 17, 2016 03:26 |
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# ? Apr 29, 2024 05:17 |
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this is an extremely good guide and anyone wondering how to archmage should absolutely hit it, the first archmage game i had where i won and won effortlessly involved a very similar build before i'd ever read it. getting the right tools in the right order will make you incredibly, incredibly powerful with honestly not all that much effort expended!
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# ? Feb 17, 2016 03:46 |
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rekenner posted:Correct. If you're mentioning it in relation to that archmage guide link, Mex basically advises fighting without it up as little as possible, by backing off and/or casting stone wall. It used to be you could keep it up for 15 turns in a row, but it got changed to not be affected by CD reduction or to having its duration extended by Timeless. Sort of, I'm curious about taking it on spellcasters in general. I usually take Cauterize on all my (non-antimagic) characters but I also usually can't resist spending at least one slot on fun stuff like Irresistable Sun or Temporal Form or whatever, so I don't have a lot of experience with some of the bland but extremely powerful prodigies.
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# ? Feb 17, 2016 04:06 |
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Well, in terms of picking something to have more fun, archmages (and, really, most pure casters) don't have a lot of prodigies to take to do more damage. Meteor Crash is about it, and that's basically the equivalent of casting 1 extra spell every 15 turns that may or may not be in an element you're boosting. So taking defensive stuff is what you're basically left with, and at that point, just take the ones that work best. If you're lazy, setting Draconic Will to activate on enemy visible and adjacent is still probably better than Unbreakable Will.
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# ? Feb 17, 2016 04:25 |
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Draconic Will is great because Corruptor/Reaver AI likes to open by dumping all their hexes on you, meaning you get a few turns of them flailing uselessly while you murder them.
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# ? Feb 18, 2016 02:28 |
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Do Oozemancers have any skill trees that benefit particularly from a category point? My build has one left over and nothing to really spend it on, unless I want to put my last two dubious generic points in Wild / Harmony or something. e: I put it in Fungus and got the fifth point in Wild Growth for +6 turns of regen. I've got two ~800 hp, 12-turn regeneration infusions to go with, and each activation gives me about 120% of a turn back. I wish Ogre talents worked for Oozemancers. e2: YAAP Short version: Oozemancer really picks up once you can afford to run all your sustains. Also item vault is overpowered. The only enemies that made me feel threatened after that point were a level 78 Doombringer (from the three cultists event) who spawned alongside the backup guardian in Old Forest, and the stair boss who used up my Blood of Life. (Fearscape. It's always Fearscape.) e3: Beat Atamathon. There's no way to get at Linaniil on an AM character, is there? At least not one who starts out with AM? Tuxedo Catfish fucked around with this message at 16:21 on Feb 20, 2016 |
# ? Feb 20, 2016 01:36 |
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I know there have been a lot of mods mentioned that make some of the older classes more fun, I remember hearing something about bulwark, necromancer, rogue, etc. Does anyone have a good list?
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# ? Feb 21, 2016 23:19 |
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Zarick posted:I know there have been a lot of mods mentioned that make some of the older classes more fun, I remember hearing something about bulwark, necromancer, rogue, etc. Does anyone have a good list? http://steamcommunity.com/profiles/76561197970903399/myworkshopfiles/?appid=259680 there's Razakai's class mods for necro and rogue, they're solid and well done. Not sure what other classes have actually gone beyond theorycrafting into an actual mod.
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# ? Feb 21, 2016 23:47 |
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Tuxedo Catfish posted:Also item vault is overpowered. Even more overpowered when you figure out you can keep a Crafty Hands Alchemist character saved, just to imbue equipment without wasting the prodigy/catpoint on another character ever again. Why play to win when you can screw around finding hilarious ways to break the game? Speaking of silly Alchemist tricks, you can effectively play as the golem by giving it the orb of identification and transmogrification chest. It doesn't auto-crunch items, so you have to do that manually every now and then or else the game gets very laggy. Also using manual control lets you give the golem escort skills. This was from 1.3.x so might no longer work, but it was awesome playing as a face-smasher with all the status immunities and a bombing slave. Tuxedo Catfish posted:This doesn't work, anything you place in the item vault is stripped of imbued gems, demon seeds, curses, etc. silentsnack fucked around with this message at 00:52 on Feb 22, 2016 |
# ? Feb 22, 2016 00:05 |
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silentsnack posted:Even more overpowered when you figure out you can keep a Crafty Hands Alchemist character saved, just to imbue equipment without wasting the prodigy/catpoint on another character ever again. Why play to win when you can screw around finding hilarious ways to break the game? This doesn't work, anything you place in the item vault is stripped of imbued gems, demon seeds, curses, etc.
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# ? Feb 22, 2016 00:45 |
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silentsnack posted:Also using manual control lets you give the golem escort skills. This was from 1.3.x so might no longer work, but it was awesome playing as a face-smasher with all the status immunities and a bombing slave. This was actually changed due to a report I submitted way back when, now when you complete an escort it asks if you want the reward to go onto the alch or the golem.
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# ? Feb 22, 2016 02:24 |
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YAAP, once more with feeling. I still think Gravity is a lot more fun, but it's nice having PM-specific artifacts that actually work with your build, instead of having to rely on a mishmash of items intended for stone archmages and physical warrior types. Also somebody uploaded my terrible Paradox Mage post to the wiki as a guide; I'm flattered, but also kind of embarassed, because it's full of what I now would consider misinformation. I'll try to find time to make a revised version that a bit more structured and doesn't tell you to level CON over CUN or Time Stop over Temporal Reprieve.
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# ? Feb 22, 2016 05:30 |
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Embers of Rage is OUT! So, to build up a bit of hype for it, I'll mention that I was a beta tester for it, the last couple weeks. And the new campaign is great. It's faster than the base campaign (and has a large EXP bonus and extra loot drops), the new locations are cool as hell (zones have a lot more "personality" in the orc campaign), the new classes and races are cool as hell, and it's fairly hard! It's been toned down since when I started beta testing it, where NM in the new campaign felt like Insane in the base campaign, but I'd say the new campaign is slightly harder than the base campaign. And the plot is pretty cool, and I normally pay 0 attention to the plot in this game. The new inscriptions, injectors, are also great. You have injectors as your inscription slots, and then you make various salves to use with them, so you have a lot more flexibility, but with a bit less power. Tinkers, as well, are amazing. There's a ton of cool poo poo you can do with them, most of them are actives. Be sure to have some form of +light before you go to Dominion Sewers. Go buy it. Kill poo poo with steamsaws and guns. Edit: As a warning: DON'T OPEN VAULTS. They are... uh... terrifying. Even if you always open vaults. Don't open vaults. You've been warned. Or, yknow. Do. rekenner fucked around with this message at 18:39 on Feb 23, 2016 |
# ? Feb 23, 2016 18:02 |
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rekenner posted:Embers of Rage is OUT! Can't wait to spend the rest of the week on this. Quick question: after purchasing the DLC, will all these new things (loot, tinkering, injectors, etc) be available in the original campaign?
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# ? Feb 23, 2016 18:15 |
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To a various extent, yes. Classes, yes, races, no. Gear, I'm not entirely sure about. OH. By the way. New prodigy in every stat line. The con one is actually fantastic. Check em out. rekenner fucked around with this message at 18:44 on Feb 23, 2016 |
# ? Feb 23, 2016 18:22 |
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Hype. Gonna give this a run tonight (if I can peel myself away from Fire Emblem).
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# ? Feb 23, 2016 19:06 |
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Tuxedo Catfish posted:YAAP, once more with feeling. Did you find the gravity tree that much worse? I followed your previous guide mostly (I actually focused reprieve over time stop), and thought it actually held up pretty well, it seems the damage in the other trees is much futher out. It also looks like you went with a bit less survivability talents here? That was one of the things I really enjoyed was the feeling of nigh-invulnerability (at least until I died).
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# ? Feb 23, 2016 20:35 |
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alansmithee posted:Did you find the gravity tree that much worse? I followed your previous guide mostly (I actually focused reprieve over time stop), and thought it actually held up pretty well, it seems the damage in the other trees is much futher out. It also looks like you went with a bit less survivability talents here? That was one of the things I really enjoyed was the feeling of nigh-invulnerability (at least until I died). It's really hard to get an intuitive feeling for which tree is more damaging, because real damage depends so much on your equipment and on enemy resistances. Better players than myself have told me that Gravity falls off lategame due to resists; I have noticed damage issues on several of my level 40+ PMs, but that was before I really got a stronger handle on the relative importance of spellpower, spell crit, and damage type +% (which itself varies from difficulty to difficulty -- 100% spell crit is virtually unobtainable on Normal, heavily class- and race-dependent on Nightmare, and, from what I've heard, both reasonably achievable and nearly mandatory on higher difficulties). Eventually I'm going to run a Gravity PM with everything I know now and see how it goes, but I'm a little burnt out on the class at this point. It's worth noting that none of the Insane+ PM winners went Gravity, with one exception, and his build is really weird (he didn't max any of the skills.) As for survivability talents, I actually think I have more survivability on this character than I did on Tycho. Reality Smearing is a huge deal; 30% of damage to your health just disappears. There's no maximum, it doesn't check for failure and turn itself off like Antimagic Shield (which, bear in mind, is already one of the best defensive skills in the game) it just reduces damage and generates a lot of Paradox. A fun fact about Reality Smearing that you can use to help manage the paradox it generates is that it only counts damage to your health -- damage shields don't get the benefit, but conversely, they don't generate more paradox either. (Or maybe it's just Time Shield that works this way, I didn't think to test it with a rune.) Similarly, the only real reason to take Matter Weaving is the stun resistance, everything else is window dressing. If you can achieve 100% stun resist with minimal sacrifices gear-wise -- say, if you can get there with just two equipment slots -- then it's redundant. Depending on exactly what gear you have it might still be ideal to take a few points of Matter Weaving plus one equipment slot (like if you're using a Bloodstone Ring or tier 5 boots with the Undeterred ego that rolled the maximum 50% stun resist) but that's a judgment call. Don't overlook Webs of Fate either, that's yet another skill that says "30% of damage just doesn't apply to you" even though it's activated and not 100% uptime. I ignored the whole Spin tree for my first few PMs, but now I would consider it almost essential. (Seal Fate is good too, for prolonging nasty effects on bosses.) Tuxedo Catfish fucked around with this message at 21:29 on Feb 23, 2016 |
# ? Feb 23, 2016 21:21 |
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Oh, Razakai -- it looks like Embers broke Death Knight, I'm getting some kind of "there's already a skill with that ID!" error when I start a new game with both activated.code:
Tuxedo Catfish fucked around with this message at 21:39 on Feb 23, 2016 |
# ? Feb 23, 2016 21:34 |
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Tuxedo Catfish posted:PM stuff Thanks for all that, I'll have to try the other trees next time I boot one up. Also, why is spell crit easier to get in higher difficulties? Better gear drops, I assume? Does it also boost artifacts/uniques, or is it just random stuff gets the boosts?
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# ? Feb 23, 2016 21:48 |
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The spin fate tree seems very confusing. Mind summarizing in practice how it works out to use the four skills? I never bothered because generics are hard to come by and it seemed like a heavy investment.
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# ? Feb 23, 2016 21:50 |
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alansmithee posted:Thanks for all that, I'll have to try the other trees next time I boot one up. On NM gear starts slightly worse than on normal, but ends up slightly better. On Insane, it starts worse and ends up way better (in general) and you get more gold causing you to be able to buy more merchant randarts. Artifacts are static, though.
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# ? Feb 23, 2016 22:13 |
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On Insane you will routinely find "unique" and "boss" rank enemies which will drop around 8 items apiece, almost always including a random artifact (gold item). The variety of drops means it can take a while but usually by the end of Dreadfell you'll have a full complement of artifact or purple ranked gear. Once you go east tier 5 items will start dropping regularly, so the initial bit is pretty rough since you're under geared, but by the end of the game you'll have heavily specialized equipment for your build, including resistance penetration, a bunch of +damage, etc, because of the volume of gear you'll find.
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# ? Feb 23, 2016 22:26 |
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Velius posted:The spin fate tree seems very confusing. Mind summarizing in practice how it works out to use the four skills? I never bothered because generics are hard to come by and it seemed like a heavy investment. In practice you just activate the fourth skill when you want a burst of extra damage mitigation and the second + fourth skills together when you're fighting a boss and want to prolong a status effect. That's it. The other two aren't worth investing in, I don't think, at least not on a class that also gets access to the Energy tree.
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# ? Feb 23, 2016 22:34 |
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Velius posted:On Insane you will routinely find "unique" and "boss" rank enemies which will drop around 8 items apiece, almost always including a random artifact (gold item). The variety of drops means it can take a while but usually by the end of Dreadfell you'll have a full complement of artifact or purple ranked gear. Once you go east tier 5 items will start dropping regularly, so the initial bit is pretty rough since you're under geared, but by the end of the game you'll have heavily specialized equipment for your build, including resistance penetration, a bunch of +damage, etc, because of the volume of gear you'll find. Also the thing I am most excited about for this DLC is how many stupid gimmicks I can do or change up with the new classes and mechanics
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# ? Feb 23, 2016 22:36 |
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The tinker stuff is seriously overwhelming and I wish I could just play an Orc Doombringer while I get a handle on the new zones / items / etc. Anyone know what the .ini edits to unlock everything for this campaign are yet?
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# ? Feb 23, 2016 22:41 |
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Ignore Race/Class Locks works with Embers straight out the box.
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# ? Feb 23, 2016 22:51 |
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rekenner posted:Ignore Race/Class Locks works with Embers straight out the box. Awesome, thanks.
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# ? Feb 23, 2016 22:52 |
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rekenner posted:Ignore Race/Class Locks works with Embers straight out the box. Does that mean I can be a sawyeti in the original campaign? Asking for a friend.
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# ? Feb 23, 2016 23:57 |
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Tinker attachments are comically overpowered.
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# ? Feb 24, 2016 00:04 |
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Mind screenshotting some? I haven't had a chance to play yet, but "overpowered" needs specifying in Tome.
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# ? Feb 24, 2016 01:04 |
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Is there any way to win that crystal forest dungeon? I climbed the tree and killed everything up top, but didn't get any sort of reward or quest complete notification. Also wow Anorithil patrols are no joke.Kanos posted:Tinker attachments are comically overpowered. I doubt I'd be able to get as far as I have without the steamshell one for my guns. It's a great combo of cheap powerful and reliable. The survivability ones are nice since the gunner has pretty turrible survivability skills. That said I just beat Aeryn and I'm still not entirely sure how injections work... are they kind of like infusions except they have charges and a shared cooldown? The Moon Monster fucked around with this message at 02:35 on Feb 24, 2016 |
# ? Feb 24, 2016 02:33 |
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The Moon Monster posted:Is there any way to win that crystal forest dungeon? I climbed the tree and killed everything up top, but didn't get any sort of reward or quest complete notification. Also wow Anorithil patrols are no joke. Injections come in two parts: the injector implants, and the salves. The injectors take up inscription slots and the salves just hang around in your inventory. When you use a salve, it's the injector that goes on cooldown, with a duration based on the salve and altered by the injector's cooldown modifier, and with the strength of the effect multiplied by the injector's efficiency. High efficiency is good, but low cooldown modifier is much better. This is, to a great extent, obscured by the fact that the tinker classes start with two injectors but only have one icon for it on their toolbars. If you hit 'm' you can go hunt for the other one and pull it down into visibility.
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# ? Feb 24, 2016 03:26 |
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I really, really like the new expansion. The lore is just great.
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# ? Feb 24, 2016 03:35 |
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Velius posted:Mind screenshotting some? I haven't had a chance to play yet, but "overpowered" needs specifying in Tome. They're a pain in the rear end to screenshot because most of them give talent levels or simply mash their bonus on top of whatever they're being attached to on the stat layout Some examples in text:
These are all *added on* to whatever equipment you're wearing. They fit in their own little slot like demon seeds on a demonologist and can be reused endlessly as you upgrade or change equipment, meaning they're just insane power increases with no drawbacks besides it costing some generic points to learn how to craft them. In the context of the new steam classes, these addons aren't game-breaking; all three steam classes lack strong generic options so the tinkers are obviously meant to fill in that gap. What will really be nutty is when you get a powerful existing class to learn them. Kanos fucked around with this message at 04:13 on Feb 24, 2016 |
# ? Feb 24, 2016 03:49 |
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There ARE some Tinker recipes that makes actual equipment rather than attachments. I made an amazing one on my Sawbutcher: Those stupid firecones trigger off every melee attack, including all the automatic ones from Tempest of Metal and the ones generated by moving next to a dude with Saw Wheels active, all at once. It's ridiculous and it has no cooldown whatsoever.
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# ? Feb 24, 2016 04:26 |
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Kanos posted:These are all *added on* to whatever equipment you're wearing. They fit in their own little slot like demon seeds on a demonologist and can be reused endlessly as you upgrade or change equipment, meaning they're just insane power increases with no drawbacks besides it costing some generic points to learn how to craft them.
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# ? Feb 24, 2016 04:26 |
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theshim posted:Time for some experimentation. Namely, can tinker and demon seeds go on the same item? Get Stone Alchemy and Cursed Aura in there too, make Crafty McCrafterson: Adventurer Edition. e: I think you need a mod to do Cursed Aura on an adventurer, but whatever, worth it.
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# ? Feb 24, 2016 04:30 |
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Speaking of tinkers, how do you see what ingredients you're carrying for it? I lost track of how many chunks of iron I had and they don't seem to be anywhere in inventory.
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# ? Feb 24, 2016 05:09 |
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# ? Apr 29, 2024 05:17 |
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Did anyone elses unlocks all reset? I haven't played since the last expac dropped but I had all the classes and races and stuff but now the game is acting like I'm a freshly made account. I'm logged in and everything.
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# ? Feb 24, 2016 05:25 |