ToME: the Tales of Maj'Eyal

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PostPosted: Sun Apr 03, 2016 1:35 pm 
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Wayist

Joined: Wed Nov 12, 2014 3:40 pm
Posts: 24
Vindicta II - Stone Warden with Vines

http://te4.org/characters/16793/tome/88 ... 96f1143cd9

This is my first proper Stone Warden win and it was my second try with them. The first one did not fare so well. The 50% speed debuff is a HUGE problem if you try moving in combat.

I died once and used the Blood of Life. A rare minotaur took me out in the Maze.

I'm actually surprised I pulled off a victory with this one since there is a bug that set my movement to 50% even with Vines turned OFF. With them on, my movement was ZERO unless I buffed it (with an amulet and boots). Not sure when this happened, but I noticed it in the Vor Armoury. I would take a step and I expected everyone else to get 2 actions...instead I almost got killed, as they had about 10 actions (my movement was 10% at that point).

Nevertheless, the Warden is very tanky and can take a beating.

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I took the two shield prodigies. This is probably overkill on normal unless you want to go toe to toe with Atamathon or the Room of Death (I did both). Stone Fortress makes you very tanky. 94% of my armour as flat damage reduction agaisnt ALL non-physical attacks for 8 turns. My armour was 209+ at the end. That's almost as good as unstoppable on normal.

Tarrasca is fantastic with Vines. The 50% speed debuff gives you a 50% damage reduction. I equipped it as soon as I found it.

Damage output was lacking on this character. I think that shields with the Earthen Fury attribute would be necessary on a higher difficulty. On the other hand, the character that I played previous to this one was a dual staff Reaver, so perhaps my expectations are too high.


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PostPosted: Mon Apr 04, 2016 7:48 am 
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Low Yeek

Joined: Tue Mar 24, 2015 3:36 pm
Posts: 6
Impressive. Stone warden is one of the more difficult classes in the game imo. What are the best tactics to survive the early and midgame? Kind regards!


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PostPosted: Tue Apr 05, 2016 12:57 am 
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Wayist

Joined: Wed Nov 12, 2014 3:40 pm
Posts: 24
Thanks. Here are some suggestions.

Early - Mid (T1 and T2 dungeons)

Leave vines on. Only turn it off if you need to run somewhere.

Pump Resilience of the Dwarves to decrease the cool-down. Set it to kick in once an enemy is visible. Stone Fortress (take it at level 4) will give a flat damage reduction that is a percentage of your armour (over 60% even at level 1). You can easily get 50 armour very early in the game. This gives you a considerable amount of damage reduction for the first 8 turns of combat.

Get a teleport rune or a movement infusion. I added a rune at level 10.

Get something to plink with in your tool slot. I started with a rune of firewall and upgraded from there.

Mid - First Prodigy

Pump Rockwalk and Rockswallow for increased mobility.

Take the Dwarven Nature tree.

Max out Armour Training, Power is Money and Thick Skin. Wear the heaviest armour you can find. The increased flat damage reduction will save your life.

Take Combat Accuracy as necessary.

First Prodigy - Second Prodigy

Take Eternal Guard. Your combined shield block values will now block any damage type that either shield blocks. Get fire/cold/lightning resistance on them at minimum.

End Game

Take Spectral Shield. Now you can face tank just about anything.


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