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A Meat
Jun 28, 2013

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psy_wombats posted:

Side note: are shortstaves a little overpowered? Seems strange to get all the staff benefits plus whatever mindstar/on-spell-proc/etc fits in the offhand slot.

Speaking of which, what shortstaves actually exist in the game? Are there randart shortstaves or is it just the halves of the Staff of Telos?

I haven't really gotten far with any character that uses a one so I haven't really thought about staves.

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A Meat
Jun 28, 2013

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Is there actually any possible way to fix Empathic Hex and Martyrdom to be useful without being debilitating when used against you by an rear end in a top hat rare?

Honestly a problem similar to what my problem with grappling is. I'm generally terrified of Oozing Horrors, since they can generally unexpectedly totally shut you down, because grappling is effective against one target. But for the player character it's useless, you'll rarely encounter one enemies, you'll usually be swimming in dragon hatchlings and skeleton warriors, choking one of them isn't going to help you with all one other ones. However, if you make changes to grappling and make it more useful you'll need to add skills that the AI can't really use effectively so they won't be a nightmare to fight.

A Meat
Jun 28, 2013

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Dodge Charms posted:

My idea for Grappling is to let you use your grappled foe as a meat-shield, sending some % of the damage you take to it until it dies. Then it's more useful vs. a group than a single foe, and thus the player isn't going to get more wrecked than usual.

I agree wholeheartedly, and Grappling (Brawlers in general) is something I'd really like to see reworked, I want to suplex me some horrors.

Honestly, an interesting way to do this kind of tree would be to have skills that scale with the grappled's(grapplee?) stats. Use a dude as a mortal shield? Scale it with it's Constitution. Swing a dude around and knock others away? Scale it with it's size catergory/armor. Use a dude to ram through a line of enemies? Scale it with it's Strength.

A Meat
Jun 28, 2013

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Speaking of whips, honestly, I'd like to see whips become just a type of conventional weapon, and work off of weapon (or knife somehow?) mastery.

Actually, what I'm actually hoping for is a class based solely on whips, because it seems really cool to have that. Maybe something along the lines of a Dark Hunter from Etrian Odyssey, piling up physical debuffs and then hitting with a skill that deals damage scaling with the amount of physical debuffs the target has.

A Meat
Jun 28, 2013

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Magres posted:

TW ideas

Those ideas sound pretty cool, I have a few ideas about what you could do with TW's to make them more interesting and unique as a class.

For example, have a few skills that deal with "reversing" things that happened, like have a skill that creates a shield (or wall) that hurls back projectiles at enemies hurting them and possibly restoring their mana/ammo/whatever in the process. Or have a skill that teleports enemies to their position in space a few turns earlier. Or just a skill that lets you reroute your projectiles to account for where your enemies are actually going to be (Homing arrows would be pretty rad).

Either that, or have Temporal Wardens be not terribly serious about actually preserving the timeline, and just mess with it for their convenience. Have skills that cause a spike in paradox a few turns later, like opening a hole in space-time that just shoots temporal energy, but requires you to fix it later at a paradox cost, or launch an enemy at relativistic speeds into another, dealing damage, but creating a massive tear in space-time afterwards, which again, you have to actually go and fix before it starts loving you up.

A Meat
Jun 28, 2013

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theshim posted:

See also: Oozing Horrors, and Worm that Walks to a lesser, more specialized extent.

I find it darkly amusing that there are a whole mess of enemies specifically tailored to make things as bloody and difficult as possible for arcane casters, but no such speed bumps for nature users.


If by nature users you mean Anti-magic characters, then I'd say that due to Anti-magic having inferior escape options, Necromancers can ruin your day in some situations, since movement infusion is useless when you're covered head-to-toe in skeletons (especially later in the game/on higher difficulties, when they each have a bulky shield and resurrect).

Of course, there are some things that may completely ruin your day no matter what class/build you're running with (luminous horrors, multi-hued wyrms, Solipsist/Oozemancer Rares, etc.)

A Meat
Jun 28, 2013

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So if other people are posting their ideas for classes, I'll post mine (not that I'll do anything about it, don't know a thing about creating a mod or programming in general :v: ):

A Fractured is basically what happens when a psion peers too deep into a Cursed's mind. The experience that would drive normal people mad is compartmentalized in the psion's mind into a different part of their psyche, where they can use their Psi energy to suppress the ever growing hate. Basically it's a Jekyll and Hyde class with Psi and Hate. Its Hate decays down to 0 when its Psi energy is full, but when the Fractured's Psi falls beneath a certain amount, it starts generating hate (as in Hate per turn).

I don't really know where to go from there with the idea, but since I'm not doing anything with it, but here's what I thought about : maybe have the class have a skill/tree that revolves around linking minds with enemies and overpowering them with pure hatred. Or have them have telepathy towards everything that grows in radius in accordance with their hate.

A Meat
Jun 28, 2013

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Panic! at Nabisco posted:

Addendum: This advice does not apply to Solipsists, who get decreased gains from Con due to Solipsism. They should just keep on pumping the gently caress out of Wil every level.

As far as I'm concerned it doesn't seem that way, Solipsism doesn't actually scale to 100% so even at max level you'll still take a third of the damage you receive to HP, so you'll want to have your HP be over the 100 or something it starts out as, because you'll be taking a portion of that damage to your HP. You end up with a piddling amount of HP in the end, but you do need that amount of HP so you don't get plain old one-shot by stuff in High Peak. And stacking + max life equipments reduces your opportunity to use better equips instead (like +mind damage stuff).

I'd actually recommend going 2 Wil 1 Con until Wil is maxed, and then alternate levels with 2 Cun 1 Con and 2 Con 1 Cun. I mean, it worked for me, but I'm not sure it's the best way.

A Meat
Jun 28, 2013

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I've unlocked everything except for Oozemancer so far, I unlocked Marauder on a Shadowblade only because I got Umbraphage, whose darkness cone deals dark damage, which I was stacking anyways. And even then, only on a crit it did 600 damage.

Of course, by the late game I was doing 1.5k per weapon with Windblade, so I guess that's moot.

Shadowblades are super fun, you just need to get lucky and get the Light tree, because It's pretty much a lifesaver. (also Cauterize is the best prodigy and you want it ASAP)

A Meat
Jun 28, 2013

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HenryEx posted:

Okay, so how are you supposed to unlock the Marauder? Doing 600 damage of a single type in one strike (if i read that correctly) seems hilariously impossible.

How do i build my rogue if i want to go for that?

I'd reckon it's easiest with an activated item skill/rune, but even then, it's gonna take a fairly long while until you deal enough damage in general to do that. I guess you could stack +crit multiplier items and Shadowstrike and deal enough damage that way with a rogue

Alternatively, just roll with a Rogue/Shadowblade and at somepoint in the east you'll be doing that much damage in a crit anyways.

A Meat
Jun 28, 2013

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Dodge Charms posted:

Stone Vines cut your move speed in half, so you ain't gonna go fast until Step Up triggers, and I suspect if Stone Vines trigger, they'll break Step Up.

Most powerful is probably Reaving Combat + Arcane Combat + Absorption + Battle Tactics.

Does Reaving Combat even proc off of Arcane Combat? Because that would mean you could possibly run into a rare that can instantly murder you when it hits you in melee, and that would be terrible and not fun.

I've wanted to try a Stealth + Shield Offense + other Cunning trees + Battle Tactics gimmick Adventurer, but I haven't bothered with it yet. Can Shadowstrikes even happen on an Assault guaranteed crit? But I like the mental image of some dude sneaking up on orcs and knocking them out with a shield.

A Meat
Jun 28, 2013

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Are slings Dual-wieldable if you have Reaving Combat (as in, do you get something from it)?

In the same vein, are ranged weapons telekinetically wieldable as a Mindslayer?

I just wanna have a dude wield three slings. Preferably actually use all three, but just psyching enemies with ornamental slings is cool too.

A Meat
Jun 28, 2013

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Man, Reavers are pretty cool, even though I built one to dual-wield shortstaves, and as a result haven't seen a single one so far (I've gotten halfway through Dreadfell already), I'm still managing fairly okay.

Haven't tried out a Cursed in a while, is Psiblades recommended? It seems like it would be amazing if you set your priorities towards pumping Wil, and maxing Gloom first.

A Meat
Jun 28, 2013

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Dodge Charms posted:

Have you checked both staff shops? (Angolwen and Elvara the southern elf town)
Harder to get going than the Staff Reaver, but I hear good things about Surge + Psiblades once you get over the harder early levels. Not much better than just a straight-forward Cursed, but that's a pretty great baseline so yeah.

One tip that helped my melee Psiblade adventurer dude: Thorn Grab is instant, so just put it on "auto-use when jerk is visible and adjacent", once you have Eq regen from Fungus / Ancestral Life 5/5.

Yeah, I checked, none of the shops had a shortstaff, and I haven't had one drop (I even opened most of the vaults that can have staves in them, but I ain't opening that Dreadfell lava vault yet)

Yeah, Thorn Grab on auto-use is pretty great, I did that on a Psiblade Yeek Solipsist, it worked quite well, not that he needed the help.

Unrelated, should a sling based archer go with a sling and a shield or a sling and a weapon (dagger/mindstar)? It seems to me that it'd be ideal to have a sling and a shield, but that would generally involve putting points in Str or wearing +Str equips, and shields seem mostly aimed at either a Bulwark or a Sun Paladin, but I don't know if an off hand melee weapon/mindstar is even viable/useful.

A Meat
Jun 28, 2013

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I just had a really fruitful win with a Thalore Alchemist
I unlocked: Oozemancer, Wildfire and Drolems, which means I now have all the classes unlocked!

It's kind of amazing how different playing an Alchemist is from any other class, because you don't really need to think too much about what you're doing. This might have been since I had Elemental Fury from pretty early on, so I didn't have to worry too much about enemies absorbing all the fire damage I did, didn't even have points in the elemental infusions until after the final battle (which I did at level 45).

High Peak was exceptionally mean to me this time around, the stairs bosses were as following: runed bone giant, luminous horror, eternal bone giant, runed bone giant, just a halfling archer dude, bone giant, luminous horror, worst rear end in a top hat rune bone giant (had an ugly mixture trees that had him constantly teleporting around and pulling me to him, and Wildfire), naga psyren, and does floor 10 even have one? Didn't see one.

I took Cauterize instead of the Imbue More Gems prodigy because I am bad at this game and would have lost without it. Cauterize is really good.

Merchant gave me some really crazy gloves this time around, +76% crit multiplier and +37% spell crit is great on any mage (it also has 40% phys crit and 32% mental crit which is pretty great.)

edit:

A Meat fucked around with this message at 22:49 on Feb 14, 2014

A Meat
Jun 28, 2013

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Another day, another win.

Oozemancer is really fun to play as, but incredibly overpowered (on normal, at least).

I mean, this is my first Oozemancer ever, and look where it got me.

By the end of the game, I was regenerating 220-245 hp per turn, which was pretty cool.

A Meat
Jun 28, 2013

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Whoever warned about rare midge swarms/bee swarms was loving right, I had one spawn out of a golden chest in dreadfell, and it murdered my stonewarden in exactly one turn, shield and all. Then again, hitting an Oozemancer/Sun Paladin enemy with a skill that hits a whole bunch of times is a really bad idea in general, especially when it gets two turns to hit you with oozemancer attacks for every turn you waste hitting it.

A Meat
Jun 28, 2013

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I kind of wonder if it was a bad idea to choose the meteor prodigy on my Stonewarden just becuase I like the mental image of Stone Spikes or one of the melee shield skills proccing it. Especially since I have the Fiery Choker equipped, which causes the meteor to occasionally cause a volcano to appear.

I must control all the rocks, you see

edit: imagine walking down the road and suddenly a burly looking dwarf dude hits you with his shield from like a hundred feet away, which causes a meteor to fall on you and a volcano to spring up at your feet.

A Meat fucked around with this message at 10:12 on Feb 18, 2014

A Meat
Jun 28, 2013

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Beamed posted:

Jesus christ I shared a hilarious picture, I didn't mean to start a derail. Let's talk more about how Yeek Shadowblades are the worst idea since peanut butter and hot sauce guys.

I'd wager Yeek Rogue is actually worse, since you don't have the benefit of Time Shield. (not that it'd help you with the Yeek starting zone, but still)

A Meat
Jun 28, 2013

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Dizz posted:

How should I go about making my Stone warden early on in the game, and what I should aim for for later in the game? I'm aiming on playing this class until I can finally beat the master and maybe even the loving game itself.

Seeing as I've just got a Stonewarden to the final dungeon, I can say more or less what I did. Not sure it's good advice, but anyways:

You should start by getting points in all your non Spell/Earth skills, and try and get 5/1/1/1 in Vines ASAP, since even though it seems like it hurts mobility, it becomes super useful for mobility later on, and before that, deals some pretty nice damage while you stand in place and tap '5'. By the time you get to level 12, you want to have enough Mag (probably partially through equips) to start raising Eldritch Slam up to 5/5, since it's a radius 7 nuke that scales with your weapon damage. Whenever you can, max the Shield Mastery skill and the Eldritch Stone skill, which can be used to turn your halves into explosions, since they carry over your shields(and don't insta-gib you anymore).
You should probably invest in Wil first, and Mag and Str when you need them for skills/equips, you'll want to have 36-44 Mag to level up Eldritch Slam ASAP since it's your best skill for most of the game.

Regarding cat pointing things, if you can get Celestial/Light from an escort, use a category point on it, Providence is one of the best skills in the game. Otherwise, I personally like the Eldritch Stone tree (the one with Stone Spikes), since despite its slightly low damage, the later passives in the tree just plain cause Stone Spikes to shut down enemies, Silence and Disarm are two of the worst debuffs to have, and this tree lets you inflict them in a cone. It is probably right to go 5/1/2/2 with it overall.

You do want some more inscriptions, a movespeed inscription is always good, and a Heroism inscription can be a lifesaver.

Use Resilience of the Dwarves often, since Stone Fortress makes it protect you from all kinds of damage. Generics-wise You should probably 5/5 Nature's Touch, Armor Training and Combat Accuracy. Don't really know what to invent generics in when you don't have Celestial/Light :v:

Haven't tried Deeprock, don't know how good it is since most of the damage I was doing wasn't physical damage. Stone is probably passable, decided not to go for it.

You should try and find a good damage shield rune as soon as you can, since it really helps survivability early on.

Try and always have a torque of psychoportation, got that's more general advice than anything.

A Meat
Jun 28, 2013

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Cerepol posted:

How do I solipsist? The guide on the wiki is pretty hands off. So far been building Distortion cause it's hilarious and points in solemnism. Generics right now are going into feedback, but it seems to do nothing?

In my opinion, get the tree Psionic Nightmare, Inner Demons is the only skill you need that isn't Mind Sear. Nightmare is also pretty good, and Night Terror makes Sleeping enemies squishier. But yeah, Inner Demons is incredible, watching the Master's inner demon summon a shitload of minions against the real Master is really fun.

Generics-wise, you'll have plenty of place to put them if you go anti-magic, since both Fungus and Antimagic are good trees. You could get some mileage out of Psiblades too if you want, because you're equipping Mindstars anyways.

A Meat
Jun 28, 2013

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drat, I won again for the third time in a week, I'm starting to fear I've been playing too much of this game. Either that, or it means I'm ready for Nightmare level runs.

Stonewardens are fun, the last battle though was the most challenging final boss I've won, since Stonewardens don't do insane damage like or have mad mobility, they're just really good at tanking hits and spitting back damage. (also for shutting down everything in a radius 6 cone for 9 turns.)

I should probably go and unlock Lake Nur with the character, I just kind of forgot to actually do it, so after I remembered I decided "ah screw it, I don't need it anyways", I did find some cool staves I want to transfer.

A Meat
Jun 28, 2013

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I have an open question to all you people, what's your least favorite enemy type to run into? I mean the base enemy, without any skills it might have as a rare or a boss.

I mean, there are quite a few I'd imagine most classes have a hard time dealing with: Most of the elite horrors and luminous horrors, Greater multicoloured wyrms, Rune Bone Giants, elite orc corruptors, and elite orc pyromancers.

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.

Brittle Clear Oozes are horrible if you don't have a strong enough AoE to dispatch them easily.

A Meat
Jun 28, 2013

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Dairy Power posted:

Forge giants get an honorable mention, too. I somehow always underestimate them. Also, I think they can strip physical buffs (including heroism)?

I think they can just straight up eat active infusions, I remember Heroism and Regeneration just dissappearing when fighting one.

A Meat
Jun 28, 2013

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vulturesrow posted:

Any suggestions for the level 10 cat point for Stone Warden? I was thinking of unlocking Stone but given there are so many other things that are worth putting class points into right now I'm thinking of just unlocking another inscription slot.

As an aside, Stone Warden is a lot of fun although the lack of mobility takes some getting used to, especially given how important mobility is in this game. Got me thinking about how awesome it is that there are so many viable classes in this game.

Stone and Eldritch Stone are probably your best bets, unless you got Celestial/Light from an Escort, in which case, you want that tree open ASAP. I haven't tried Stone on a Stonewarden, but there isn't any reason why it shouldn't be really good, even though I don't know if the Vines movement skills break your Body of Stone sustain or not though. Eldritch Stone is useful once you have at least 1/1/1/1 in it, since it gives enemies in a small cone two (three I guess, 50% healing reduction isn't that powerful) really debilitating debuffs.

Also, you can't really go terribly wrong with another inscription slot, especially if your Stonewarden doesn't have a movement infusion already. (Stone vines give you a flat -50% movespeed, so a 1000% movespeed infusion will be 950% speed and not 500% speed as you might expect)

A Meat
Jun 28, 2013

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Fibby Boy posted:

Probably a really obvious answer but how do I get the rod of recall on my hotkey list? It was put there automatically since I played the game but on my last two characters it won't show up as a hotkey and I can't figure out why this is.

You can also open your inventory and hover over the rod of recall with your mouse cursor and then press the hotkey you want to bind it to.

A Meat
Jun 28, 2013

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Couldn't HIT THINGS WITH SUNSTICK also be a Shadowblade? For bonus symbolism, equip Moon as your offhand dagger, hit dudes with your Sunstick and Moondagger like there's no tomorrow.

A Meat
Jun 28, 2013

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Fibby Boy posted:

So stone shield+elemental twins on a stonewarden is hilarious. Why yes I would like to nuke everything on screen for over 600 arcane damage each. What's that? It happens three times? Well that's just fancy.

Yeah, suicide bomber twins is fun, but loses out to Eldritch Slam in terms of damage and usefulness. At least DG fixed stone shield + twins so their shield exploding doesn't insta-gib you like it used to.

I guess I won again, not that winning with an Oozemancer/Solipsist Adventurer is hard or anything, but I mostly wanted to try out actually using the dream hammer + Triple wield animeblades. I'm kinda of disappointed that superpower doesn't give your Dream Hammer the additional +30% damage modifier, don't know if that's intended or not though. I think I've fallen in love with Meteoric Crash as a prodigy though, it's really good from what I've seen.

A Meat
Jun 28, 2013

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By the way speaking of that long named demon, does the Crown of Burning Pain's Meteor skill proc Meteoric Crash? I don't have it on my Stonewarden and I really want to see if I can chain-meteor.

VVV yesssss, didn't know it was a spell though.

A Meat fucked around with this message at 22:31 on Feb 26, 2014

A Meat
Jun 28, 2013

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Is there a way to actually reliably fight dreaming horrors (or whatever they're called, those rear end in a top hat elites with Dreamsmith and other Solipsist talents)? Especially at higher levels, I recently encountered one in the Infinite Dungeon and I could not even dent without it just dealing most of my life in a hit/one-shotting me. This might have been because it was level 135, but I had no issues killing other elites that level or higher with my Oozemancer.

A Meat
Jun 28, 2013

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theshim posted:

Standard Reaver doesn't really do a lot with diseases.

Short staff Reaver becomes ungodly terrifying with them :v:

I'm farily certain that Short staff reaver is ungodly terrifying with just about anything.

Now I'm tempted to make a Reaver/Archmage Adventurer that tries to actually use the Water/Ice trees properly.

A Meat
Jun 28, 2013

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Magres posted:

Depending on what class you are, that can still be a walk in the park :shrug:

Wildfire Archmage too stronk, basically. But yeah for anyone that doesn't get like 80% penetration resist, that's completely unreasonable.

Worst one I've ever had was a Sun Paladin Bone Giant that made me almost instagib myself with Martyr. loving thing was completely unkillable

I once had a Runed Bone Giant stair boss in the final dungeon who was a combination Sun Paladin/Archmage(Wildfire of course). Displacement Shield and Martyr is a combination I don't want to encounter ever again.

And yeah, I did not kill it, it was just impossible for my character.

A Meat
Jun 28, 2013

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RPATDO_LAMD posted:

The solution is to be a Skeleton. A 1000 point damage shield that scales off your main stat? Hell yes! From when you get bone shield to around High Peak you're pretty much invincible, especially since you can kill just about anything before they break through your shield.

I tried this not too long ago, I did fine until the very end game, and just couldn't deal enough damage in the final battle to actually win. I did make some other mistakes with him, but but the end game I was incredibly weak and could barely beat bosses. I might have played it wrong, because I didn't have the energy to go through a whole bunch of farportals and level up to a reasonably high level.

A Meat
Jun 28, 2013

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Vodurden posted:

So I tried out a cursed/soli/oozemancer adventurer and it was hilarious:

http://te4.org/characters/11337/tome/b9e61418-b961-42bc-9811-0d7e61fea07a

Madness + Dreamforge + Gloom is insane. Dreamforge breaks your enemies minds reducing their mental save by an insane amount AND deals mind damage every turn which triggers madness. Combine that with gloom wrecking everyone's shattered minds and you've got a recipe for success.

Antimagic felt mostly wasted on this run but fungus was invaluable. I'd consider just taking fungus with adventurer-powers if I had the cat points to spare. I took moss as an oh-poo poo button and it helped a lot in the early game but was largely unnecessary towards the end. I left Oozes at 1 point in the first talent until the late 40's when I decided I should grab some more defence.

All in all this was a hilarious existing effectively as a walking ball of insanity fracturing the minds of those in your presence and cleaning up with triple animeblades. It's like playing as jedi cthulhu.

http://te4.org/characters/25294/tome/99ee0c2b-34c4-4ace-a4f1-e9c4e61b23f6

I did a Cursed/Oozemancer/Solipsist/with a hint of Mindslayer that was very very different from yours. Weird.

I was just constantly throwing hammers, spitting slime and poisoning dudes, before walking up to them and hitting them with triple animeblades.

A Meat
Jun 28, 2013

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You might want to add a part about getting better light sources than your starting one, because having a larger light or infravision radius in an unlit dungeon is needed.

Other than that, if you see a type of enemy you don't recognize, right click and select "Inspect Creature" to see what resists and skills it has.

A Meat
Jun 28, 2013

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I'd advocate for Brawlers having a skill that lets them bat projectiles out of the way once in a while, if Mindslayers didn't have such a skill already. Maybe if there's a projectile on screen within a certain radius you can rush up to it and punch it back at the caster?

I do realize this makes little to no sense, but it would be really cool.

A Meat
Jun 28, 2013

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theshim posted:

The intelligent thing to do would be 5/5 both of them, effectively cutting the duration of most negative effects down to approximately 25%. Stack that with Relentless Pursuit, Providence, and a couple clearing runes, and you're in pretty good shape. But, as I said, I am pretty bad at ToME. :buddy: That said, 5/5 RP is insanely good, most things just fall off within a turn or two. Especially hilarious with a triple Retch stack out there, three more 11% chances to clear physical effects.

Mrgh. I had an idea for my next hilariously stupid gimmick run but I've forgotten it.

Taking suggestions. :getin:

Adventurer with as many trees that give you a sustain/skill that constantly shoots projectiles.

I don't really remember all of them, but I know Fire alchemy has one, and Dream Forge and Discharge each have one. I think one of the Anorithil trees has something like that, I never managed to last long enough with one to get one going. I'd say Stone vines, but Adventurers can't have SW trees. Does the AM Storm tree have something like that or am I confused?

A Meat
Jun 28, 2013

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Ugh, I just had the dumbest idea for an adventurer, I'll try tomorrow and see if I can get a quadhammer Adventurer (Reaver/Mindslayer/Dreamsmith Solipsist) going, it seems like it'd have its stats stretched precariously thin between Str, Mag and Wil, since you'd also probably want some Con and Cun in there for good measure.

I don't think I've ever had a Mindslayer with a TK wielded weapon and not an animeblade.

A Meat
Jun 28, 2013

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RPATDO_LAMD posted:

The Fearscape? That isn't a level, that's a corruptor ability...

Unless you mean the fearscape invasion portal?

Try using the fake farportal orb Tannen gives you on the Reknor Farportal. It should be called the same exact thing, but instead of it being a Jewelry/Orb or whatever it usually is, it's Orb/Orb

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A Meat
Jun 28, 2013

CERTIFIED FRESH AS HELL DOC MAKER

Angry Diplomat posted:

Those aren't random or timed, they're triggered by Darkgod, the game's developer (arguably at random, though there are specific seasonal/holiday events). They're not really a part of the game's normal progression, but are fun bonus things when they pop up. What your friend's doing is unnecessary, but not dumb; if he likes the bonus dungeons and is doing something else anyway, there's nothing wrong with leaving ToME up in the background in hopes of coming back to some bonus content.

Pretty sure there's an issue with the game having a RAM leak, which causes the game to use progressively more and more memory the longer it's open, which would probably cause his game to crash eventually.

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