ToME: the Tales of Maj'Eyal

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 Post subject: Re: Inferno Race Pack
PostPosted: Sat Feb 25, 2017 6:31 am 
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Joined: Sun Feb 12, 2017 11:28 am
Posts: 4
I read Bloodborn and thought it would be a perfect match for Corruptor.

6 levels in, I put a skill point in Blood Mage, and it reduced my max Vim from 220 to 40, which is a slight problem.

This talent can alter the world in a permanent way, as such you can never relearn it once known. :(

Edit: I see that Blood Magic skill is borrowed from Nullpack and designed for a different class. So maybe this can be considered working as intended. Blood Mage on Corruptor would be very strong if it didn't destroy the Vim pool, but makes sustains a huge problem when it does.


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 Post subject: Re: Inferno Race Pack
PostPosted: Sun Feb 26, 2017 2:01 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 667
Yeah, that's an existing thing. It can still work; but it requires careful sustain juggling - Wilful Tormentor (or whatever the skill is called) from Corruption/Torment will still increase your vim as normal, and you might have to go without some of the other sustains in that tree for a while.

If you want to try it more simply; try combining it with the nullpack Blood mage it uses trees from - added mastery isn't as great as more trees but it is nice. Else, it'll work well with anything that likes being in melee. Arcane Blade will probably be great for it, as would a Sun Paladin, although there's admittedly not that much synergy.


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 Post subject: Re: Inferno Race Pack
PostPosted: Mon Feb 27, 2017 1:59 am 
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Joined: Sun Feb 12, 2017 11:28 am
Posts: 4
Nope, 2 points in Willful Tormenter isn't changing Vim at all, still 18+2*Lvl either way. I haven't found a +max vim item yet to test, but the character seems to be working for now, bosses are just hard. I've wasted a lot of points including both cat points on things that aren't so useful with so little vim, so can put this down as a plausible different style of corruptor to the normal.


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 Post subject: Re: Inferno Race Pack
PostPosted: Tue Mar 07, 2017 4:49 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 667
...that's odd. I could have sworn those two talents co-operated. O_o
(Makes character)
Yeah, on my end, activating Wilful Tormentor successfully added max vim. Dumb question; you know it's a sustain and not a passive yeah?
(Though, to be fair, that's not actually available to Bloodborn by default.)

1.2.7
-Fixed a hellforged bug that could cause you to be neutral to everything.


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 Post subject: Re: Inferno Race Pack
PostPosted: Wed Mar 08, 2017 11:35 am 
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Joined: Sun Feb 12, 2017 11:28 am
Posts: 4
*Bangs head against shield wall a few times* Okay, yeah, thanks for pointing that out.

I love your work on these races btw.


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 Post subject: Re: Inferno Race Pack
PostPosted: Fri Mar 10, 2017 4:31 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 667
Ha, I've done worse, dont worry. xD

Glad you're enjoying it! :)


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 Post subject: Re: Inferno Race Pack
PostPosted: Thu Sep 07, 2017 11:18 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 667
1.2.8
-Weight is now 102 to fix a potential celestialoddities noninteraction.
-Returned, Reborn, and Effigies can now Undead Heritage to Draconian.


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 Post subject: Re: Inferno Race Pack
PostPosted: Sat Sep 09, 2017 7:02 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 667
1.2.9
-Changed Ancient's Bloody Knuckles talent to correctly do physical damage.


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 Post subject: Re: Inferno Race Pack
PostPosted: Thu Sep 14, 2017 12:19 am 
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Yeek

Joined: Wed Feb 01, 2017 11:03 am
Posts: 14
Location: Mordor
I love some of these races :) have you made any classes to go with them?


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