ToME: the Tales of Maj'Eyal

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PostPosted: Wed Oct 04, 2017 6:23 pm 
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Low Yeek

Joined: Wed Jun 14, 2017 7:07 pm
Posts: 9
How does a skeleton alchemist get rid of a blindness debuff? I'm using to playing Shalore and having a Wild infusion that can do the job.
With a skeleton, I usually end up retreating or blindly throwing bombs.

--FP


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PostPosted: Wed Oct 04, 2017 7:40 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 810
Heat Beam rune.


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PostPosted: Wed Oct 04, 2017 8:18 pm 
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Wyrmic

Joined: Tue Mar 08, 2016 3:55 pm
Posts: 207
Or you unlock the tinker tree, as any skeleton should.


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PostPosted: Thu Oct 05, 2017 5:46 pm 
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Higher

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 55
tabs wrote:
Or you unlock the tinker tree, as any skeleton should.


Really, this is the right answer, if you've got Embers. Tinkers are way stupid powerful, particularly on undead who can't use infusions (but can jab themselves with dirty needles just fine).

If any devs happen to read this, tinkers are extra super balanced and definitely don't need a nerf, nope, not at all

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PostPosted: Thu Oct 05, 2017 6:19 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1040
Location: Yeehaw, pardner
PseudoLoneWolf wrote:
tabs wrote:
Or you unlock the tinker tree, as any skeleton should.


Really, this is the right answer, if you've got Embers. Tinkers are way stupid powerful, particularly on undead who can't use infusions (but can jab themselves with dirty needles just fine).

If any devs happen to read this, tinkers are extra super balanced and definitely don't need a nerf, nope, not at all

tinkers are paid content, therefore they should be immune to nerfs.
RIP Sawrd tho

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PostPosted: Thu Oct 05, 2017 6:55 pm 
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Thalore

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 145
I think it's still balanced enough in the medical department for Undead. For one thing you can only have two medical injectors for all of your salves (in comparison, another race can have one or two healings outside of the injectors). For another Healing Salves aren't nearly as good as a Regeneration and you need to stack healmod along with a Fungal Net a lot to get them to be worthwhile. You still also miss Heroism and Movement; the former of which even with a really good Bone Armour/Pain Suppressor Salve you miss and the latter which can only be partially supplemented by things like Rocket Boots or the Spring Grapple (both of which require a generator, but depending on your class there aren't really that many other options on your rune slots once you get Ritch Stingers save for a spare Heat Beam/Biting Gale/Teleport/Shield).

All in all I've never turned away Tinkers as a Skeleton or Ghoul though, as the injectors alone are really good. If cun isn't on order to build up in stats I just start hoarding items from the start and pump up Therapeutics immediately.


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