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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 471310 times)

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #855 on: January 23, 2013, 09:46:27 pm »

Well, look on the bright side, such as it is.

The sand itself can't kill you. It can trap you, so you suffocate, and it can hurt you, so a worm mass can murder you, but the damage from the sand falling can't kill. It halves your health every time it lands on you, but, so far as I'm aware, it won't kill even if you're on 1 hp.

Anyway, sandworm lair gets pretty routine after a while. It is recommended that bring along a source of teleportation (runes, psychoport torque), though. Just in case.
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Flying Dice

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Re: Tome 4: Tales of Maj'Eyal
« Reply #856 on: January 23, 2013, 09:51:57 pm »

Well, look on the bright side, such as it is.

The sand itself can't kill you. It can trap you, so you suffocate, and it can hurt you, so a worm mass can murder you, but the damage from the sand falling can't kill. It halves your health every time it lands on you, but, so far as I'm aware, it won't kill even if you're on 1 hp.

Anyway, sandworm lair gets pretty routine after a while. It is recommended that bring along a source of teleportation (runes, psychoport torque), though. Just in case.
This, so much. I've a complete ToME casual, but one of the first lessons I learned was the importance of teleports in there. Sort of like the importance of waterbreathing gear in oh-god-oh-god-giant-squid-things-can't-find-any-air-pockets dungeon.


Anyhow. Currently running a Wyrmic JoaT, and it's being surprisingly tanky for something I'm playing primarily as a kiting character. I've put a decent chunk of points into the skills that buff healing, and I got lucky with my escort missions, so I've got a healing spell that generates celestial energy (or whatever it is that Sun Paladins use) and the chants category ready to be unlocked. I've got a bunch of gear with damage-on-hit enchantments, so I don't even have to hit things back, just keep running away while my timers tick down.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #857 on: January 23, 2013, 10:14:42 pm »

Heh. Wyrmics have the best way to deal with sandworm lair.

Activate burrow. Activate lightning speed. Shout "OH YEAH" Or optionally, huzzah. Profit.

Electric tunnel rhino wyrmic goes where electric tunnel wyrmic pleases. Unless the wall's not diggable, I guess.
« Last Edit: January 23, 2013, 10:26:50 pm by Frumple »
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Flying Dice

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Re: Tome 4: Tales of Maj'Eyal
« Reply #858 on: January 23, 2013, 10:21:44 pm »

Heh, yes. That's always fun to do. :3
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amjh

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Re: Tome 4: Tales of Maj'Eyal
« Reply #859 on: January 23, 2013, 11:32:06 pm »

You sure about the sand? I'm fairly sure there were no enemies near, and high scores say "Killed by a unstable sand tunnel".
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #860 on: January 23, 2013, 11:33:53 pm »

It may have changed on some point, but at one point it didn't. I... lemme do some code checking.

E: Yeah, after some quick bugging of the IRC people and accidentally stumbling across the file the code's in, it looks like it can't directly kill via damage (maybe at 1 or <1 HP, but nothing higher than that). It does, however, look like it can suffocate you to death by itself. Effect of sand dropping on you appears to be half your current life in physical damage (so it can be resisted) and 30 air. Presumably if the air catches you below 30 to begin with, it's a kill.
« Last Edit: January 23, 2013, 11:54:41 pm by Frumple »
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amjh

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Re: Tome 4: Tales of Maj'Eyal
« Reply #861 on: January 24, 2013, 12:12:40 am »

I got two or three of the collapses in a row, so I guess that was enough to cause suffocation?
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #862 on: January 24, 2013, 12:17:47 am »

Three almost certainly would if you didn't have +air gear. Default's 100, three in a row would cut it by 90 plus whatever you lost from normal suffocation.
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Skold

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Re: Tome 4: Tales of Maj'Eyal
« Reply #863 on: January 24, 2013, 05:23:00 am »

Thalore are in a pretty good place right now, but not exactly optimised for archery. Willpower scaling on the first and forth tier talents and primarily defensive on the other two. Forth tier's a summons which can be pretty useful for archers, though, as meatshields and distractions, and the damage buff from the first tier talent's a'ight. Still thaloren are generally better for either more tanky classes (to further emphasize that) or flimsier ones (to help shore that up). They're not going to do poorly on archers, though, as with the recent buffs they do pretty alright with everything (no one's going to argue too hard with two meatshields and an extra 10% passive resall). Downside being a XP penalty but... eh.

Halflings... I just don't play much. Their racials I hear are good (and with lucky day and a couple pieces of luck kit, can provide a few turns of 100% evasion) and they've got a good life rating, so they're fairly sturdy. Looking over the racials again, they're actually pretty decent insofar as offense goes (solid crit buff, especially if you're pumping cunning which most archers will to some degree for the crit, plus an alright physpower booster). Halflings are pretty standard go-to slingers, since they've got the cun scale going. Halflings make pretty good everything, really, since cunning's nice in general and they're fairly sturdy. Downside being... a XP penalty (there may be a pattern building, here) and a minor strength penalty which makes getting a bow archer off the ground slightly (but only slightly) more annoying.

White elephant in the room, though, are skeletons. Skeletons make basically freaking ridiculous and terribly hard to kill archers since bone armor scales with dex and their first tier bumps up both dex and strength (a bow archer's primaries). Downside being no infusions and I guess XP penalty but eh. You get to skeleton master archer back at them, heh.

I like ghoul archers, too, heh, but I like ghoul just about anything so eh. Still, leap helps with archer mobility and the fast attack speed on bows/slings helps offset the ghoul global penalty, so it's a pretty good (if somewhat aesthetically silly) combo. Downside being, y'know, ghoul. And a XP penalty.

My apologies for not responding sooner. I managed to break my account and just a little bit ago got a new one set up. I have been running a Thalore Archer and have done fairly well, though I did also manage to get that unlock file so now I do so happen to have access to Skeletons and Ghouls. I think I might try a Skeleton Archer sometime soon since they do seem to have fairly good Dexterity, but likely after I am done with my Thalore Archer.
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Ukrainian Ranger

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Re: Tome 4: Tales of Maj'Eyal
« Reply #864 on: January 24, 2013, 06:52:26 am »

I love shalore archers... A bit squashy but  Volleys of arrows
Be sure to find a large quiver (Little trick:  use two bows and two quivers. In many cases it's better solution to switch than reload talent)

Skeleton archers are good, but not for dexterity but for their awesome generics
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Skold

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Re: Tome 4: Tales of Maj'Eyal
« Reply #865 on: January 24, 2013, 07:47:14 am »

I love shalore archers... A bit squashy but  Volleys of arrows
Be sure to find a large quiver (Little trick:  use two bows and two quivers. In many cases it's better solution to switch than reload talent)

Skeleton archers are good, but not for dexterity but for their awesome generics

I have never played a Skeleton before in Tales of Maj'Eyal so I didn't know anything about their racial talents. I will have to check them out after I finish with my Thaloren Archer, which I should get back to sometime later today. Right now I'm trying to play games other than Tales of Maj'Eyal because some days I spend hours on end playing just that and I'm trying to diversify.
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Just as a warning, I have Asperger's Syndrome and Post-Traumatic Stress Disorder. Between the lack of a sense of humor, the eccentricities, bizarre obsessions and the swiss cheese-like memory, talking to me should be interesting.

RedKing

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Re: Tome 4: Tales of Maj'Eyal
« Reply #866 on: January 24, 2013, 08:21:03 am »

Started a Yeek Archmage specializing in Arcane, Phantasm and Aegis. It's going somewhat well, although he's already died twice early to poor luck (and being squishy enough to instagib with a lucky crit).

However, I'm now getting to the point where I can stack a couple of sustained shields, which should help tremendously. Need to find some mana regen items though, cause those shields cut into my max mana pool pretty hard.
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Skold

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Re: Tome 4: Tales of Maj'Eyal
« Reply #867 on: January 24, 2013, 09:00:11 am »

Started a Yeek Archmage specializing in Arcane, Phantasm and Aegis. It's going somewhat well, although he's already died twice early to poor luck (and being squishy enough to instagib with a lucky crit).

I have never really considered specialization with any of my characters. Perhaps I should give that a shot, as I had been having ideas regarding an Aegis, Arcane and Fire Archmage but didn't know if specialization was feasible.
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I was known as dei before. Chances are that isn't a good thing.

Just as a warning, I have Asperger's Syndrome and Post-Traumatic Stress Disorder. Between the lack of a sense of humor, the eccentricities, bizarre obsessions and the swiss cheese-like memory, talking to me should be interesting.

Dr Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #868 on: January 24, 2013, 09:50:50 am »

Archmages are so powerful that it doesn't matter what you specialize in. My easiest win ever was with a dwarf geomancer with massive amounts of damage over time effects. I never came close to dying, because either everything died off-screen or within 3 turns. I only played it because nobody uses earth or stone magic for some reason.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #869 on: January 24, 2013, 10:09:21 am »

When playing Yeek Archimage i -highly- recommend to put many , many points in constitution.
The problem with Yeek Archimage is that they're very powerfull, so much that you forget that they have insanely low health.

So low that everything at some point of the game will be able to one shot kill your character if you have not increased constution.
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