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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 473260 times)

RedKing

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Re: Tome 4: Tales of Maj'Eyal
« Reply #870 on: January 24, 2013, 11:10:32 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.
Yeah, I don't expect him to make it all that far, just trying out a few things. For one, sinking a ton of points into Manathrust early pays off bigtime. Most of the critters you're up against in the starter dungeons have some measure of fire or cold or lightning resistance. They have very little arcane resistance. It's got a cooldown timer of 3, which is comparable to the starting fire spell, and a mana cost of 10, which is comparable to lightning bolt. Becomes a beam at lvl 3. By backing up into a corridor, a single manathurst can take out a whole stack of critters. I'm pleased with it.

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Re: Tome 4: Tales of Maj'Eyal
« Reply #871 on: January 24, 2013, 02:23:06 pm »

Skeleton archers are good, but not for dexterity but for their awesome generics
This. So very much this.

Don't pick your race for stats. The best stat boost you get is +6 will from yeeks. Everything else is lower then that.That's two levels. It might help your early game a tad, but long term, once you get past about level 5, it really doesn't matter too much.

However, your racial generics/free category point are really what matters(Aside from undead boosts). Dwarves are almost always a good choice, for example. They have an early racial that boosts saves, and a later racial that ALWAYS boosts all saves based on amount of gold you have. I think, unless it was changed, that 5 points brings it down to 60 gold per +1, and like +20 to all saves. That means that at level 21, you basically buy slotless +20 saves for 1200 gold and 5 generics. At level 24, you can get yourself a cutrate teleport effect. All the effects scale based on Con, which everyone needs and uses. So, dwarves fit almost any class, though some of it is redundant.

Pick your race for the talents, not for the stats. Only exception might be the life stat, if you plan on skimping on Con.
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Dr Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #872 on: January 24, 2013, 03:23:51 pm »

Dwarves are almost always a good choice, for example. They have an early racial that boosts saves, and a later racial that ALWAYS boosts all saves based on amount of gold you have. I think, unless it was changed, that 5 points brings it down to 60 gold per +1, and like +20 to all saves.

65 gold per +1 (up to +35 to all saves). Yeah, dwarves are awesome.
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #873 on: January 25, 2013, 04:05:45 am »

You know what's the worst? Getting to level 38, having played the character for nine hours, getting back from the east with no lives and knowing you have yet to start the Prides and there's no way you're getting through them with no lives. And you really, really like the character. I'll never delete you Crundles XXV the Arcane Blade  :'(

And then you start a Thalore Brawler and reset fifty times till there's brawler's dwarven steel gauntlets in Zigur and then die to Norgos because god damn brawlers have a slow start. This is madness. I have one at level 15, at least, but I'm almost too afraid to play him. The desire to punch things at the speed of light is too high, though.
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RedKing

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Re: Tome 4: Tales of Maj'Eyal
« Reply #874 on: January 25, 2013, 09:47:48 am »

Beauty of Yeeks is just how fast they level up, though. Got a lvl 20 Yeek Summoner (now with Antimagic!), and I haven't even done the Sandworm Cave yet. Thinking of trying to do Tempest Peak, because I've never done it before, and I've got the gear to give me 60% lightning resistance.

Yeek Summoners seem to be a natural fit -- they stay out of direct combat, so weak HP isn't as much of a problem, and that early boost to Wil and Cun gives you high Mindpower and allow your critters to punch above their weight to start. Having a cheap Ritch Flamespitter that can do 100+ damage every turn from range is potent.
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Re: Tome 4: Tales of Maj'Eyal
« Reply #875 on: January 25, 2013, 10:06:13 am »

So, speaking of Skeleton Archers... I'm trying one now, first time I've found an Archer bearable.

What would be good in terms of escort reward trees? I have a category point burning a hole in my pocket and don't really need the spare rune slot. I normally don't opt for reward trees because I'm a bit of a points fiend who has to max everything (I'm getting better) so I can never seem to spare the generics.

I've already gained access to (locked) stone alchemy but I'm not convinced I shouldn't hold out for something better.
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RedKing

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Re: Tome 4: Tales of Maj'Eyal
« Reply #876 on: January 25, 2013, 11:01:35 am »

Celestial: Light ain't bad. With temporal explorers, I often pass up the skill tree but pick up Spin Fate. I figure it's a free minor boost to saving throws when you need it.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #877 on: January 25, 2013, 12:22:30 pm »

Ghoul necromancers are better than i thought because of the Retch racial skill : it heals everything undead on some radius 'and damage everything alive by a nice amount of points by turns for a while , and so not only you but your summoned undead minions too, increasing a lot their own survivability.

And they have less malus to experiences than skeletons, meaning you'll be less lagging behind in level than them, giving you access then to some needed skills before Dreadfell than skeletons can't access even after grinding everything.

Though after playing melee characters for a long time, it's hard to get back into a spell caster one, their lack of armor (and so the various nice resistance most of them can give) make your character easier to kill.
And i'm not sure if that's because ghouls are supposed to be slower, but each time i autoexplore and meet a monster that can spell cast, he immediately shoot my character with a spell before i can do anything.

So when playing ghoul be carefull about this and give yourself points in constitutions to get higher health as monsters will have a free action against you when you meet them.
Too bad you can't order your summons to walk ahead of you instead of lagging behind.
« Last Edit: January 25, 2013, 12:25:08 pm by Robsoie »
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Flying Dice

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Re: Tome 4: Tales of Maj'Eyal
« Reply #878 on: January 25, 2013, 02:27:47 pm »

I'll confess, I haven't been using armor on my wyrmic, even though it's been a fairly melee-oriented character. I found the Silk Current early on, and between that +12 defense and +15% movement speed armor seems like a downgrade.
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Skold

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Re: Tome 4: Tales of Maj'Eyal
« Reply #879 on: January 25, 2013, 02:44:40 pm »

Skeleton archers are good, but not for dexterity but for their awesome generics
This. So very much this.

Don't pick your race for stats. The best stat boost you get is +6 will from yeeks. Everything else is lower then that.That's two levels. It might help your early game a tad, but long term, once you get past about level 5, it really doesn't matter too much.

By that logic, I should use Shalore for Dexterity-based characters and Thalore for Willpower-based characters, which to me is kind of ass-backwards since I am used to picking a race based on their stat bonuses and not their racial abilities. You can blame Dungeons and Dragons and that glorious bastard Gary Gygax for that. My apologies, it's just that I tend to be a creature of habit.

However, your racial generics/free category point are really what matters(Aside from undead boosts). Dwarves are almost always a good choice, for example. They have an early racial that boosts saves, and a later racial that ALWAYS boosts all saves based on amount of gold you have. I think, unless it was changed, that 5 points brings it down to 60 gold per +1, and like +20 to all saves. That means that at level 21, you basically buy slotless +20 saves for 1200 gold and 5 generics. At level 24, you can get yourself a cutrate teleport effect. All the effects scale based on Con, which everyone needs and uses. So, dwarves fit almost any class, though some of it is redundant.

To be honest with you I don't see that as a reason to make my characters short, hairy manic-depressive alcoholics that for the most part hate arcane magicks and aren't waifu material.

Pick your race for the talents, not for the stats. Only exception might be the life stat, if you plan on skimping on Con.

I don't mind squishy characters to begin with because I've grown accustomed to playing such a character. Therefore I usually ignore the Life attribute when making a choice of what race to use for my characters.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #880 on: January 25, 2013, 03:10:22 pm »

By that logic, I should use Shalore for Dexterity-based characters and Thalore for Willpower-based characters, which to me is kind of ass-backwards since I am used to picking a race based on their stat bonuses and not their racial abilities. You can blame Dungeons and Dragons and that glorious bastard Gary Gygax for that. My apologies, it's just that I tend to be a creature of habit.
Any race can do any class decently well (well, except undead and wilders unless you muck around with the code a bit), but yeah, the racial stats outside of XP penalty and life rating are pretty much irrelevant past level one or two, frankly. Most of the racial stat modifiers are less than what you'd get from a middling ego. They're there, but the difference in the long run is maybe a point or two of foopower or something. Not much.

Thalore actually are one of the go-to willpower class races, though. Shalore make fine anything, really, and of the dex based ones the only one that maybe isn't benefited whole heartedly by their talents is bulwark. 10% passive crit chance boost, timeless, and a nice global buff make everything better, heh. Downside being if you go AM with a shalore you lose out on timeless (and the first tier, I guess), iirc, which... yeah, less than optimal. Doable, but less than optimal.

Quote
To be honest with you I don't see that as a reason to make my characters short, hairy manic-depressive alcoholics that for the most part hate arcane magicks and aren't waifu material.
Dwarves are actually kinda' okay (comparatively, anyway) with magic in T4, and in general aren't really much like DF dwarves (outside of the digging too deep part). No opinion on the waifu part, all @s look the same to me :P

Quote
I don't mind squishy characters to begin with because I've grown accustomed to playing such a character. Therefore I usually ignore the Life attribute when making a choice of what race to use for my characters.
Yeah, once you get used to playing low health races, it's not that bad. That said, life rating makes pretty noticeable difference. Hundred+ extra HP by the end game can mean you didn't get one-shot, heh.
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Skold

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Re: Tome 4: Tales of Maj'Eyal
« Reply #881 on: January 25, 2013, 06:20:31 pm »

[REDACTED]
« Last Edit: January 25, 2013, 08:51:33 pm by Skold »
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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.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #882 on: January 25, 2013, 07:05:19 pm »

apology accepted.
post is then redacted too.
« Last Edit: January 25, 2013, 09:05:18 pm by Robsoie »
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Skold

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Re: Tome 4: Tales of Maj'Eyal
« Reply #883 on: January 25, 2013, 08:54:33 pm »

I don't care what you think it was, I redacted it because apparently I shouldn't post here when I'm in a bad mood. I apologize for my actions, now can we please drop it?
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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.

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Re: Tome 4: Tales of Maj'Eyal
« Reply #884 on: January 26, 2013, 06:17:09 pm »

Ok guys I'm stuck and I need your help!

So I came back from the east, killed the new boss in Reknor and a certain asshole did a certain thing and now I'm stuck in the Fearscape, with a demonic orb and I'm supposed to "find the exit".

Thing is, I've walked the thing about six times over, and there's nothing even remotely resembling an exit. There is a small area, about 25 tiles in total in the right corner which I can't get into, since it's completely isolated, could it be there perhaps? And if so, how the hell do I get my ass over there?

The only thing apart from that is a relatively large open space and two fire lakes, but I've walked all over them spamming my demonic orb and nothing happens. Am I the victim of a bug? If so I'll be really sad, since I'm on a wyrmic that, while extremely slow at killing things is quite tanky and seems like a possible win.
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What a strange and beautiful world I beheld, but dangerous too, I was certain. And I was friendless and homeless. And so I prayed.
"Hear me, exalted spirits. Hear me be you gods or devils, ye who hold dominion here. I am a wizard without a home. I am a wanderer seeking refuge."
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