ToME: the Tales of Maj'Eyal

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PostPosted: Tue May 16, 2017 2:55 am 
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Wyrmic

Joined: Tue Dec 20, 2016 7:46 pm
Posts: 239
Anyway, finished the game with the character, I died once more on high peak due to foolishly attempting an intimidating cave that showed up, and some of those multi hued dragons have huge damage. After that I stopped doing the vaults in high peak, though I had gone through several others with minimum trouble. Argonial got vitality again, but I had high enough damage and near 100% penetration that it didn't matter much, the enemies did little damage to me, and I came within a few turns of finishing it off before Aeryn died. I then did Atamathon and had less trouble with him than some of the high peak randbosses, though partly due to him not getting much of trouble in his random talents (half of them were unusable due to lack of equipment.)


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PostPosted: Fri May 19, 2017 6:51 pm 
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Wyrmic

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 247
Congrats on the win!

As someone who just wrote a guide about Tinker Oozemancers, though, I gotta ask - do you think you got serious benefit from Healing Nexus? It seems like one way to try to compensate for Oozemancer DPS against certain enemies, but the Tinkers model is just to do significantly more damage. I will say again, though, that I did have significant trouble against enemies with Resolve & Waters of Life, so maybe that's an area that Healing Nexus improves - does it have enough uptime to squash healing?

In other news, I'm currently running out of lives in mid Dreadfell, around level 38. You just need everything to be awesome right away and also in the long run in Madness, feel like if I made it to 42 I might have been able to go all the way by chaining Fungal Blood. I think my next run will be on Exploration mode to see whether there's an actual class-based bar to progress beyond just my unfamiliarity with Madness.

Madness lessons so far include:
- Superpower is probably better than PES on Madness, since Hunted! means you can't reliably rest back to full between fights, and you also spend more time running away from enemies so you might be running for the entire PES duration.
- That increased time between a kill and leaving a level is brutal.
- Enemy War Hounds, and to a lesser extent Ritch Flamespitters, are ungodly powerful on Madness. I think it's the combination of having 6-19 levels in the skill in question and pretty solid Mindpower backing it up. One touch kills without need of a crit if I can't split it with an Ooze.
- Mummified Eggsack is my friend.
- Track is my best friend.
- Best success so far was switching unlock order to Eyal at 20 and Tinkers at 36. On Insane you can afford to wait and getting the plans earlier is better, but you need the Eyal's Wrath damage ASAP and Acidfire's debuff likewise.

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My class guides: Possessor, Oozemancer


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PostPosted: Wed May 24, 2017 12:47 am 
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Archmage

Joined: Wed Nov 06, 2013 1:21 pm
Posts: 391
Location: From Russia with atchoum!
Probably good guide, but I'll never know since Select First Escort doesn't work.

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PostPosted: Wed May 24, 2017 3:00 am 
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Wyrmic

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 247
Did you read the documentation? You pick the escort under one of your option tabs (gameplay, IIRC).

Works fine for me.

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My class guides: Possessor, Oozemancer


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PostPosted: Fri Jun 16, 2017 10:10 pm 
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Yeek

Joined: Sat Oct 24, 2015 6:38 pm
Posts: 12
https://te4.org/characters/175357/tome/ ... f526d3b4d4
Nice guide. Fungal blood was very fun to play with.


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PostPosted: Sun Nov 12, 2017 4:42 pm 
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Higher

Joined: Fri Nov 03, 2017 4:35 pm
Posts: 52
Why not levelling Oozewalk past level 1? It removes 3 effects at level 2, quite a good improvement, I feel. Or is something wrong with it being too quick?


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PostPosted: Thu Nov 30, 2017 5:07 am 
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Wayist

Joined: Thu Feb 16, 2017 4:04 pm
Posts: 21
Got a win more or less following this guide here.
https://te4.org/characters/215406/tome/ ... e715d2abbe

Main differences:

1. took Corrosive Blades and Windtouched Speed because I'd found Spellhunt Remnants, so the sustain destruction Acidfire provides didn't seem as urgent.
2. Once nothing could touch me at about level 40 I decided to get Eyal's Wrath and see how Acidfire did. I did use it, but another two cooldown 10-range beam was far more damaging and useful over time.
3. I had a terrific 10-cooldown regen infusion so four points in fungus was 100% uptime for that; a second regen infusion was redundant but it just didn't matter.

This character finally let me figure out why the survival talent that reduces cooldowns for totems/charms is good: it works on items that aren't "all totems and charms go on cooldown." Spellhunt Remnants has a 50-turn cooldown after its first antimagic burst without it. With two points in it, that's 8 turns, so when the sorcerers are coming off a 10-turn spell disruption they immediately get another.

I had some irresponsible deaths early but this character cruised through the lategame, rarely dipping below 100% health.


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PostPosted: Wed Jan 03, 2018 1:51 am 
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Wyrmic

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 247
Derael wrote:
Why not levelling Oozewalk past level 1? It removes 3 effects at level 2, quite a good improvement, I feel. Or is something wrong with it being too quick?


Nah, just points tight and I wasn’t often finding that I needed more than 2 effects being removed at a time by the time I would have bothered (early on more stun clears great but points tight, later on grounding strap usually has you covered).

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My class guides: Possessor, Oozemancer


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PostPosted: Sun Apr 01, 2018 9:26 pm 
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Thalore

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 198
Interesting thing that I felt was worth noting about this build: I found the steam powered helm and gauntlets and they have me a huge boost. The two together give you 8% all damage and 30% crit mult. Not to mention 50% Disarm immunity if you aren't using Iron Grip. Most of this set synergizes even better if you're packing a generator too, as the steam crit's certainly welcome.

EDIT: I got a win, though this was in normal. https://te4.org/characters/160392/tome/ ... 7a8683a4ac

I loved this build, I felt like a mad scientist for at least part of the time. A couple of notes:
-I took Tinkers with my first cat point (plus some extra time to get the money), and I don't regret it one bit because I was still finding new schematics in High Peak. It took me forever to find a medical injector though.
-Your talk about Mind Parasite is right on the money for Normal. I found 4 points in this very much worth it, and even got it to stick on one of the final bossess. With a Heroism, I was able to apply it to Atamathon.
-About slime spit, I didn't invest until the very end. I don't really regret it, but Oozebeam was largely the better talent. I also had enough extra class points to go 5 into Oozewalk which is awesome.
-I have no clue why I have 5 in Smith. I think I slipped on the mouse and didn't realize it until it was too late. It didn't help that I only found one Alchemist to betray.
-3/5 in Resolve's reasoning was because with the mastery amulet I got for both that and Slime, I figured I should take advantage of it being 5.0. The resists saved me more than the regen. Looking back, I should've taken that lost point in Smith and those two (maybe that third in Ancestral Life because 2 wasn't pushing it at the time) to Device Mastery or Leaves Tide.
-I took a pip in Explosions for Headlamp early until I got a good lite, and I don't regret it. I was going to put more in if I came across Thunder Grenade for the stun, but I didn't get it until the very end of the game. If I had points to spare another choice might've actually gone into Steam Power; I was using tinkers quite a lot that would benefit from it (fatal attractor, toxic cannister, saw projector in the early game on things that had nature resist, sometimes even Itching Powder, etc.)
-I took Plate of the Blackened Mind for Mindpower and a handy Dominate. I didn't find the Scale Mail so this worked swimmingly.
-I never used a Movement. I got a crazy powerful generator from the tinker merchant that scaled with the right status, and I could eventually use my Rocket Boots for free.
-I actually didn't take Wild Growth anywhere due to feeling kinda iffy about Equilibrium levels. I probably could juggle it, but my current regen ended up being enough, as well as Conversion (no kidding, this was bonkers with my healmod and mindcrit combined. I didn't even know Conversion could crit.)
-I got Superpower for my first Prodigy because I didn't get Size Matters at that point, I didn't look back and actually found myself preferring it for the extra stuff thnks to the mindpower buff. I took Meteroic Crash for my second because I wanted to be weird. I actually found that it was great (and actually pretty hilarious seeing it proc off of something like Mana Clash or Call of the Ooze), but it didn't synergize terribly well in that it killed my summons pretty good too depending on what it was triggered from (this by the way benefits from the Bugfix Pack I used).


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