ToME: the Tales of Maj'Eyal

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PostPosted: Thu Aug 02, 2018 3:54 pm 
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Wayist

Joined: Tue Jul 10, 2018 6:57 pm
Posts: 16
Hi Folks,
Here's my current nightmare/roguelike oozemancer https://te4.org/characters/201218/tome/f2627a0b-4e1b-4fb4-91db-664c855bae58. I just cleared the entrance cave in the East and hit level 32 and headed back to the fortress to think a while. Any advice would be helpful, but in particular I have three questions:
1. Which prodigy should I now take? (I'm pretty sure I have enough CON equipment at home to reach 50 and if not now, definitely in a level or two as I'm maxing that since WIL and CUN are maxed.)
2. What equipment should I be on the look out for in addition to stun/freeze/etc immunity?
3. How should I strategize my remaining class points—since I'm back at the fortress I have 4 floating points to deal with at the moment.

I should note that I plan to use my last category point to add a heroism infusion.

Thanks!


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PostPosted: Thu Aug 02, 2018 5:10 pm 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 370
1. Wintouched speed. And as second superpower
2. Nature damage/pen
3. Moss and mucus

_________________
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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PostPosted: Thu Aug 02, 2018 8:31 pm 
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Wayist

Joined: Tue Jul 10, 2018 6:57 pm
Posts: 16
Thanks!


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PostPosted: Sun Aug 05, 2018 10:52 pm 
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Wayist

Joined: Tue Jul 10, 2018 6:57 pm
Posts: 16
So, Roarine died a stupid death in the Temple of Creation...not only did I attempt it with a low stun and disarm immunity, but also did not hit my heal infusion before sending another acid spray out because I figured the boss would die in the next round. I thought I learned that lesson playing Angband, but seems I forgot.

Anyways, my new character is doing better (better equipment and I have a better handle on playing the class). I'm working my way through Dreadfell and doing my best to avoid the temptation to open vaults. Figure I'll get those on my return trip.

One question, though, which armor is better—the Robe of Spydrë or Nature's Blessing? I figure, defensively, Nature's Blessing is because of +25 stun/free immunity and the +38 boost to spell save (I'm anti-magic of course), which is nearly 4 times that of Spydrë, though I'm not sure how to compute the 30% armor hardiness on Spydrë. And then there's the boost to my Antimagic talents. Ok, so writing that out probably has answered my own question, but perhaps I'm missing something?


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PostPosted: Thu Aug 09, 2018 1:25 pm 
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Joined: Sat Jul 28, 2018 11:37 am
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I would generally say that it is not very close: Spydre is a very good and balanced Tier 3 that offers power, damage, very serious armor, crits, while the only real saving grace for Tier 2 Blessing is the healing mod. :wink: The buff to Antimagic is most often not very meaningful (best I could see would be a better Silence...) ; - and at least on higher difficulties you can mostly forget to achieve much with saving throws, unless you do some massive, and most often unsensible, stacking. Also, the meta would suggest that you mostly have to suffer through the effects of magical debuffs ( as compared to Mental and Physical) ; - although a high level Impending Doom can be (at least without Antimagic shield) pretty deadly. :P To sum up: Nature`s Blessing against Vampire Lords in Dreadfell (ID does Arcane damage...), - Spydre for the rest. 8)


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PostPosted: Fri Aug 17, 2018 11:49 am 
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Wayist

Joined: Tue Jul 10, 2018 6:57 pm
Posts: 16
Cool! I had hoped to find Spydrë on my most recent run, but did not. Oh well. Anyways, I figured out the oozemancer and, after a few false starts have a winner: https://te4.org/characters/201218/tome/327ce832-44fb-47e1-b79d-88c04036a491.

I think this is also my first win in which I did not die and have to rely on Blood of Life or the Ring of Death, though I had both.


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PostPosted: Fri Aug 17, 2018 1:48 pm 
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Archmage

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 367
Congrats on your win!

If you ever want to try playing Oozemancer on Insane and are willing to either scum or run the Choose First Escort (or gamble on being lucky) I think that running Tinkers is a really solid choice for them. Oozemancers can struggle to put out enough damage as you move up difficulty modes, Tinker's +25% nature and acid damage boost from Alchemist's Helper and +30% crit mod from dual Crystal Edges really help with this and no one is sad to have +50% stun resistance.

I tend to run Oozemancers in heavy armor, since EQ doesn't care about fatigue and if you're running Superpower and/or PES you've already got the Strength for it.

_________________
My class guides: Possessor, Oozemancer


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PostPosted: Fri Sep 07, 2018 3:54 pm 
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Wayist

Joined: Tue Jul 10, 2018 6:57 pm
Posts: 16
@Snarvid, thanks for the suggestion. I've been playing insane lately and have had a fair amount of success with the oozemancer. Though, in my last run, I stupidly used my level 20 cat point for an infusion forgetting that I had found and saved a Tinker escort earlier....and then that character died before I could get the one at 36. Will try again soon after a few runs with an Archer.


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