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How does a skeleton alchemist get rid of a blindness debuff?
http://forums.te4.org/viewtopic.php?f=41&t=48311
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Author:  Fireplace [ Wed Oct 04, 2017 6:23 pm ]
Post subject:  How does a skeleton alchemist get rid of a blindness debuff?

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

Author:  Razakai [ Wed Oct 04, 2017 7:40 pm ]
Post subject:  Re: How does a skeleton alchemist get rid of a blindness deb

Heat Beam rune.

Author:  tabs [ Wed Oct 04, 2017 8:18 pm ]
Post subject:  Re: How does a skeleton alchemist get rid of a blindness deb

Or you unlock the tinker tree, as any skeleton should.

Author:  PseudoLoneWolf [ Thu Oct 05, 2017 5:46 pm ]
Post subject:  Re: How does a skeleton alchemist get rid of a blindness deb

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

Author:  Micbran [ Thu Oct 05, 2017 6:19 pm ]
Post subject:  Re: How does a skeleton alchemist get rid of a blindness deb

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

Author:  Chronosplit [ Thu Oct 05, 2017 6:55 pm ]
Post subject:  Re: How does a skeleton alchemist get rid of a blindness deb

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 as good as a Regeneration when it comes to total healing and you need to stack healmod along with a Fungal Net a lot to get them to be worthwhile for at least earlygame. 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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