ToME: the Tales of Maj'Eyal

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 Post subject: Achilles' heels?
PostPosted: Wed Dec 19, 2018 11:32 pm 
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Halfling

Joined: Wed Jan 18, 2012 3:41 am
Posts: 94
Every class seems to have that one weakness that the right enemy exploits perfectly, and you need to realize that immediately and flee or else die. Would be nice to have a full spoiler on the subject, or else include into class guides, but I haven't seen that. Any thoughts? I'm specifically looking at rand-uniques, Bosses are inevitable, and elites on down are routine. If I'm class x, what might I like to run from on first inspection even before attempting to engage? Because sometimes one turn is all it takes to go from happy-go-lucky to dangit-I'm-gonna-die-again.


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 Post subject: Re: Achilles' heels?
PostPosted: Thu Dec 20, 2018 1:01 am 
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Archmage

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 391
I'm not sure these vary by class, though, or at least I haven't thought about it.

Don't get in melee with:
Summoned War Hounds on high difficulty (e.g. sometimes they're thrown at you by talent level 11 summoners, those guys hurt)
Rares/uniques/bosses with Greater Weapon Focus
Blade Horrors and Saw Horrors (crazy high melee attack speed)

There's some ranged spell that's really nasty for 1HKOs on Insane or higher, too... Soul Rot, maybe, backed up by Dark Ritual (again, when the talent levels get high, huge crit mod + huge crit mult = ouch)?

Orc Mage Hunters are super annoying.

_________________
My class guides: Possessor, Oozemancer


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 Post subject: Re: Achilles' heels?
PostPosted: Thu Dec 20, 2018 1:13 am 
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Halfling

Joined: Wed Jan 18, 2012 3:41 am
Posts: 94
Context, I've only got a handful of wins, so I'm still playing Nightmare Adventure. But as I attempt to expand my range, every character eventually runs into something that murders me without escape. Like in Angband, run into Kavlax early, you need to flee. But in ToME, it seems to be different for each class exactly what is my Achilles heel.


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 Post subject: Re: Achilles' heels?
PostPosted: Thu Dec 20, 2018 2:48 am 
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Cornac

Joined: Sat Sep 29, 2018 3:43 am
Posts: 42
I've not played a lot of classes, so I'm first listing a few generally deadly ones.
First, if you play properly, almost no white mobs can be a threat. Exceptions includes WtW, dreaming horrors and nightmare horrors, which are pretty common in vaults, EVERYONE in dark crypt,the temporal elementals in the temporal rifts arch/blood liches (rather rare though), plus warhound summons.
Monster bases which can be very dangerous if they become unique/randboss (rares can also be, but their low hp is much lower): the aboves, flying insects(200% general speed), snakes (very high movement speed), blade/saw horrors (very high physical speed), wyrms (especially the multicolored), and forge giants. Maybe more to be added.
And if there are really some monsters specifically countering certain classes, that's probably because of damage type immunity, or even affinity. For example, WtWs counter corruptors/reapers, luminous/radiant/searing horrors counter shield sun paladins/fire alchemists etc.

PS my nemesis combos are the rogue uniques/randbosses in the maze with AM/AB class. They can nuke you at range, stun AND confuse no-stop in melee, and teleport away and recover if you manage to damage them.


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