ToME: the Tales of Maj'Eyal

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PostPosted: Wed May 31, 2017 8:36 am 
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Joined: Wed May 31, 2017 8:08 am
Posts: 1
Specifically when you get to the far east. It seems like spell save does little for me and I just get melted by spell casters unless I can destroy them very very quickly. Do you guys buy specific resist gear for each dungeon? If you're a non magic user is it worth it to go in to the anti magic tree?

My problem seems to be that if I play high damage classes I get pinged every now and again for the majority of my health and then have a status effect that makes me unable to do anything unless I take a turn to remove the side effect. If I'm not dead by this point I'm probably win.

If I play a high defense class I still get pinged down but not quite as bad but still end up getting two to three shot even with decent wilds (15% or more), regens, and shields being used.

The biggest problem areas for me are the cryo/pyro entrances and exits, The Master, the guy creating the lightning in Derth, and rare mobs that cast spells. I just melt, even if I dominate the content otherwise.

What info would you guys need to help me out?


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PostPosted: Fri Aug 04, 2017 4:02 pm 
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Thalore

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 136
Movement and range are key, make sure to get your mobility talents going early and look for movement speed boosting gear. Brawler is really good in this area; I had Spinning Backhand, Butterfly Kick, and a low level Rush all working at once. Vor Armory mostly consisted of Pyromancers and Cryomancers, so the Chain Lightning/Novas from Storm Bringer's Gauntlets also helped quite a lot on my last run (until I died from opening the wrong vault).


Last edited by Chronosplit on Fri Aug 04, 2017 8:54 pm, edited 3 times in total.

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PostPosted: Fri Aug 04, 2017 5:05 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1028
Location: Yeehaw, pardner
Quote:
It seems like spell save does little for me

spell save only helps you resist the application of magical debuffs of which there are like 3 relevant ones (so dont invest in it)

Quote:
I just get melted by spell casters unless I can destroy them very very quickly.

yeah thats the right way to do it. just make sure you dont rush out into like a room of 30 spellcasters, let them come around the corner first

Quote:
Do you guys buy specific resist gear for each dungeon?

some dungeons, people will encourage you to swap, imo its pretty pointless but if youre getting hammered hard its always nice to keep your options open

Quote:
If you're a non magic user is it worth it to go in to the anti magic tree?

antimagic cuts you out of a couple of gear options, but it has been made noticeably less bad in recent updates. if you don't mind cheesing the willpower reqs, it can be a good investment (though antimagic shield is kinda bad without high willpower).

Quote:
My problem seems to be that if I play high damage classes I get pinged every now and again for the majority of my health and then have a status effect that makes me unable to do anything unless I take a turn to remove the side effect. If I'm not dead by this point I'm probably win.

you probably need more +max hp gear or more resists, in tome, defense >>>>>>>>>> offense. also, status effects are the real killers in the game, things such as stun will cripple your damage output and make it hard for you to run. try using movement infusions or physical wild infusions. you can check what type the status effect is by hovering over it.

Quote:
If I play a high defense class I still get pinged down but not quite as bad but still end up getting two to three shot even with decent wilds (15% or more), regens, and shields being used.

high defense usually translates to: "has a lot of armor," and armor does jack shit against casters. focus more on resists or just play smarter, I.E. making sure only to engage one caster at a time

Quote:
The biggest problem areas for me are the cryo/pyro entrances and exits, The Master, the guy creating the lightning in Derth, and rare mobs that cast spells. I just melt, even if I dominate the content otherwise.

post your character, your build/gear/inscriptions might be worse than you realize. also movement infusions turbofuck Urkis

_________________
A little bit of a starters guide written by yours truly here.


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PostPosted: Fri Aug 11, 2017 9:55 am 
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Joined: Sun Apr 16, 2017 3:20 pm
Posts: 2
There is some lore that adresses this - how to combat magic-users, iirc, and it has like 3 or 4 parts.

It basically repeats the advice you found here: Mobility is key, status removal is key, emergency healing/shielding is key, disabling mages and killing them quickly is key.



In addition to that: Torques (Kinetic/Thermal/Charged) are a great way to get a large amount of flat damage reduction for a time, so if you know you are facing lots of blight damage (dark crypt/spellscar), use a charged torque, if you expect lots of fire/cold damage, use a thermal torque, if you expect lots of physical/temporal damage(temporal rift), use a kinetic torque;

if you expect lots of lightning damage(tempest peak), use a charged torque...


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