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Tonfa
Apr 8, 2008

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Re: Cursed Aura chat, it annoys me to no end that Adventurers cannot obtain the category. It's the only one left out!

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Tonfa
Apr 8, 2008

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People calling for Shadows buffs are forgetting they would become The Worst Thing to fight, even more than they already are.

Tonfa
Apr 8, 2008

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Kanos posted:

the entire point is that there's a mod to reimpliment them because they did something extremely valuable from a gameplay standpoint.

:psyduck: I find the game flows far better with less bloat in the East part and have never missed the extra xp and artifact after ascending several times in the latest version. Just...go do a Farportal or something if you really want even more loot. At least that carries a risk of death, as most zones should, instead of boring farm time.

Tonfa
Apr 8, 2008

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James Totes posted:

Normally? I mean, if you want you can grab a two hander and cheese it with poisons by level 16, or you could just get to like level 30 and wait for a regular crit.

No need for a clunky two hander build, daggers do it just fine with shadowstrike venomous strike at level 16.

Tonfa
Apr 8, 2008

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Kanos posted:

Turning down orc patrols is a way bigger deal than the missed loot, because they're both extremely dangerous and extremely tedious to wade through - nothing like having to kill 4 patrols on the way to Eruan and 3 more on the way back, triggering the agonizingly long post-master autosave every single time one of them bumps into you! The loot is just a nice bonus.

Keep some movespeed items around and swap them in for the worldmap in the east. You shouldn't have to fight more than 1 or 2 patrols per playthrough.

Tonfa
Apr 8, 2008

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A Meat posted:

I personally dislike Duadhalens (or however you spell their names, the ones that eat up light), since they can make your life very difficult if there are a bunch of other enemies with them, and you don't have a way of seeing them past the darkness. Uruvielias and Forge Giants are annoying too if you can't deal with their damage and debuffs.

gently caress Duadthelens. The darkness zone should time out or something, the only way to unfuck your map is Summertide Phial if they get to use their stupid move.

Tonfa
Apr 8, 2008

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GENUINE CAT HERDER posted:

Whew. Just got my first win using a Higher Shadowblade: http://te4.org/characters/114730/tome/a0515b22-b316-472a-beb2-24c579c35d32 :)

I'll admit though, it basically shouldn't have happened. I had killed Argoniel, but all of my infusions and skills were burned out and on cooldown, leaving me standing next to Elandar who still had half of his health. I had already used all 8 of my deaths previously and even my Blood of Life.

This was it.


I was hosed.

I was left scanning my toolbar looking for something, anything that could buy me a few extra rounds until one of my shields cooled off, but I was slowly coming to the conclusion that it was a hopeless endeavor and all of my efforts were to ultimately culminate in failure once again at the hands of these two assholes. Suddenly:

Message from DarkGod: Mortal! I have decided to bestow upon you the gift of invulnerability for no good reason!

No. loving. Way.

There is no way the timing could have been more perfect.

The seemingly innocuous gift of 10 extra turns gave me just enough time for my shields to cool down and throw in some extra blows. Enough so that the fight ended only a few rounds after the invulnerability wore off.

Success. The sweet taste of victory...Thanks DarkGod

This story makes the 99 times out of 100 that gift is completely useless worth it. :kimchi:

Tonfa
Apr 8, 2008

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Tuxedo Catfish posted:

What? I tried it that way once with a level 20-odd character and she literally one-shot me.

(Maybe that's low, but it was in a level 15 zone that I'd already pre-visited; I knew I'd probably die, but I thought it'd at least be a fight.)

She's vulnerable to a lot of status effects (including silence :laugh:). She will spawn at the stone linked to the cultist you killed, it's a different color than the others. Pop all your buffs a turn before she spawns and go to town. It's really easy for most character types.

Tonfa fucked around with this message at 23:53 on Feb 26, 2014

Tonfa
Apr 8, 2008

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On the other hand you eat at least 5 times as many stuns and other Bad Stuff in melee range, which is where casters don't have to be. We can do this forever.

Really, Archmage is broken by design and I hope Oozemancer stays at least somewhat close to it to be an alternative for the Zigur types...the rest of the classes are at least reasonably balanced.

Tonfa
Apr 8, 2008

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Defense is such a strange focus in general. Aside from doing nothing against casters, when you need it the most it's completely useless because that Elite Rattlesnake Fist of the North Star has ** accuracy anyway. Also you've got talents like Counter Attack that proc when you successfully evade an attack, if you're doing that then the mob wasn't a threat in the first place and you didn't need the help.

Tonfa fucked around with this message at 19:02 on Mar 11, 2014

Tonfa
Apr 8, 2008

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Zigurites just hate the power that led to the creation of Phantasmal Shield and I think we can all symphatize with that.

Tonfa
Apr 8, 2008

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Cuntpunch posted:

Mindslayers for the longest time now have had their major glaring flaw being that they just *blow the gently caress up* at the slightest sneeze from anything.

Honestly oldslayer had the ability to be just about completely invincible after roughly level 20, if you went antimagic.

Tonfa
Apr 8, 2008

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Got an antimagic artifact from the merchant as a Ghoul :negative:

Tonfa
Apr 8, 2008

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Magres posted:

The thing I don't like about the point respecs change is that it's going to make it a lot harder to float points in a talent you'll pull them out of eventually, because you have to pull all of your float points out, put a point in what you're actually keeping, then put all your float points back. Now if you want to do that you have to go back to town every time you level, which is kinda lame. Not the end of the world, but lame.

The entire point is to discourage obsessive talent floating, which was never the intended function of respec.

Tonfa
Apr 8, 2008

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Jowy posted:

Or you can just use the Fire/Lightning trees because while yes, Stone is really good for them, you can shitstomp the game without it anyway because you're a loving Arcane Blade.

The Stone tree is ridiculously overhyped for them because unless you're playing higher difficulties it doesn't really matter as long as you pick an element and stick to it.

Or you could use all three and still do more damage than 90% of the classes in the game and not really lose anything from your toolbox. Laserfocusing ABs is really overhyped just like all other minmax builds.

Tonfa
Apr 8, 2008

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Tin Tim posted:

I've googled a bit but couldn't find good info, so what's the deal with attack speed? My general char tab lists my attack speed as 80something, and my attack tab says it's 100.

The attack speed listed in the general tab has been a lie for several versions now.

Tonfa
Apr 8, 2008

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jsoh posted:

flame is pretty good if you want ot go really really fast, but it makes you do less damage because of the demon blood thing making you get 10% of your current vim as all damage bonus.

19% global speed is way more useful than 9% damage. There's no reason to not take it, what else are you gonna spend all those points on?

Tonfa
Apr 8, 2008

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Fibby Boy posted:

So how do I get the new cosmetic items?

Playing Demonologist a bunch just gave me the red skin option. I don't know what else is there.

Tonfa
Apr 8, 2008

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Therion posted:

Is cat pointing a category ever worth it except for a Shadows Doomed? I think that it isn't but maybe some super advanced player will enlighten me.

I like it for dedicated Stealth builds. Whether it's actually optimal is up for debate. There are some race/class combos with such slim pickings that nothing else is better, too.

Tonfa
Apr 8, 2008

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ProfessorCirno posted:

Higher base damage is typically actually the most important thing in a weapon, also, since all your abilities do x% of it.

Base damage of a weapon actually has surprisingly little effect on your actual base damage (on the character sheet). A good set of added effects is more valuable. Somewhat related to this, Arcane Might is pretty much garbage on non-dualwielders. The vast majority of hybrids gets more raw damage boost out of I Can Carry The World!

Tonfa
Apr 8, 2008

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Tuxedo Catfish posted:

How do you get experience from town kills? I thought drowning didn't credit you.

You get exp just for rares and up dying while you are on the level. Prevents dumb things like an enemy AoE killstealing your boss xp from happening.

Tonfa
Apr 8, 2008

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Velius posted:

It mostly matters on Insane, since about half the spawns in towns become rates, a fifth or so uniques and 10% bosses.

Yeah, it's flat out impossible to get an Insane character off the ground without a drowning session considering the very first enemy you encounter can be a level 10 fuckoff rare snake. The exception is the new demon classes, since their starting zone can't have rares. You just need a lucky starting spawn that leaves you room to breathe.

Tonfa
Apr 8, 2008

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There's nothing quite like getting an idea for a dumb adventurer build and then accidentally picking Earth instead of Stone at level 10. :shepicide:

Tonfa
Apr 8, 2008

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Never summon a demon unless you must use the teleport or risk dying. Losing part of your skillset in exchange for getting a lovely ally is one of the most comically bad tradeoffs in the game.

You're at the mercy of RNG for half your skillset, of course. Patch up whichever of mobility, status curing and shielding you lack from demon drops with runes. For things under your control Hardened Core, Flame of Uhr'Rok and the life leech from the end of demons tree notably increase your survivability. Nearly everything is worth at least a point, the unlockable trees may look gimmicky but actually play pretty well. Automatically raining down meteors and damage zones while you durdle behind your shield is a good feeling.

Tonfa
Apr 8, 2008

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theshim posted:

Heart of the Gloom doesn't spawn escorts, IIRC. Of the T1s they spawn in Norgos, Trollmire, Kor'pul and Scintillating, and the last two pretty rarely for me.

It's the first two T1 dungeons you visit.

Every single character with a start that ends with them landing in a random T1 dungeon hits gloom for me :negative:

Tonfa
Apr 8, 2008

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andrew smash posted:

Urgh, i'm seriously considering giving up on nightmare after poo poo happens like i get confused through 80% resistance and then fail to teleport for multiple turns in a row and then get killed. I haven't managed to get a single character to the east.

Past a certain level I consider mental wilds almost as mandatory as physical ones.

Tonfa
Apr 8, 2008

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Walh Hara posted:

- the game should not be balanced around higher difficulties

[...]

That said, I have to admit that maybe the reason I don't like them is that I've been testing my paradox mage on insane difficulty and everything takes a long time there. (but the previous version was insane viable so it seemed like the best way to compaire the new version with the old)

:frog:

Insane is everything that is tedious about the game so I agree, just don't fall into that trap of thinking in terms of balance for higher difficulties yourself there.

Tonfa
Apr 8, 2008

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andrew smash posted:

I had a mental/physical wild, it cleared some other stupid thing and went on cool down. Maybe it would be less frustrating if I only played NM/RL on proven concepts and left gimmick builds to nm/adventure.

What were you running anyway? 2 slots for the wilds is what I do if I'm serious about a character and can at all afford it.

Tonfa
Apr 8, 2008

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The Moon Monster posted:

I thought the only major problem with Paradox Mages was that a few of the paradox misfire effects are so dangerous it feels like it's almost never worth it to keep your paradox at any number other than as low as possible.

Paradox would be tremendous (and roughly 5000% more fun) if all the effects were some crazy unpredictable anomaly nonsense. Trade consistency for reality-altering raw power. Fizzles and backfires just make it awful.

Tonfa
Apr 8, 2008

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Also base damage is actually pretty poo poo. Compare and contrast your character sheet damage number after changing weapons, a 10 point "base power" increase might only increase your damage by 2-3, especially early on. Good onhits often are much better.

Tonfa
Apr 8, 2008

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notwithoutmyanus posted:

An extra 40+ DMG every hit is pretty substantial at that level, when things don't have much in the way of resists.

Doesn't % +DMG element apply to onhits? like +10% fire damage adds that to a +fire DMG onhit?

It definitely does. +procs damage from staves also does, which is why arcane blades output cataclysmic damage with staff combat.

Tonfa fucked around with this message at 10:03 on Jan 1, 2015

Tonfa
Apr 8, 2008

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Tin Tim posted:

Uhm, that's pretty bad. Like, iirc, if I can't get into the mage city, I have to take the anti-magic test to have the zigur leader bring me to tempest peak. That would really suck

Tempest Peak is a bog standard dungeon that only has a unique benefit for antimagic characters :shrug: Losing on it sucks but isn't the end of the world.

Tonfa
Apr 8, 2008

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Comboing warp mines and wormhole is unlikely to ever get old

Tonfa
Apr 8, 2008

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WAMPA_STOMPA posted:

Died to Sassy Ca$$h. Man, I basically ate a 500 dmg nuke. Kinda lame, but oh well. I had no issues with her up till then, and she was on 4%.

It's her whole thing. If you can't deal with a giant meteor storm damage spike (oh and Inner Demons I guess) in some fashion don't even try fighting her.

Tonfa
Apr 8, 2008

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GrandpaPants posted:

How do you stat up a Temporal Warden? Is it just Magic and Con? Is there any reason to care about Dex or Str now?

I go Magic primary, Dexterity secondary (bow damage), Willpower tertiary (paradox management, also lets you crank out extra spellpower if needed)

Cunning or Constitution are possible tertiary stats depending on taste.

Strength sucks, use swaps to put armor on.

Tonfa
Apr 8, 2008

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Tuxedo Catfish posted:

Unless you're really confident and have fire resistance handy I wouldn't fight Sassy Cash at the level she spawns on. She's manageable if you have a plan for the meteors (overwhelming damage before they come off cooldown or rotating damage shields, usually) but it's way more damage than other enemies around that point put out.

She has gently caress all for status resistance, for the record.

Tonfa
Apr 8, 2008

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he's a frail nerd wizard with no status resistance except blindness

you really do need to know when things are going south and be prepared to cut out early when fighting him though

Tonfa
Apr 8, 2008

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Indecisive posted:

Of course, he's also the only enemy game (aside from random rares) to have access to Hurricane, one of the deadliest status effects in the game.

Bzzt. Don't get hit by a shock from an Ultimate Gwelgoroth.

Stacking resists or other tedious stuff isn't necessary for Urkis. Just have a plan to kill him while giving him as few productive actions as possible and make sure to flee early.

Tonfa
Apr 8, 2008

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The first fix melee needs is removal of melee retaliation as a mechanic. No character should have to deal with the bullshit of unavoidably eating 100 damage and a confuse proc for each hit for daring to try to kill things.

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Tonfa
Apr 8, 2008

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Just don't bother with the unlockable tree that forces you to be rooted to fire mediocre damage bolts and you'll be fine

You'll be fine even if you do but you will hate the existence of that talent

Sleep checks confusion immunity.

Oh and Dreamscape is a rest button meant to be used on something that can't harm you to let your resources refresh. If you actually try to use it as a weapon you will die.

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