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Making my summoner OP: prodigies, defenses and mindstars
http://forums.te4.org/viewtopic.php?f=55&t=48504
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Author:  Spreeuw [ Fri Dec 29, 2017 12:53 pm ]
Post subject:  Making my summoner OP: prodigies, defenses and mindstars

Hello community,

I am now the furthest I have been with my Yeek Summoner. After Darkegod blessed my with an extra prodigy point, I really feel like I might have my first win with this summoner. I have a few questions:
- Do PES and Superpower stack? I took both.
- What kind of resistances or defenses am I lacking? Right now, I have focused on HP and armor.
- What stats should I look for in mindstars? I have several good options in my inventory, it seems, but I don't know which is better.

This is hopefully my first winning character: https://te4.org/characters/222959/tome/ ... b9d466de1e

Thanks a lot!

Author:  Spreeuw [ Sun Dec 31, 2017 4:32 pm ]
Post subject:  Re: Making my summoner OP: prodigies, defenses and mindstars

Oh my god guys. Right now I am in the armory of the Orc Pride NE of the Anathoril city. I have lost some lives by underestimating Orc Patrols (despite all the topics about them). I did manage to kill one entire patrol which made me overconfident. Right now, true roguelike has started with only 1 life left.
I am really hoping to get some feedback on my items - especially my mindstars in hand and in inventory. What do I look for?
Also, should I try to fight alongside my summons with Psiblades?

Author:  Snarvid [ Tue Jan 02, 2018 7:51 pm ]
Post subject:  Re: Making my summoner OP: prodigies, defenses and mindstars

I am not a summoner expert, and it’s been a while since I played one. All my advice therefore comes with an “unless it’s patched to be different” caveat.

However:
- you seem really underlevelled for the Armory, especially as a Yeek. I don’t know all your mods, is there a reason there, or just a difficulty mode thing?

- Where did you spend all your category points? Why no Augmentation? Phase Summon is one of your only escapes, and Detonate with Turtle is p good.

- More levels would also let you have Wild Summon, which is pretty good and a point in Summon Control (which is a one point wonder). Wild Summon Minotaur -> Summon Control is a pretty good cruise missile due to Rush - figure out where the enemies are through Track, then WHAM in comes the Minotaur, then you can pull them into all sorts of summoning nonsense (Rimebark, for example).

- Artifact mindstars are the way to go. Great caller, Nexus of the Way, etc. I haven’t played Normal in a while so I can’t tell you if they’re too hard to find there. Is there a reason you don’t like the Amethyst you’re carrying? Its defensive skill, especially in conjunction with Leaves Tide, makes you pretty tanky. Boots with Rush (as an escape option, not a gap closer) are also quite good.

- Did Spider get buffed? I would have maxed Flamespitter before Spider, Ritch’s Grand Arrival resist debuff helps it and Fire Drakes with their damage significantly.

- You can hit friendlies with Nature’s Equilibrium. Hitting your own Jelly with it and then healing yourself is some good for in-fight EQ management.

- Leaves Tide is great. Max it.

- Generally, don’t fight alongside your minions. It’ll happen from time to time, but your priorities are staying alive and out of harms way (positioning important), keeping max summons out, and buffing summons when you have nothing better to do. Bump attacks are a late priority.

- Why don’t you have Wayist? Free action summon that IIRC doesn’t count against your max summons.

E: Also - PES and Superpower do stack.

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