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vdate
Oct 25, 2010
drat, I arrived too late for the voting. These kinds of threads are always great fun. I always want some of the less popular classes to get shown off, though, if only because I'm genuinely curious what I'm doing wrong for some of them. (I find it very hard to get a lot of the classes past early or midgame, so I end up playing the same handful a lot. I'd love to see a How2Anorithil because the damage they do just doesn't seem to be high enough to stay competitive by midgame, even on Normal. (See also: how to get a Alchemist/Doombringer past midgame, how to get an Arcane Blade/Reaver out of the early game, etc.)

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vdate
Oct 25, 2010
Ah, the T2 dungeons - one cakewalk, one cakewalk with a chance of dangerous layouts, one boss that's either a joke or a nightmare depending on your class's reliance on sustains, and one zone that just wants you dead, and it wants you dead now. For a fairly long time that last one stopped me dead in my tracks, before I learned how the game worked. (Specifically, nine deaths out of ten you'll either die of a big ol' damage spike, or you'll be shredded while utterly helpless under the weight of a million skillion debuffs.) It was a little frustrating at the time, but frankly it's probably a good idea - if you don't learn the right lessons from the T2 zones, you won't survive the T3 dungeon, let alone the rest of the game. It'd be nice if the game made it a little clearer which of the T2 zones were which, though.

vdate
Oct 25, 2010
I don't think we can - as a caster class (i.e. has a resource bar not called 'stamina', 'equilibrium', 'psi', or 'steam', I think) I don't think Zigur even appears for us on the map normally. Also I think the Zigs have a hateon for the undead - they can't be wilder classes at all, after all. (I have no idea what would happen if we learned Slime Spit from a loremaster escort. I know if you do so as a Vim-using class equilibrium skyrockets as soon as you use a Vim power)

vdate
Oct 25, 2010

PurpleXVI posted:

The Weirdling Beast can be an absolute rear end gently caress, even on Normal. Some classes have a hard time putting out the damage to slam through his self-heals, it's not that his damage is super high, he's just a relatively durable enemy. Which is a rarity.

This. A thousand times this. I've ended up in fights with the Weirdling Beast as a Sun Paladin or a Bulwark that have essentially turned into staring contests because neither combatant was able to effectively stick damage on the other. (Usually those end when one of us sticks a disable at the right time.) Plus his ability to just shut off all your sustains ranges from 'largely inconsequential' to 'utterly crippling' depending on your class

vdate
Oct 25, 2010

Artificer posted:

Are yeeks telepathic monkeys?

A little more like telepathic undergrown yetis, but yeah, the point stands. Small telepathic humanoids covered in very soft fur. They probably have the funniest tier one racial talent, since where other races get 'speed up' or 'crit bonus' or what-have-you, Yeeks get to MIND CRUSH a target every 25-50 turns.

vdate
Oct 25, 2010

Randalor posted:

Saves a fortune on feeding beasts of burden when they're dead?

Plus they're perfectly obedient, so there really is no need to beat a dead horse!

vdate
Oct 25, 2010
On that note, it's interesting to look at the PC's info tab near the end of the game to check out the killcount. Judging by some of the stuff you do in the second half of the game, any PC that hits the endgame is the greatest killing machine since Garkul the Devourer, and it took two armies and the alchemical version of Gigantor to take him down.

vdate
Oct 25, 2010

Dire Lemming posted:

You lose life, but you don't lose a life.


The final fight is a huge difficulty jump compared to everything before it. I just won on Insane with a Skeleton Shadowblade and while I could breeze through the entire last dungeon the final fight was hellish and I honestly have no idea how I won.

It's weird because I remember winning before with both a paradox mage and a brawler, and their fights weren't nearly the horrifying difficulty spikes the final bosses have been in my last few attempts. Did they get buffed or something? (and this was on Normal, even; I don't want to think about what they'd be like on Insane)

vdate
Oct 25, 2010
I can't help but feel like that looks more like the end result of a horrifying Rogue alpha strike than an endurance match.

vdate
Oct 25, 2010

Artificer posted:

Was that not the joke?

Probably. I hadn't had my coffee yet when I made that post, so I wasn't quite all there.

vdate
Oct 25, 2010
Holy crap. That was absolutely worth the wait (although I guess it wasn't that long a wait after the last update but whatever). Magical.

vdate
Oct 25, 2010

Inadequately posted:

On the contrary, roguelikes have a long and storied tradition of wish fulfillment. :v:



You know, I was wondering if anybody was going to make this joke, because they really do, as far back as Nethack. (I don't think Rogue had wishes?)

vdate
Oct 25, 2010

PurpleXVI posted:

I'm really disappointed that the three unique Dreadfell undead aren't guaranteed spawns, though when Borfast spawns in a Vault suddenly multiple levels above his usual tier, hoo. That can sting.

Oh, the Dreadfell uniques. Of the three, I think Aletta has ruined me on the most playthroughs - Borfast is tougher to kill, but Aletta has dropped the lockdown on far too many characters for her to be anything other than a KILL ON SIGHT level threat for me. And that's on Normal! I shudder to think of what she's like on harder difficulties. Filio is mostly a pain in the rear end for any characters I manage to get to Dreadfell with slightly lacking Accuracy, since he can be a right motherfucker to hit, and that goes double if you're melee.

There are some uniques I've seen mentioned (like, in artifact names and descriptions and so forth) that I've never ever seen. Kind of a shame; it'd be nice if the uniques spawned a little more often. Maybe I just need to step it up to Nightmare? (I have no idea if random uniques appear more often on Nightmare)

vdate
Oct 25, 2010
There are more wards on that steamsaw than I've seen on, like, anything. Ever. I can't remember: does Ward have no cooldown itself? Given the numbers there, it seems like it just cares about the number of wards you have available to you.

vdate
Oct 25, 2010
iirc the Elemental Plane of Water in Nethack did something similar, didn't it? Like, it's all water with little ambulatory bubbles of air that you have to hang out in?

vdate
Oct 25, 2010

Zaodai posted:

...Gelatinous Cubes are just big walls of loving acid, so even if you know they're there how do you fight that?

Most fridges I've ever been near contained baking soda!

vdate
Oct 25, 2010
Baking soda would also be a heck of a lot rarer in D&D! They'd probably use lye. (Though given how dangerous lye is that comes with its own problems.)

vdate
Oct 25, 2010
pffft

The whims of Darkgod are capricious, but pretty nifty! That is a LOT of randarts, right there.

Affi posted:

I've been using malediction on my TW and it's awesome. Since your temporal clones kill melee when you use ranged = procs a lot + procs the on spell ones.

It really cripples the enemies.

This is my favourite part of the 'army of me' TW build. I discovered it back when TW was first updated (probably still in its OP phase); for me it was the cone-of-ice proc on Blood Letter.

vdate fucked around with this message at 21:06 on Aug 21, 2017

vdate
Oct 25, 2010
The lobby ambushes in the other caster pride have often been nasty for me for similar reasons, but yeah, Vor's probably the most dangerous of the bunch. Guess it's kind of like a gear check? 'If you're dying here the endgame will not be kind to you,' sort of thing.

vdate
Oct 25, 2010

Artificer posted:

Yeah I used See the Threads for that...

Somewhere, a time wizard is nodding in approval. This is exactly the kind of temporal chicanery one expects out of a metaclass labeled 'Chronomancer'.

vdate
Oct 25, 2010

Foreskin Problems posted:

I found Sawrd and I don't see what's so special about it?

Four swings for every swing is pretty insane. Especially if you use it with melee talents, which ALSO get multiplied by four (judging by what the LP has said, anyway).

vdate
Oct 25, 2010

Scaramouche posted:

I found that Tarrasca armour on my Bulwark - Normal - Adventurer I was talking about earlier in this thread. Ended up beating the game with him and never replacing that armour.

Gotta go slow!

(alternatively: "Cheibriados thinks this is hilarious!")

vdate
Oct 25, 2010
Get them the staff, for one thing.

vdate
Oct 25, 2010

Artificer posted:

I think the two mages (the young couple referenced in the lore) left because of a rant against "magical ethics" by...Urkis? I think? So I think they were inspired or something.

Tannen. The guy who screwed us on the whole 'Orb of Many Ways' thing. Honestly, I'd love an opportunity to go 'hey maybe we can join forces or something' because Tannen's arguments make a disturbing amount of sense - maybe you SHOULD learn about stuff before using it as a weapon of last resort and blowing up the world.

Also, gently caress the Ziguranth forever. Every spellcaster I have that gets that far joins up with the Grand Corruptor to burn that place to the ground (and then backstabs the Grand Corruptor because gently caress that guy).

vdate fucked around with this message at 13:28 on Sep 8, 2017

vdate
Oct 25, 2010
Amazing, as always. Hopefully Zigur spent themselves taking down Giant Robo over there. As for this, I'll go the vanilla route and vote for an Orc Gunslinger. Gotta make some use of all those artifact guns we kept finding!

vdate
Oct 25, 2010
I have to wonder if the flavour text writer changed between Age of Ascendency and Embers of Ruin, because, well, some of the flavour text in this expansion is funny in a rather different way from the stuff in AoA. (I think the Saw Horror's description is probably exhibit A, with Nektosh' Visage being exhibit B.)

vdate
Oct 25, 2010

Deceitful Penguin posted:

Wait, so if you pick doomelf (what are they again?)

Doomelves, like that last document said, are Shalore that the demons have kidnapped and modded into something new. Each of their racials is thematically a 'corrupted' version of one of the Shalore racials :

- a Shalore's Grace of the Eternals (activated ability granting global move speed increase for a few turns) becomes Haste of the Doomed (a 0instant-speed short-range teleport that you can follow up with a similar teleport, albeit one which does take a turn)

- Magic of the Eternals (bonus to crit chance and power) becomes Resilience of the Doomed (decreased duration of detrimental effects and reduced incoming crit damage)

- Secrets of the Eternals (a sustain that grants invisibility and deactivates itself on taking spike damage beyond a certain threshold) becomes Corruption of the Doomed (a sustain that deactivates itself and turns you into a duadlathen - which among other benefits has permanent stealth - on taking spike damage beyond a certain threshold)

- Timeless (an activated ability that ticks down time remaining on all debuffs and most cooldowns, and increases time remaining on buffs, for the character) becomes Pitiless (an activated ability which increases cooldown of any talents presently on cooldown, increases the duration of detrimental effects, and ticks down turns of beneficial effects, for a target creature).

vdate
Oct 25, 2010
Well, the gently caress Destiny Ghost Brigade seem like pretty cool dudes. Nothing bad could possibly come of helping them!

vdate
Oct 25, 2010
Yeah, I'm continuing to love the descriptions for these artifacts; the Shoes of Moving Quickly have straightforwardness going for the name, and brevity for the flavour text. Also, they are indeed very silly, but neat nonetheless. Keep them around as a switch in case you need to peace out of something? Combine them with a movement infusion for murdertrain speed? The potential uses are endless! (And likely pointless.)

Is John less worked up if you didn't destroy the Sunwall?

Come to think of it, what is the main character of the original campaign up to during all this? You think the authorities would have, at some point during all this, gone 'hey, we need Orcblender Prime in here' and had time to track him down and lob him through a portal at Kruk Pride.

...double-come-to-think-of-it, it'd be a pretty funny ending for you to wrap up business here and return home only to find that the original PC's leveled the place in your absence. Given ToME I don't expect them to do it, but it'd be in keeping with the rest of the tone thus far.

vdate fucked around with this message at 16:52 on Oct 4, 2017

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vdate
Oct 25, 2010

MagusofStars posted:

Also, FWIW, someone on the official forums apparently has a verified victory on Nightmare/Adventure with an Archmage with zero skill points spent - relying exclusively on effects from items, infusions and the tool slot.

What the christ. Why would you- no, I know why you'd try this. I'm just ASTOUNDED that it worked. I have no idea where the damage to deal with the bosses would come from, though. Did they post any details about their run?


edit: Also, I forgot, but yeah, thank you, Inadequately! You've done an excellent job at showing this game off, and I've had a blast reading along and learning some new stuff as I went.

Also, the meta-story of Maltoth was amazing, especially all the little winking nods to common pitfalls and player responses.

vdate fucked around with this message at 18:48 on Oct 12, 2017

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