ToME: the Tales of Maj'Eyal

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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Sun Mar 18, 2018 12:28 pm 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 390
I'm really surprised by this, but I prefer to 3/5 TR right away and only 5/5 it later, so the extra cost from 5/5 might be too much.

Also you should generated combo every other turns at LEAST and TR should not proc nearly as often.

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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Mon Mar 19, 2018 10:19 am 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 390
Finally got that insane/RL brawler win!
https://te4.org/characters/101797/tome/ ... 5c31c837ab

I want to thank every mob who agreed to get roflstomped during this run and also Hellowhat for writing a great guide that pushed me to play brawler again. This class is just so fun!

Gauntlets apparently are better than I gave them credit for, and artifact gloves REALLY pale compared to randart (don't even need merchant ones, just get warmaker ego on a random drop and poof, better than all fixed art)

Don't think you have a shot at saving Aeryn though, and be ready to use the staff if Argoniel rolled vitality... you can NOT deal with 1k5 heal per turn for 8 turns. Lucky me found items with +MAG on the floor of HP 11, otherwise Argy and me would have been in a stalemate forever.

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I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Mon Mar 19, 2018 8:10 pm 
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Yeek

Joined: Tue Jun 02, 2015 4:26 pm
Posts: 12
Yeah argoniel really just takes near no damage from brawler, so if she rolls vitality you are in for a pretty sad time, PES also helps with staff cheesing for the equip.


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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Sun Apr 22, 2018 10:55 pm 
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Archmage

Joined: Wed Nov 06, 2013 1:21 pm
Posts: 403
Location: From Russia with atchoum!
What staff do you mean?

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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Sun Apr 22, 2018 11:23 pm 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 390
the awakened staff of absorption that Elandar drops on death

you use it to deal 30% of max HP and get a damage boost

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I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Mon Apr 23, 2018 1:15 pm 
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Archmage

Joined: Wed Nov 06, 2013 1:21 pm
Posts: 403
Location: From Russia with atchoum!
WHOA... I didn't knew this 2 K hours in game... :oops:

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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Mon Apr 23, 2018 6:47 pm 
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Low Yeek

Joined: Mon Apr 16, 2018 3:11 pm
Posts: 6
this is what i went with
https://ibb.co/drxTGx

for prodigies flex combat and fungal blood, and I feel that fungal blood is a strong pick

bit of action
https://www.youtube.com/watch?v=wXWn_V6P3lE


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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Mon Apr 23, 2018 11:21 pm 
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Yeek

Joined: Tue Jun 02, 2015 4:26 pm
Posts: 12
Fungal blood really has no notable synergies on brawler, if you are dead-set on taking a defensive prodigy, then you would be far better served by something like spine of the world, or draconic will. There can be some argument that instead of PES you can take arcane might, or I can carry the world, but fungal blood is sub-optimal in pretty much every situation. And i would HIGHLY recommend getting more points in axe kick, as well as picking up perfect strike/blinding speed.


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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Tue Apr 24, 2018 12:44 am 
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Low Yeek

Joined: Mon Apr 16, 2018 3:11 pm
Posts: 6
Kirk wrote:
Fungal blood really has no notable synergies on brawler, if you are dead-set on taking a defensive prodigy, then you would be far better served by something like spine of the world, or draconic will. There can be some argument that instead of PES you can take arcane might, or I can carry the world, but fungal blood is sub-optimal in pretty much every situation. And I would HIGHLY recommend getting more points in axe kick, as well as picking up perfect strike/blinding speed.

Well, it serves me as 400 heal every time I use an infusion, plus all magic aliments clear, its pretty strong, more impact then flexible combat IMO, because it lets me push, or maintain grapple. I started as grapple lvl 1 build BTW

5 instant infusions, of which one is a heal, lets me basically heal up 2 times over, and I don't need to worry anything magical.
Itso also activated, so I have more control when to use it, and when my infusions are on cooldown, rather then being random.
With fungal, i get second heal, and magic clear at will, so that lets me hold phys clear and mental clear, each of them with 35% dmg resists
Arcane might works with magic, and carry the world is overkill, damage as not a problem as you see in the video I do 5000 damage to Rok'shor at once.
Axe kick is not that important to get from 3 to 4 turns, and heavy investment in blinding speed means I would need to lose dirty fighting, which gives me ~ 30% damage boost, and for what?
I don't miss, and when I grapple or when I get hit I already lower their global speed, and my attacks are already fast, while having 5 points in Heightened reflexes lets me deal with missiles, and gives me 3 free movement every time i get targeted


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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Tue Apr 24, 2018 2:08 am 
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Yeek

Joined: Tue Jun 02, 2015 4:26 pm
Posts: 12
Using bloodcaller will provide you most of the healing you need, with a heal infusion/injector being used a panic button, making the heal from fungal growth largely worthless. Magical debuffs are also for the most part very minor and forgettable, so it's not worth spending a prodigy on tackling them.
Sure, damage can not be an issue which is why i said to take other defensive prodigies if you feel like it, draconic will does what you want with it not being tied to infusions, and not being random, but being better in just about every scenario as it affects all debuffs.
Axe kick basically reads "target enemy does nothing" so gaining an extra turn of "doing nothing" is astronomically important.
Blinding speed by itself is better than the entire dirty fighting talent line, and perfect strike is used for dealing with invisible/stealthed enemies, which are some of the most dangerous basetypes, and also includes the final fight. Increasing your speed after reducing the opponents speed is a multiplicative gain in attacks vs an enemy so grapple makes blinding speed even MORE worth it. I have no clue why you're talking about heightened reflexes here as blinding speed is wasted on moving, as movement infusions exist.


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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Tue Apr 24, 2018 4:56 am 
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Low Yeek

Joined: Mon Apr 16, 2018 3:11 pm
Posts: 6
Kirk wrote:
Using bloodcaller will provide you most of the healing you need, with a heal infusion/injector being used a panic button, making the heal from fungal growth largely worthless. Magical debuffs are also for the most part very minor and forgettable, so it's not worth spending a prodigy on tackling them.
Sure, damage can not be an issue which is why i said to take other defensive prodigies if you feel like it, draconic will does what you want with it not being tied to infusions, and not being random, but being better in just about every scenario as it affects all debuffs.
Axe kick basically reads "target enemy does nothing" so gaining an extra turn of "doing nothing" is astronomically important.
Blinding speed by itself is better than the entire dirty fighting talent line, and perfect strike is used for dealing with invisible/stealthed enemies, which are some of the most dangerous basetypes, and also includes the final fight. Increasing your speed after reducing the opponents speed is a multiplicative gain in attacks vs an enemy so grapple makes blinding speed even MORE worth it. I have no clue why you're talking about heightened reflexes here as blinding speed is wasted on moving, as movement infusions exist.



bloodcaller is waste of spot, 15% chance to heal you for 30% of damage, and you get mind save malus..
Its a good trickle heal, but its random, and small damage is not a concern, problem is when you get spiked, and then bloodcaller is useless, I rather have my crit chance and crit damage rings, or resistance rings

Draconic will has 15 turns cooldown, yes its good, but I had the torc that basically did the same from level 10.
fungus doesn't have a cooldown, and you can stack charges, had after 2 infusions around 1000 heal with heroism on, and its all instant

the thing about axe kick, it has 20 rounds cooldown, so you are spending 2 points for an extra turn on an ability that you don't use that often, i usually use it on bosses as opener, but then I also have grapple with silence and disarm from escort, so stunlocking, no problem, and I kill pretty fast
Sure speed is good, but 30% more damage from backstab is also good, and its on all the time you have debuff on enemy, which is pretty much constant, there is also problem with long cooldown, invisible enemies are not a problem to me because i have spare items that are just as good that let me do the same thing, actually my primary helm has that property :)


My rule of the thumb goes like this
long cooldown < it can be gained from an item < Constant effect < Lots of bang < Short cooldown < unique to the class playstyle


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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Tue Apr 24, 2018 9:34 am 
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Yeek

Joined: Tue Jun 02, 2015 4:26 pm
Posts: 12
Bloodcaller basically reads 15% chance to not die each turn you attack, which makes it pretty damn good. The mind save reduction literally could not matter less. This isn't hyperbole, it really has absolutely no impact at all.

Again, magic debuffs are largely unimportant, and with tinkers+heroism you have die at -2500 or something ridiculous, so you cant die to spikes, and healing salve can heal ~2k pretty easily with good injectors and heal mod.

Really now this is where i just stop taking you seriously, given that you think axe kick is not used that often. That shows you are fundamentally playing this class completely wrong.
I don't think you are understanding how speed interacts with your damage, its a multiplicitive bonus as it just gives you straight up more attacks, blinding speed VASTLY outclasses 30% damage. And sure there are items that can give you the perfect strike bonus, but taking perfect strike makes your itemization much easier, and allows you to use better items rather than relying on shoddier ones with this effect on it.

I'm not sure what you're saying at the end here, but i'll try and make my own list.

makes you actually invulnerable(axe kick)>whatever else you said


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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Tue Apr 24, 2018 12:29 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
Today I learned stonewall is bad because it has both a long cooldown and can be gained from an item.


Huh.

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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Wed Apr 25, 2018 4:25 am 
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Low Yeek

Joined: Mon Apr 16, 2018 3:11 pm
Posts: 6
Micbran wrote:
Today I learned stonewall is bad because it has both a long cooldown and can be gained from an item.


Huh.



It is class specific, ie playing elemental mage, has long duration, has a bang, that is it immediately changes situation, you get protection and do damage, and you dont need to waste talent ponts on usless talents just to get to it.

so no, it allright from just by looking at it, even tho a havent played with it so i cant be 100%


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 Post subject: Re: 1.5 Brawler Guide
PostPosted: Wed Apr 25, 2018 4:37 am 
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Low Yeek

Joined: Mon Apr 16, 2018 3:11 pm
Posts: 6
Kirk wrote:
Bloodcaller basically reads 15% chance to not die each turn you attack, which makes it pretty damn good. The mind save reduction literally could not matter less. This isn't hyperbole, it really has absolutely no impact at all.

Again, magic debuffs are largely unimportant, and with tinkers+heroism you have die at -2500 or something ridiculous, so you cant die to spikes, and healing salve can heal ~2k pretty easily with good injectors and heal mod.

Really now this is where i just stop taking you seriously, given that you think axe kick is not used that often. That shows you are fundamentally playing this class completely wrong.
I don't think you are understanding how speed interacts with your damage, its a multiplicitive bonus as it just gives you straight up more attacks, blinding speed VASTLY outclasses 30% damage. And sure there are items that can give you the perfect strike bonus, but taking perfect strike makes your itemization much easier, and allows you to use better items rather than relying on shoddier ones with this effect on it.

I'm not sure what you're saying at the end here, but i'll try and make my own list.

makes you actually invulnerable(axe kick)>whatever else you said


bloodcaller is random, it gives you trickle heal on trash mobs( if they can even hit you), but you cant count on it when you need it, so essentially its useless, because of randomnes
ability to hit inivsible targets is abundant on items, that already have good stats

I undertsand how speed works, but its cost to high to pay just to get it, yea you do 3 attacks in 2 turns instead of 2 in 5 turns, so essentially you bearly get 2 attacks more in 5 turns, every 55 turns for 7 talent ponts, lulz, yay, and its not that you dont allready get this when you grapple, by lowering enemy speed, and that you dont need to waste 2 points just to get to it, and then 5 more just to make it worthwhile, thats 7 points down the drain for something that brawler can essentially get to trough other more cost effitciant talents.
Axe kick is fine at 2 points, you are wasting 2 talent points to make it from 3 to 4 turns because you kill stuff in 3-4 turns max anyway.. its good disable, that lets you get your damage setup and get out, if you need to have 4 turns for it, even with blidning speed, then you are clearly playing it wrong


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