ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Thu Feb 28, 2019 12:14 pm 
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Archmage

Joined: Tue Dec 01, 2009 12:38 pm
Posts: 399
Location: Netherlands
Thanks for this guide it had a lot of good tips!
Just got my first nightmare win: https://te4.org/characters/1005/tome/98 ... 4061820a7d

Went with PES and Fungal Blood. Fungal Blood is really awesome (if not just plain OP) for the extra turns, but quite micromanagement intensive. I'll probably try PES and Superpower next time.
I did get really lucky with some drops. Two awesome Heroism infusions (they go up to +41 to all and die at -1500 when PES enhanced) and 2 crazy medical injectors got me through the late game. After getting to the East, I never even needed to use my regen infusion to heal, only used it to trigger more fungal blood. So damn tanky this build, don't even need heals. I did die once after going East to some randboss drake in an intimidating cave that instakilled me with 11k damage from a dozen or more Furnace Vents but apart from that I not once felt even slightly threatened late game.

For the sorcerer fight I swapped out the Tree of Life for the Guardian Totem. I didn't get Limnir's amulet until after winning the game, the Tome dropped in High Peak. Sadly, I transmogged Goedalath (which also dropped in High Peak) or it would have been a better Limnir's.
Atamathon didn't even get to put up his reflection shield, too many mind parasites with some good use of Slime Roots and Nature's Balance to get it off cooldown.

Having a go at the ID now let's see how long I can survive. Just bump attacking things now mostly.

So yeah, great guide, very powerful build.


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PostPosted: Fri Mar 01, 2019 10:11 pm 
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Archmage

Joined: Tue Jan 28, 2014 4:39 pm
Posts: 333
I'd like to add that if you play EoR, Kruk Yeti make great oozemancers. Won insane with one: viewtopic.php?f=49&t=46362

Resilient body makes you sooo hard to kill.


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PostPosted: Thu Mar 07, 2019 10:46 pm 
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Archmage

Joined: Tue Dec 01, 2009 12:38 pm
Posts: 399
Location: Netherlands
Diving into the ID. At ID 116 now.
Finally met 2 uniques that managed to bring me to negative HP.
I wonder how much further this ooze tank can dive.

Note: mirror matches are doable. Won 6 or 7 so far, NPC doesn't know how to gain extra turns from fungus + fungal blood.


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PostPosted: Sat Mar 16, 2019 7:56 pm 
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Joined: Wed Mar 14, 2018 2:15 pm
Posts: 3
Superb guide, thank you alot :D .

Also got my first insane win and a deathless one too. Character is here.

The only main difference talent wise was 4 points in Resolve since AMS went off a few times too often for my liking.
My willpower was kinda low so that's maybe why Resolve was needed.

Was also my first time trying tinkers. Tinkers and salves are overpowered :mrgreen:.


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PostPosted: Sun Mar 17, 2019 6:16 pm 
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Halfling

Joined: Wed Apr 13, 2005 8:16 pm
Posts: 102
Location: Near Buffalo NY
Thanks for the great guide.
What's up with meditation? I'm just starting out with Oozemancers (lev 12) and I can't tell whether it's better to have it on, or off, or selectively use it when needed. This guide leaves the skill at one point - do you use that skill at one point, or are you just satisfying requirements for further skills?
I am at the point where I would like to keep my new antimagic shield up, but my fail chance goes from 0% to 8%. I'm feeling the difference...


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PostPosted: Sun Mar 17, 2019 10:07 pm 
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Wyrmic

Joined: Sat Apr 29, 2017 9:39 pm
Posts: 236
Meditation halves your damage which is really bad. It's just for equilibrium regeneration during resting before you get reabsorb and for turning on right before healing yourself and then turning it off right afterwards.


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PostPosted: Sun Jun 16, 2019 12:01 pm 
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Cornac

Joined: Tue Nov 20, 2018 10:07 pm
Posts: 37
Getting to the point of fighting the Weirdling Beast was a challenge. But, once I got there and suited up with stored supplies through the items vault, I was a tank.. with nuclear powered, autonomous, drones shooting lightning bolts AND they shielded me and healed me. Tinkered up Oozemancer is the most durable class I tried so far.

What I mean is:
a) Plate of the Blackened Mind (which took a hilarious bit of effort getting my strength up from 10 to the required 48) is the beefiest suit of armor my people have found so far.
b) Nexus of the Way and Eyal's Will, each with Razor Edge tinker items combine very nicely with maxed cunning and maxed psiblades talent.
c) Mitosis and Living Mucus talents make Acid Splash talent more effective than my weapons in hand - the oozes fight invisible stealthy creatures and I can cast Acid Splash area effect on a corner and the oozes go chasing anything nearby.
d) Oozebeam and Slime Spit are long range with short cooldowns. I look forward to adding Acidbeam to my options.
e) Without Heroism and PES, I crit about 50% of the time.
f) Nature's Touch talent heals me for most of my life, if Heroism and PES are active, Nature's Touch heals for about 8/5 of my health - more than I can use. But, I rarely need it.
g) Leaves Tide talent protects me and any nearby friendlies while also damaging nearby hostiles.
h) Steamtech pushed most of my attacks and defences further: Crystal Plating on my armor, Razor's Edge on weapons, Grip on hands, Alchemist's Helper on belt, Rocket Boots on feet, White Light Emitter on Summertide Vial and Grounding Strap on cloak. I have not added tinker items to anything else yet. Oh, medical injector with unstoppable salve at the ready in case Armageddon comes early.
i) most of my steamtech items were made by another of my more talented characters and passed on through the items vault. And, manufacturing of said items is scalable to my level and said items weigh very little or nothing at all.

Very satisfied customer!

Naturally, I save all the tinker schematics I find to pass on through the vault. (edit) oh, and I'm level 30 Cormac just now getting to Dreadfell before going to the Far East. Necromancer Ruins is the only other challenge so far; my oozes want to attack the Krogs and I was not seeing the invisible necromancers. Yet.


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