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Victory Position
Mar 16, 2004

I read a book where I was a cave-halfling who was really hungry

he got merc'd by a Sher'tul. poor guy just wanted something to eat :smith:

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Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
when you use the Writhing One's digest talent on a humanoid, the dude you eat starts screaming from inside your belly :stare:

Kobogartimer
Mar 17, 2006




Dairy Power posted:

Horrific Body is an interesting beast. 1 point for the shield is definitely worth it at first level. If you want to get more out of it, you really need to invest fairly heavily in the next three abilities. You end up with an shield that can be converted into a decent heal, nuke, damage mitigator, and AoE DoT all at instant speed. At high levels, you shield for 3-500, get 15-40% all resist for 5 turns, and then hit enemies in 5 AoE for 200-800 damage and heal yourself for 200-800, leaving a field behind that does a 2-300 damage per turn and heals you for 25% of damage taken from enemies in it for 5 turns. All without using a turn. And by the time you've taken advantage of the full cycle, you're ready to start again.

Yeah, heck. For those that didn't like this tree, what on earth did you want it to do??

Bleu
Jul 19, 2006

You want to play a fun game? Now you can, with three easy steps!

1) Play the tentacle boy.
2) Go to the Sandworm Lair.
3) Use Overgrowth.

Just kidding. This class is a loving mess.

bloom
Feb 25, 2017

by sebmojo
I don't know what people are doing to get their WtW killed. I've done 3/4 orc prides on my current character and the worm has died twice total going through those. Most of the times mine has died it's been because I got lazy about recalling it and it ran off to aggro half a floor alone.

Kobogartimer
Mar 17, 2006




"This class has potential, but it really hurts for lack of a way to randomly shuffle the walls around like a dunce." He said, like some kind of damned idiot.

Bleu
Jul 19, 2006

Other cool things so far:

1) gently caress up escorts. If you shuffle the portal tile, they'll keep scooting into the tile where it used to be.
2) If you get knocked back by anything, you will shoot through walls like a loving DBZ character, probably into more death.

Why is this thing? Why can't I just turn into a demon instead?

Dairy Power
Jul 23, 2013

He who lives in harmony with himself lives in harmony with the universe.

bloom posted:

I don't know what people are doing to get their WtW killed. I've done 3/4 orc prides on my current character and the worm has died twice total going through those. Most of the times mine has died it's been because I got lazy about recalling it and it ran off to aggro half a floor alone.

What difficulty are you on? I was only on Nightmare, but basically any spell caster that was a threat to me wrecked my WtW as an afterthought with AoE damage. I had a good heroism infusion and two good regen infusions on him, along with the best massive armor I could find and it just didn't matter.

That said, it was mainly the bosses in the slime tunnels and beyond that I got really annoyed with his ability to live. He survived alright in the prides, other than the occasional Forge Giant or Archlich in a vault.

Bleu
Jul 19, 2006

Having a lot of trouble seeing WO come together as a class. Their tentacle talent scaling seems really messed up, they don't seem to have the spellpower to be ghetto Reavers with Disfigured Face, and they don't have any generics. Summon spam was sort of working in Insane, until the special-boy Dark Crypt 2.0 blinded me about 8000 times. :suicide: Probably at least one of Path of Horror or Horrific Body should probably have been a generic tree, I think.

Bleu fucked around with this message at 09:18 on May 21, 2018

Happylisk
May 19, 2004

Leisure Suit Barry '08
On the bright side, writhing ones are not busted as heck out of the box, unlike doombringers and sawbutchers. But the class needs work. The tentacle and summon skill trees work well, and the rest of the trees have issues. The face skills are not up to snuff, the shed skin tree requires a huge investment to be worth it for middling advantages, and the worm buddy hits a big wall in the late game. And as mentioned in this thread repeatedly, Overgrowth can straight up kill you if you're facing something with knock back. It's also not terribly fun teleporting into walls.

Still, I enjoyed the class. Just won with an Ogre on normal/roguelike. I think that was more to do with the amazing Ogre racials than the class. I maxed the Ogre tree and then killed myself with the fanged collar to get the parasite tree. I'm not sure I'd play as a parasite again, the benefits didn't really offset losing two equipment slots.

Can anyone give some basic build tips for a cultist of entropy? I have no idea what I'm supposed to be doing with this class.

Happylisk fucked around with this message at 13:27 on May 21, 2018

esquilax
Jan 3, 2003

Relatively new and having a few problems with my Shalore Archmage. Playing on normal difficulty.

Any tips for dealing with packs of fire immune monsters? My damage capabilities go way down when I can't use fire - I mostly have to rely on Arcane beam and Pulverizing Augur. It leads to a lot of kiting, stair games and guerilla tactics in areas like Daikatana and with the glowing dudes in Lake of Nur.

I also had huge problems with the Urkis tempest dude on the Derth Storm quest. The frozen status combined with the huge damage and the hurricane chewed through 1000 pts of shield too easily. Any tips for fighting him? Ultimately I replaced a rune to get a wild infusion-physical to negate the frozen status, but it feels like there should be a better way.


Also, can someone explain invisibility? It seems like half the time it never actually does anything, even when I don't have a light equipped.

Zesty
Jan 17, 2012

The Great Twist
Aren't lites not supposed to affect stealth and invisibility?

Falcon2001
Oct 10, 2004

Eat your hamburgers, Apollo.
Pillbug

esquilax posted:

Relatively new and having a few problems with my Shalore Archmage. Playing on normal difficulty.

Any tips for dealing with packs of fire immune monsters? My damage capabilities go way down when I can't use fire - I mostly have to rely on Arcane beam and Pulverizing Augur. It leads to a lot of kiting, stair games and guerilla tactics in areas like Daikatana and with the glowing dudes in Lake of Nur.

I also had huge problems with the Urkis tempest dude on the Derth Storm quest. The frozen status combined with the huge damage and the hurricane chewed through 1000 pts of shield too easily. Any tips for fighting him? Ultimately I replaced a rune to get a wild infusion-physical to negate the frozen status, but it feels like there should be a better way.


Also, can someone explain invisibility? It seems like half the time it never actually does anything, even when I don't have a light equipped.

There's a Wildfire tree that you can unlock that gives you the ability to penetrate Fire damage resist. You unlock it by doing a ton of fire damage over multiple playthroughs.

Urkis is a notable pain the rear end for early players, and having a wild infusion is pretty much required. If I recall Urkis has very little in the way of health regeneration, so you can run away and heal/recover, then wail on him again.

Invisibility is weird in ToME4. If you've seen stealthy monsters before, it works the same for them - basically they get a chance to see you and will attack/etc based on how often they see you. It helps more with ranged mobs, who tend to miss a lot, but melee doesn't seem to care that much.

SettingSun
Aug 10, 2013

The main way I deal with Urkis with any character is to save all the lightning resist gear I find and make sure I have a way to cure the hurricane status effect (which is magical if I remember right).

Ibram Gaunt
Jul 22, 2009

Any tips for Demonologist? I dunno what I should be investing in, the shield sustain that drains vim every turn seemed like it wasn't really doing much.

Tuxedo Catfish
Mar 17, 2007

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

Happylisk posted:

Can anyone give some basic build tips for a cultist of entropy? I have no idea what I'm supposed to be doing with this class.

I started one up the other day and was just instantly turned off by their healing penalty/mechanic.

esquilax
Jan 3, 2003

Zesty posted:

Aren't lites not supposed to affect stealth and invisibility?

No clue on how it actually works but the tooltip for the Spell/Phantasm/Invisibility spell says "Beware -- you should take off your light, or you will still be easily spotted".

I'm assuming the rune-invisibility is supposed to work the same way as that spell.

Falcon2001
Oct 10, 2004

Eat your hamburgers, Apollo.
Pillbug

Ibram Gaunt posted:

Any tips for Demonologist? I dunno what I should be investing in, the shield sustain that drains vim every turn seemed like it wasn't really doing much.

https://te4.org/wiki/User:Bpat has a good collection of guides written by him or others, he has one for demonologist that's pretty good too.

Happylisk
May 19, 2004

Leisure Suit Barry '08

Tuxedo Catfish posted:

I started one up the other day and was just instantly turned off by their healing penalty/mechanic.

That didn't bother me too much once I realized regen effects didn't trigger entropic backlash. Also, they have some skills that rely on dumping entropy on the enemy, a you can use entropic backlash as another resource.

Still, I have no idea what trees are worth it and what trees suck. I'm not sure if Drem are good for them either, since Frenzy doesn't seem to have amazing synergy with them.

Ibram Gaunt
Jul 22, 2009



RIP

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Honestly, an appropriate reaction to being forced to go through the Dark Crypt.

Ibram Gaunt
Jul 22, 2009

The ending screen still mentioned living happily ever after with her though. :v:


"New" Brawler is uh. Well, something alright. Effortlessly scored a win just now.

bloom
Feb 25, 2017

by sebmojo

Dairy Power posted:

What difficulty are you on? I was only on Nightmare, but basically any spell caster that was a threat to me wrecked my WtW as an afterthought with AoE damage. I had a good heroism infusion and two good regen infusions on him, along with the best massive armor I could find and it just didn't matter.

That said, it was mainly the bosses in the slime tunnels and beyond that I got really annoyed with his ability to live. He survived alright in the prides, other than the occasional Forge Giant or Archlich in a vault.

Only on normal/roguelike so I guess that makes the difference. I did emphasize +resist gear on the worm though. The worm's resistance caps are all 100% and with the good baseline resist all baseline most aoe wasn't even touching it.

Got a win with the ogre WO yesterday. The worm died once against the last bosses. I agree with people saying the class feels a bit awkward. The face tree felt really unimpressive except as a low cd way to generate insanity. I didn't unlock the eating things tree, but no one seems to have much good to say about it. With two meh trees and the weapon restrictions it feels like there's not much potential for different builds. It's a cool idea for a class but needs a bit more work. I'd like to see another skill tree that makes more use of the tentacle arm. Throw constricted enemies as projectiles, drain hp/insanity from them, stuff like that.

e: after a bit of idle thought, make it a sort of finisher tree. Have the skills break constrict so you can't just spam them.
Tentacle Toss: Throw constricted enemy, doing x damage and stun/daze in a small aoe. Bonus damage/aoe if the enemy you're throwing is big.
Tentacle Drain: Steal x hp from enemy, giving them a chance to slip away while you're slurping up their juices. The enemy is slowed/stunned/whatever for x turns.
Brain Worms: Passive. When a constricted enemy dies small tentacles invade their brain, making them fight for you for x turns. If you break line of sight you lose control and the enemy falls dead.
Flail tentacle: Swing your constricted target around, hitting enemies around you in x aoe for y% tentacle damage(bonus damage based on size category). For each enemy hit, the constriction target takes z% tentacle damage. The repeated impacts loosen your hold and break constriction.

Something like that. :shrug:

bloom fucked around with this message at 07:52 on May 22, 2018

Bleu
Jul 19, 2006

How have people been speccing the WtW? If I take Carrier or Epidemic, is he going to start giving me booger plagues? Will his Carrion Worms burn me with acid? Reaver doesn't generally seem like a class that plays well with friends, and unfortunately I can't see the WtW specs of other people on the website.

bloom
Feb 25, 2017

by sebmojo
I completely ignored Plague on mine since the worm doesn't get that many skill points and it's a big investment. It did have 1 point in Carrier but that wasn't enough to be noticeable. The worms do some damage to you, but it's minor.

I think I'm gonna try to make an adventurer with Plague, Rot, Friend of the Worm and some other things and spec both myself and the worm for maximum disease spread.

Lunchmeat Larry
Nov 3, 2012

Falcon2001 posted:

There's a Wildfire tree that you can unlock that gives you the ability to penetrate Fire damage resist. You unlock it by doing a ton of fire damage over multiple playthroughs.

Urkis is a notable pain the rear end for early players, and having a wild infusion is pretty much required. If I recall Urkis has very little in the way of health regeneration, so you can run away and heal/recover, then wail on him again.

Invisibility is weird in ToME4. If you've seen stealthy monsters before, it works the same for them - basically they get a chance to see you and will attack/etc based on how often they see you. It helps more with ranged mobs, who tend to miss a lot, but melee doesn't seem to care that much.

I've been trying to get through nightmare as an archmage and keep getting lazy and getting splatted by rares. Finally got to level 20 and unlocked wildfire and got so excited I blew myself up twice, then turned a corner in sher tul and got splatted right through my time shield by something entirely unseen. Rip

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

bloom posted:

Only on normal/roguelike so I guess that makes the difference. I did emphasize +resist gear on the worm though. The worm's resistance caps are all 100% and with the good baseline resist all baseline most aoe wasn't even touching it.

Got a win with the ogre WO yesterday. The worm died once against the last bosses. I agree with people saying the class feels a bit awkward. The face tree felt really unimpressive except as a low cd way to generate insanity. I didn't unlock the eating things tree, but no one seems to have much good to say about it. With two meh trees and the weapon restrictions it feels like there's not much potential for different builds. It's a cool idea for a class but needs a bit more work. I'd like to see another skill tree that makes more use of the tentacle arm. Throw constricted enemies as projectiles, drain hp/insanity from them, stuff like that.

It's definitely a difficulty step up. He gets obliterated frequently on Nightmare even wearing nothing but endgame gear, though it's honestly not something that bothered me at all because they were kind enough to make Shared Insanity last 6 turns after he dies instead of dropping instantly, which generally lets you keep 100% uptime on him since the cooldown on resummon is only 15 turns and he comes back automatically if you drop combat.

The Slow Death tree(eating things tree) is actually pretty powerful, though not really as a damage tool. It actually does what you're asking for re: draining hp/insanity; it's an extremely powerful sanity generation/sustain tree which does help smooth the class out a lot, but doesn't change the fact that you're relying on the Tentacle tree and bumps for pretty much all of your damage.

The class is honestly massively reliant on bumps for damage output rather than skills. The tentacle skills are very strong but have long-ish cooldowns, so it's clearly intended that you're just meant to smack people with your monster bump damage in the gaps.

Bleu posted:

How have people been speccing the WtW? If I take Carrier or Epidemic, is he going to start giving me booger plagues? Will his Carrion Worms burn me with acid? Reaver doesn't generally seem like a class that plays well with friends, and unfortunately I can't see the WtW specs of other people on the website.

The WtW's worm juice actually heals you just like it heals him. Generally I found that the plague tree is largely a waste(he doesn't get enough skill points to really make it cook unless you ignore all of his other options), so you should just focus on the Rot tree and his melee attacks because he's going to be Blindsiding onto everything anyway. The third skill in the Rot tree is especially useful because it makes him randomly disable enemies he hits.

Kanos fucked around with this message at 12:23 on May 22, 2018

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
Getting into this properly for the first time, my awful tentacle-armed abomination is too much fun. :allears: Then again, I have a long love of body horror, The Thing and Prototype were my jam.

Vapor Moon
Feb 24, 2010

Neato!
The Human Font
How do I handle High Peak and the end bosses on Nightmare?

I walked through the Prides with ease as WO but when I got into the upper peaks floors the bosses started being quite dangerous and I could do nothing against the final boss.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

FillInTheBlank posted:

How do I handle High Peak and the end bosses on Nightmare?

I walked through the Prides with ease as WO but when I got into the upper peaks floors the bosses started being quite dangerous and I could do nothing against the final boss.

From my personal experience, WO has trouble doing Tactical Master(no portals closed), so you need to close the portals ASAP, probably by taking advantage of Aeryn distracting the bosses. After that it's largely a matter of splitting them up; beating on Elendar until he teleports off somewhere out of LOS and then settling in to smack Argoniel to death is what I ended up doing. Either of them alone is quite doable if your build is strong enough to make it through High Peak, but fighting both at once will easily overwhelm your defensive options and you don't have the damage output or disables to burst them dead or lock them down.

Lunchmeat Larry
Nov 3, 2012

The best strategy for high peak is always to loving sprint past everything, some of those stair guardians are frankly not worth considering fighting

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
Stair guardians drop good loot but if you're in High Peak and you still need more loot you're probably in trouble. More significantly of course, the risk / reward balance is really bad for you and only gets worse as you go up in difficulty levels.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
Also buff stripping (to make the tanky mage easier to kill), magic effect cleanses (to remove the REALLY nasty burning hex they put on you), and movespeed buffs (to close the portals) are all very good things to bring to the final fight.

Some characters get one or more of these from their class abilities, others have to get them from gear and inscriptions.

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!

Tuxedo Catfish posted:

Also buff stripping (to make the tanky mage easier to kill), magic effect cleanses (to remove the REALLY nasty burning hex they put on you), and movespeed buffs (to close the portals) are all very good things to bring to the final fight.

Some characters get one or more of these from their class abilities, others have to get them from gear and inscriptions.

Burning Hex is a mental effect, but I agree that it's crucial to remove it ASAP.

Also very useful for this fight is offensively stripping the mages' buffs, which is why it's worth powering up the Spellhunt Remnants artifact over the course of the game. For spellcasters, the proper way to use them is as follows:

1. Find the portal leading to the end boss encounter.
2. Turn off all magic sustains.
3. Equip Spellhunt Remnants and wait for them to charge up.
4. Turn all magic sustains back on. If any of them are canceled by antimagic disruption and have a significant cooldown, turn off all your sustains and restart step 4 once all their cooldowns are up.
5. Take the portal and immediately activate the on-use effect of Spellhunt Remnants to strip buffs from the mages. The starting positions are perfectly spaced so that both the mages will be hit while Aeryn will be safe, IIRC. If you have points in Device Mastery, you can use them twice in a row to strip even more buffs.
6. Take off the gauntlets. Trying to actually fight with the antimagic disruption debuff active will get you killed.

Elandar in particular becomes far less dangerous and easier to kill without some of his buffs, so taking these steps is definitely worth the effort.

Tuxedo Catfish
Mar 17, 2007

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

Magitek posted:

Burning Hex is a mental effect, but I agree that it's crucial to remove it ASAP.

Huh, okay. Did I just get the effect type wrong, though, or am I thinking of a different hex (that the final bosses cast) entirely?

e: looks like it is in fact Burning Hex

bloom
Feb 25, 2017

by sebmojo

Lunchmeat Larry posted:

The best strategy for high peak is always to loving sprint past everything, some of those stair guardians are frankly not worth considering fighting

Never leave an unopened vault behind. :colbert:

Sure sometimes I open one and run for my life after two steps inside, but I will forever roleplay a character with an unbearable desire to open ominous doors.

Ibram Gaunt
Jul 22, 2009

How long is the orc campaign? Just finished up the gates of morning on my steambucher and I regret not having any way to remove magical effects because Martyrdom sure did make the high paladin fight take way longer than it should have.

Lunchmeat Larry
Nov 3, 2012

It's fairly short, you're probably nearly halfway through? That's definitely one of the hardest fights

Ibram Gaunt
Jul 22, 2009

Lunchmeat Larry posted:

It's fairly short, you're probably nearly halfway through? That's definitely one of the hardest fights

Ah, cool. thanks



On that note is there any gem shops or anything in the orc campaign? I need a few specific gems to make the steam armor and haven't found any.


edit: also I dunno where to get Mechanical Cores

Ibram Gaunt fucked around with this message at 00:19 on May 23, 2018

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HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.
Dang, my new PC doesn't have the unlocks file on my old one, oh well, starting over aint too bad, and I should still have my vault anyways.

Edit: Huh, my donator features are gone on this pc too, thought they'd come back as soon as I logged into my te4.org account. If anyone else has had this issue, lemme know, I miss my red hair.

HukHukHuk fucked around with this message at 02:07 on May 23, 2018

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