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Avalerion
Oct 19, 2012

Sawbutcher or doombringer probably.

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Zesty
Jan 17, 2012

The Great Twist

Focacciasaurus_Rex posted:

I just want to beat the drat game once. And not on infinite lives mode, on regular difficulty and regular lives count.

What's the current most idiot-proof build?

I did it with Bulwark my first time. Really beefy.

http://forums.te4.org/viewtopic.php?f=52&t=44649&p=204232

The Whoreax
Sep 7, 2008
I speak for the wood.

Focacciasaurus_Rex posted:

I just want to beat the drat game once. And not on infinite lives mode, on regular difficulty and regular lives count.

What's the current most idiot-proof build?

My vote goes to antimagic mindslayer

mormonpartyboat
Jan 14, 2015

by Reene
im playing a skeleton brawler on normal/adventure and the only thing that has really threatened me so far was a level 32 nightmare horror popping out of the walls when i was level 15 :rip:

bump your way through almost everything, hit butans to dump

SettingSun
Aug 10, 2013

An oozemancer is pretty much unkillable once you build up their survival talents. It was my first non-exploration win.

Chakan
Mar 30, 2011
If you have patience, roll a summoner. You'll be bored to tears by the time you get to the master, but if you can act like a coward every time you see an enemy, you can win.

Random Hajile
Aug 25, 2003

Sun Paladins are also pretty fuckin good at not dying once they get off the ground.

No Safe Word
Feb 26, 2005

Random Hajile posted:

Sun Paladins are also pretty fuckin good at not dying once they get off the ground.

Yeah, Ogre Sun Paladins in particular are pretty beefy and hard to kill. Just realize that at some point later in the game some of the rares you find will just be unkillable for you. Unfortunately for my last build that meant I couldn't finish off the final boss area either :eng99:

Focacciasaurus_Rex
Dec 13, 2010
Currently playing an EoR Sawbutcher. My damage is... High.

Unlocked Conditioning with my first yeti meat... Have two more. Maybe antimagic and fungal? Or does that not exist in this campaign?

Where's the vault for this campaign? I have stuff to drop.

Also, how do I activate the in-game chat again? It seems turned off.

Prism
Dec 22, 2007

yospos
Is there an up-to-date guide or reference on How To Wyrmic? I haven't played them in a long while and it looks like a lot of their numbers got shuffled up.

Edit: Brawlers too, otherwise I'm just going to end up using Pugilism and Combination Kick all game. And, I mean, it's not like it's not working so far...

Prism fucked around with this message at 18:24 on May 25, 2017

Inadequately
Oct 9, 2012
Here's my usual brawler build, updated for 1.5+. I don't claim to be an expert or anything, but it should give you a good baseline to work with even if you want to try out a different build.

As for wyrmics I have no clue, I don't particularly enjoy them and find them a pretty lackluster class. Last I heard the top-tier wyrmic strategy involved using Ice Wall to play keep-away and never engage enemies in combat ever which tells you all you need to know about wyrmics.

Prism
Dec 22, 2007

yospos

Inadequately posted:

Here's my usual brawler build, updated for 1.5+. I don't claim to be an expert or anything, but it should give you a good baseline to work with even if you want to try out a different build.

As for wyrmics I have no clue, I don't particularly enjoy them and find them a pretty lackluster class. Last I heard the top-tier wyrmic strategy involved using Ice Wall to play keep-away and never engage enemies in combat ever which tells you all you need to know about wyrmics.

This is pretty much what I needed, thanks!

Shame about wyrmics. I like the concept of an elemental fighter. I guess there's always arcane blade.

jsoh
Mar 24, 2007

O Muhammad, I seek your intercession with my Lord for the return of my eyesight
the cool fun wyrmic build is to get the elemental fury ring and a bunch of on hits to make every bump attack do 15 seperate hits and the undead wyrmic first skill to make every one of those 15 seperate hits add another 15 instances of dark damage

Konstantin
Jun 20, 2005
And the Lord said, "Look, they are one people, and they have all one language; and this is only the beginning of what they will do; nothing that they propose to do will now be impossible for them.
Wyrmics are good in Arena mode, since the breath attacks aren't gear dependent and can hit a bunch of enemies in a large, open space.

Focacciasaurus_Rex
Dec 13, 2010
Seriously though, where's the share-items-across-characters vault in the EoR campaign? Or does it not exist at all? I'm basically at the end and I still haven't found it.

jsoh
Mar 24, 2007

O Muhammad, I seek your intercession with my Lord for the return of my eyesight

Focacciasaurus_Rex posted:

Seriously though, where's the share-items-across-characters vault in the EoR campaign? Or does it not exist at all? I'm basically at the end and I still haven't found it.

path to the observatory theres a small tunnel going upwards in the middle of it

Avalerion
Oct 19, 2012

It is (was? might have been patched now) bugged for a while so you couldn't see the vault thingy in there, should be in the room with the transmogrify mirror.

Velius
Feb 27, 2001
I think Intuitive Shots is my new least favorite ability in the game. I don't know if it's bugged or not, but with a supposed 35% block rate it seems to trigger way more often than it should, to the tune of routinely blocking the six attacks in a flurry.

mormonpartyboat
Jan 14, 2015

by Reene

Prism posted:

Edit: Brawlers too, otherwise I'm just going to end up using Pugilism and Combination Kick all game. And, I mean, it's not like it's not working so far...

I went in a bit different direction with my Skeleton Brawler than Inadequately and have been having a blast. The biggest difference is that I've been playing on my laptop, so I have way fewer spots for buttons and needed to prune back a lot of actives/situational things, so I had to focus almost exclusively on murder. Just bump into most things, haymaker the dangerous things, and grapple then haymaker the REALLY dangerous things.

Class Talents
Combat Techniques: 0/0/0/0 - I've never felt the need for Rush with Spinning Backhand, Butterfly Kick, Takedown, and Heightened Reflexes. Get more to taste.
Combat Veteran: 1/1/X/0 - This whole tree is super low priority but it's nice to have. More magic save isn't BAD.
Pugilism: 4/4/4/4 - Spinning Backhand is the only AoE-ish button worth pressing, and the 4 point bonus can give you a pile of extra combo points. The extra duration on a 4 point Axe Kick is nice but low priority. You do want to prioritize 4 in Double Strike and Flurry of Fists for the combo points.
Finishing Moves: 1/1/1/5 - Haymaker is your go-to murder button; killing end bosses with a single crit feels real good. Using it on cooldown also makes stamina pretty irrelevant. Butterfly Kick is a super useful utility skill - it's a backup engage and a disengage since it's ground targeted, and it'll always be available since it sucks for murdering dudes. I don't have Concussive Punch on my bars.
Tactical: 2/5/1/5 - Counterattack is your primary crowd murdering tool, especially with AoE weapon procs and/or Flexible Combat. It lets you focus on murdering the baddest dudes while the less bad dudes just die around you. Exploit Weakness owns.
Grappling: 5/5/X/0 - Redirecting 30% of the damage you take to your grapple target is just silly; that alone is a lot of tank and decent damage, and when you add everything else that comes with it you can absolutely lock down difficult targets. 1 point in Takedown is great, both as a closer and as an extra grapple attempt if the first didn't land. Bring it up to 3 to get an extra tile of range if you're feeling saucy.
Unarmed Discipline: I actually skipped this, since there really isn't too much that can stand up to the mountain of damage in Axe Kick -> Flurry of Fists -> Haymaker, and whatever can is made irrelevant once you've grappled it. Relentless Strikes looks neat but to really make use of it you need more than one fully leveled finisher. Might be useful if you're maxing Haymaker and Combination kick, but that's kinda overkill? On harder difficulties I imagine Combination Kick is absolutely mandatory.
Dirty Fighting: I skipped this entirely, since it's focused on debuffs and not on murder.

Generic Talents
Combat Training - Get a point in Light Armor Training ASAP, since the first point's benefits are huge. Max it and Thick Skin when you can, as well as getting as much Combat Accuracy as you need.
Mobility - Ignored. A point in Disengage would let you get better spinning backhands off, but that'd take non-murdering related effort. Skeletons get so many shields/heals that anything that threatens you is probably way above your level, so just murder things instead of dancing with them.
Unarmed Training: 5/5/3+/X - Unified Body has ridiculous synergy with the Skeleton talent, letting you put every single leveling point into Cun->Dex and never feel like you're making tradeoffs. Heightened Reflexes is constantly proccing, letting you run around like you've got Rampage half the time.
Conditioning: 1/X/0/0 - Unflinching Resolve owns but you've got a lot of things you want early, so put it on the back burner.
Survival: Cool I guess but another inscription is more generally useful.
Skeleton: 5/1+/1/1+ - Skeleton's stat bonuses own hard. The Dex is really nice early game so you don't have to worry about splitting your stat points and meeting minimums, and the stats from Skeleton and Unified Body are enough to unlock Str/Con prodigies without a single point in either or spare stat boost gear. Bone Armour is kinda eh since it takes a turn to use, but it lasts a long time and it's a nice backup shield in the rotation. Re-Assemble is your only heal, so try to keep it at least high enough to heal at least +50% of your HP. Max it once you've lost a few lives.
Harmony: nah
Vile Life: The healing from Blood Splash is neat, but really not worth the cat point, generic points, and waiting to chow down on the heart

Prodigies
Flexible Combat is a silly amount of damage and synergizes really well with Counterattack.
Pain Enhancement System gives you a silly amount of stats, and since so many stats are useful to you this is a Good Thing.

Runes
I'm running 2x shielding runes, a heat beam, and a lightning rune. Nothing too special. I stopped using the lightning rune around level 20 and was thinking of switching it out for a biting gale rune just to immediately deal with confuses. Short cooldowns/longer uptime on your shields seem to be more important than a couple dozen HP on them; I've been able to minimize incoming damage via grapple/defense to the point that my shields time out rather than break, and I can generally keep the shields rotating with 100% uptime between the two runes and bone shield.

mormonpartyboat fucked around with this message at 23:10 on May 25, 2017

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

The Whoreax posted:

My vote goes to antimagic mindslayer

Tinker mindslayer is sadly flat out better in almost every way. I wish AM Mindslayer was better. Honestly, this is less about AM being weak at this point and more about tinkers just being brutally awesome for everyone forever.

My vote for easy faceroll win is oozemancer, though of course you gotta unlock it first, and it's not always the easiest unlock. As always, tinkers work magnificently. If I recall, there's a guide for them now, too.

EDIT: Actually, while ooze is still one of the easiest, I should state that Archer is also going to be good at very easy wins these days, so consider that as well.

ProfessorCirno fucked around with this message at 23:04 on May 25, 2017

rodney mullenkamp
Nov 5, 2010

Prism posted:

Shame about wyrmics. I like the concept of an elemental fighter. I guess there's always arcane blade.

Ice Wall cheese is only necessary on difficulties above Nightmare. Wyrmics are decent but almost all of their class talents are actives, which some people have trouble managing. Float a few points in Acid Spray (or skip it and buy a mindblast totem), rush your main defenses (Lightning Speed, Burrow, Ice Wall), grab Sand Breath, then backfill to your liking. If you're good enough to survive the west with only 3 floated points in Weapon Mastery, try to grab Exotic Weapons from a warrior escort and max it shortly after reaching the east, before picking up Legacy of the Naloren to get 10/5 weapon mastery and insane damage on your weapon-based class talents.

The Whoreax
Sep 7, 2008
I speak for the wood.

ProfessorCirno posted:

Tinker mindslayer is sadly flat out better in almost every way. I wish AM Mindslayer was better. Honestly, this is less about AM being weak at this point and more about tinkers just being brutally awesome for everyone forever.

I find the tinkers to be overpowered to the point where I disabled expansion content for the original campaign, but tinker just adds a level of complexity to the game which simply isn't needed, especially for someone looking for a first win. For sheer mindless easiness, antimagic/fungal cornac mindslayer is definitely simpler. Stacking the antimagic shields, mindslayer shields, fungus perpetual regen, and mana clash utterly trivializing any mage you see (including the final bosses), and just being ambiently good at both bump attacks with mindstars and aoe with mindslayer psi abilities, its quite easy to afk through normal roguelike letting the class carry you.

Velius
Feb 27, 2001
Combination kick for Brawlers is vital on anything past normal. You just kick sustains off of enemies, including things like Phantasmal shield (which will ruin you when a master vampire has 250 damage-when-hit) or shield wall. I think it's more important than the finishing move tree, and open palm block is at least situational really good.

Velius
Feb 27, 2001
I'm working on a Shadowblade on Insane, echoes of rage. Some of the things on that guide I agree with, but I disagree with others. The skill Heartseeker is actually good, it's a range two to five attack with bonus critical damage. I think it's better than flurry, which has a long enough cool down that it isn't very useful in longer fights.

The other big thing is that you ignored the Shadow Ambush tree. The first two skills are niche at best, and I never tried Ambushcade, but Shadow Veil is awesome. At five ranks it basically gives you 8 turns of crazy berserk UNCONTROLLED combat where you teleport all over the screen doing heavy darkness damage and ignore status effects. It also gives +30% resist all and all resists. It's a little nuts in that you could probably easily die if you used it at the wrong time... But I haven't even come close even in the endgame of echoes.

It's a little nuts how an eight point investment for Shadowblade gets something like shadow veil whole rogues need to spend 15+ points to get throwing daggers that are useful in the endgame. Anyway I'd recommend checking out shadow veil if you do another playthrough - it's one of a short list of talents that are absolutely lethal when the enemy has it.

Velius fucked around with this message at 01:32 on May 26, 2017

Professor Moriarty
May 16, 2007
strong vs. Earth attacks
My first Nightmare Adventure win was with this brawler. And, yes Combo kick is worth the cat point on its own, but Relentless Strikes is useful for generating additional combo points (2 skill points = ~50% chance for a bonus point per strike and Touch of Death is a decent AoE/combo point generator.

mormonpartyboat
Jan 14, 2015

by Reene
:thunk:

I dont know
Aug 9, 2003

That Guy here...
Before they remade the rest of the tree, combination kicks was the only reason to take Unarmed Discipline. Literally it was 5/0/0/0, and still worth the category point because combination kicks is that drat good. Though the other skills under it are now fun or decent enough to be worth taking. You also don't really need combination kicks in normal since its main function is neutering uniques that generate terrifying sustain combination, and those aren't really a problem.

Velius
Feb 27, 2001
My insane Shadowblade is probably toast. Had a level 95 boss Titan battle master (antimagic, with mana clash and kinetic leech. Oh and 180 attack, 120 saves) spawn in the same room as the final boss, and I don't see anyway to survive when I'm call of amakthel'd back into melee if I run but have no resources if I stay. Man, the last battle in echoes is ridiculous compared with Maj'Eyal.

Roobanguy
May 31, 2011

so this is my first time actually trying to beat the game and i have some questions.

as a cursed, what should i be looking for with equipment? there's so many different stats and attributes that i have no idea which one is better for me.

Focacciasaurus_Rex
Dec 13, 2010

Roobanguy posted:

so this is my first time actually trying to beat the game and i have some questions.

as a cursed, what should i be looking for with equipment? there's so many different stats and attributes that i have no idea which one is better for me.

Offensive? Anything that increases spell power or mind power, or your penetrations/additional damage percentage for your main damage types, which I think on cursed is probably physical, darkness, and mind?

Defense is more complicated but is generally the same for any character.
Resistance percentages and more hp are always useful, and will keep you from being HP-killed. Defense means you get hit less, armor flat reduces physical damage.
This game has no save-or-die effects, but you can definitely get hit by save-or-suck or save-or-lose effects. Saves will keep nasty statuses off you more often, but you should still have active runes or abilities or such to remove particularly deadly ones in emergencies.

Never throw jewelry a way or sell it, usually you can make a hard boss easier by swapping out your rings for other rings with proper resistances.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
You're talking about defense in ToME and not mentioning status effect resistances

that's kind of a gap you got there

Anyways, in the early game +HP is the best defensive stat because each +HP item is, like, +5%-10% of your max HP. As the game goes on the scaling gets less exciting and my midgame goal is generally to get 100% stun resistance and a good amount of armor, plus level Thick Skin when feasible by using +Con items. (Hold onto anything you find that gives you a bonus to constitution. Also since the patch that made it increase healmod % leveling con third or fourth after your main stat(s) and cunning is a reasonable option.)

Also, getting good infusions is also very important, see this guide: http://forums.te4.org/viewtopic.php?f=38&t=46545

Velius
Feb 27, 2001
Trip report for my Shadowblade: Managed a surprising last life win when the level 95 Titan random boss I'd dragged into the final battle of echoes, and which had killed me five times, got hit by something else when I was stealthy across the room and got angry. He ended up beating the high priest to death himself while I hid behind a pillar, which is kind of awesome. I'd like to think he realized that being a corrupted horror-spawn was a bad life choice and that he was trying to make amends. I did grab the Light of God afterwards, because I don't think he needed it, then spared the refugees because of his example. I can only hope he eventually killed the various body parts after a few hundred years.

Focacciasaurus_Rex
Dec 13, 2010
Man I forgot how much of a drag the basic quest can be.

My main complaint is that learning a category from an escort doesn't actually unlock it. I already have things to spend my category points on!

It'd be great if you could at least rescue the same class again and have them unlock it properly after the second escort. Otherwise you're just kinda SOL.

The Embers of Rage unlock system really is better in that regard, since the machine unlocks the skill lines for you when he teaches you them.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
Escorts are a garbage mechanic, period. Getting the right unlockables is a huge, game-changing, build-defining moment and it's based on the one of the most infamously lovely scenarios in all of gaming and it's completely random whether you'll ever get the ones you want out of a limited number of tries.

Zesty
Jan 17, 2012

The Great Twist
Don't rely on escorts. They're a bonus.

Tuxedo Catfish
Mar 17, 2007

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

Zesty posted:

Don't rely on escorts. They're a bonus.

this doesn't make the slightest difference to what i said

e: i mean, unless you're a vanilla necromancer not getting an anorithil escort all game, in which case you're just wrong

Bleu
Jul 19, 2006

Rely on escorts, you are guaranteed the lot of them throughout the game and the power boost from anorithil/tinker/thief/loremaster is absolutely outrageous.

Pretty much every job could be made more interesting by having one of their more useless trees locked at creation and being given an extra category point. Basically every build is condemned to spend two cats on infusion slots, which makes for a lot less choice by the end of the game, especially for classes with a ton of locked and useful trees, like Wyrmic.

Focacciasaurus_Rex
Dec 13, 2010
They're just really lame in the rewards they give. Category points are already extremely rare, there is no reason to spend them on 0.8 efficiency class trees. :psyduck:

At the very least, let me choose which skill or skill line from the class I can take. I know you're sitting on more than just Celestial/Light, Anorithil! :argh: (Or... Maybe you aren't, and that's why you need an escort in the first place. Hmm...)


It'd make them a lot more powerful but, really, the base campaign is already hard enough as it is.

... Maybe someone could make a mod to accomplish this?

Icetongue
Jun 22, 2015
There is an addon that lets you choose your escorts (you can select random, too!) and also saves after making your decision so that save-scumming for the right escort is no longer an issue. It is a bit buggy I guess, since in some games I end up with like ten escorts and sometimes the escort just does not generate, causing the quest to automatically fail.

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Zesty
Jan 17, 2012

The Great Twist
I can't believe people want to micromanage escorts that hard.

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