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rekenner
Oct 29, 2007
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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Luceid
Jan 20, 2005

Buy some freaking medicine.

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!

Tuxedo Catfish
Mar 17, 2007

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

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.

rekenner
Oct 29, 2007
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.

rodney mullenkamp
Nov 5, 2010

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.

Tuxedo Catfish
Mar 17, 2007

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

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. :v:

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

Zarick
Dec 28, 2004

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?

jetz0r
May 10, 2003

Tomorrow, our nation will sit on the throne of the world. This is not a figment of the imagination, but a fact. Tomorrow we will lead the world, Allah willing.



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.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Tuxedo Catfish posted:

Also item vault is overpowered. :v:

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. :awesomelon:


Tuxedo Catfish posted:

This doesn't work, anything you place in the item vault is stripped of imbued gems, demon seeds, curses, etc.
Heh. Figured it would get fixed sooner or later.

silentsnack fucked around with this message at 00:52 on Feb 22, 2016

Tuxedo Catfish
Mar 17, 2007

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

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.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

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. :awesomelon:

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.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
YAAP, once more with feeling. :toot:

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.

rekenner
Oct 29, 2007
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. :D

Go buy it. Kill poo poo with steamsaws and guns. :D

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. :D

rekenner fucked around with this message at 18:39 on Feb 23, 2016

Happylisk
May 19, 2004

Leisure Suit Barry '08

rekenner posted:

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. :D

Go buy it. Kill poo poo with steamsaws and guns. :D

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?

rekenner
Oct 29, 2007
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

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
Hype. Gonna give this a run tonight (if I can peel myself away from Fire Emblem).

alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!


Tuxedo Catfish posted:

YAAP, once more with feeling. :toot:

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.

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).

Tuxedo Catfish
Mar 17, 2007

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

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. :v:

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

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
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:
Lua Error: /engine/interface/ActorTalents.lua:86: talent already exists with id T_ESSENCE_DRAIN
	At [C]:-1 
	At [C]:-1 assert
	At /engine/interface/ActorTalents.lua:86 newTalent
	At /engine/interface/ActorTalents.lua:38 newTalent
	At /data-deathknight/talents/spells/desecration.lua:22 f
	At /engine/interface/ActorTalents.lua:44 loadDefinition
	At /engine/interface/ActorTalents.lua:40 load
	At /data-deathknight/talents/spells/spells.lua:165 f
	At /engine/interface/ActorTalents.lua:44 loadDefinition
	At /hooks/deathknight/load.lua:16 
	At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
	At /mod/load.lua:265 
	At [C]:-1 require
	At /engine/Module.lua:160 load
	At /engine/Module.lua:999 instanciate
	At /engine/utils.lua:2221 showMainMenu
	At /engine/init.lua:165 
	At [C]:-1 dofile
	At /loader/init.lua:217 

Tuxedo Catfish fucked around with this message at 21:39 on Feb 23, 2016

alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!



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?

Velius
Feb 27, 2001
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.

rekenner
Oct 29, 2007

alansmithee posted:

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?

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.

Velius
Feb 27, 2001
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.

Tuxedo Catfish
Mar 17, 2007

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

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.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

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.
The trick is just to get there without getting slaughtered. I've only beaten Insane once, and it was with an Archmage, because I am super bad at ToME.

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 :getin:

Tuxedo Catfish
Mar 17, 2007

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

rekenner
Oct 29, 2007
Ignore Race/Class Locks works with Embers straight out the box.

Tuxedo Catfish
Mar 17, 2007

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

rekenner posted:

Ignore Race/Class Locks works with Embers straight out the box.

Awesome, thanks.

ploots
Mar 19, 2010

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.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Tinker attachments are comically overpowered.

Velius
Feb 27, 2001
Mind screenshotting some? I haven't had a chance to play yet, but "overpowered" needs specifying in Tome.

The Moon Monster
Dec 30, 2005

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

Glidergun
Mar 4, 2007

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.


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?

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.

Happylisk
May 19, 2004

Leisure Suit Barry '08
I really, really like the new expansion. The lore is just great.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

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:
  • Razor Edge is a weapon attachment that takes some skill points in a generic tinkering tree to make and some metal bars(smelted down from any metal item). The basic iron one is 4 armor pentration/+4% physical crit. A Voratun level razor edge is +20 Armor Penetration and +20% Physical Crit, and you can stick it to any weapon and reuse it endlessly, and if you dual wield you can equip two of them.
  • Rocket Boots are a boot attachment that give you what amounts to a movement speed infusion on a relatively short cooldown that doesn't take an infusion slot.
  • Crystal Plating is an extremely cheap body armor attachment that gives +2 to all stats per level, so the T5 one gives +10 to all stats.
  • Grips are glove attachments that give huge amounts of disarm immunity and give you a talent that is basically a grapple that also completely destroys enemy armor/defense; a mere dwarven-steel grip shreds armor and defense by 26.

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

Raitzeno
Nov 24, 2007

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

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.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

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.

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.
Time for some experimentation. Namely, can tinker and demon seeds go on the same item? :unsmigghh:

Tuxedo Catfish
Mar 17, 2007

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

theshim posted:

Time for some experimentation. Namely, can tinker and demon seeds go on the same item? :unsmigghh:

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.

Prism
Dec 22, 2007

yospos
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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Ibram Gaunt
Jul 22, 2009

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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