ToME: the Tales of Maj'Eyal

Anorithil brethren?
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Author:  moonpie [ Tue Apr 04, 2017 8:10 am ]
Post subject:  Anorithil brethren?

This subforum is all about palabros but where are all Anorithil fans at? Although I am only playing my second one ever, the class gets more and more fun with every level up. Like, damn, the kit is pretty simple but the amount of damage I am able to dish out and tank once I get my shield up + BiL is just crazy. Also there is always a way to get out of a dangerous situation, especially once gate and circles become available.

Well, there is definitely one benefit playing without any guides or looking up previous winners in the character vault and this has a huge impact when I am playing my characters. When I see a guide I try to follow it as close as possible and this habit makes it hard for me to adapt to any difficulties I encounter. Figuring out which skills I need or will benefit me soon, how to use them in the most efficient way and using them at the correct time feels like how this game was actually meant to be played. This is, of course, just my opinion and has nothing to do with the class itself and I realized it when I got my Anorithil (and thus second hero ever) to the far east. Although I am halfway dead* on my adventure playthrough, I'll try to go for the roguelike win once I am more familiar with this class and the creatures of tome.

*opening a dragon vault was a mistake, also getting one shot on two occasions by ranged attacks because I was too lazy to get my shields up

Author:  Mordy [ Tue Apr 04, 2017 8:24 am ]
Post subject:  Re: Anorithil brethren?

I should be writing a guide for Anorithils talking about my recent (Nightmare only) winner but I'm procastinating. I'll try to get that in order soon.

In the mean time, I having a few tries at Insane Anorithil to get more data \o/ But since I'm an Insane noob it might not turn out much info until some time. ... 64b254243b

Author:  moonpie [ Tue Apr 04, 2017 8:51 am ]
Post subject:  Re: Anorithil brethren?


I would love to see other peoples input on this class and how they manage higher difficulties. Good luck on insane!

Author:  Hempel123 [ Sun Apr 09, 2017 7:42 pm ]
Post subject:  Re: Anorithil brethren?

I have a winning run on insane in 1.4.9
Corona is imo the class defining talent and I was building around it.
StarFury is the main damage category and I went 5/5/1/5 with twilight on autocast when no enemies are in sight. Eclipse is 5/5/5/0. I tried to make good use of shadow simulacrum, but never really managed to do so. If I'd play the class again I'd skip it and go for 1(3)/0/0/0 in twilight. 1 twilight was enough for me, but more might make the run a bit more comfortable. Circles are great and 5/1(5)/5/5 is the way to go. Sunlight is where you can dump the rest of your points into to get another 1-2 damage spells. Searing Light and Firebeam are useful. I never really tried Glyphs.
Chants got changed, so I'd need to try out how they work now. BiL and Providence are still key defensive skills. Steamtech can certainly be useful.
The big drawback of the class is imo that you are fairly squishy, while having no escape skill. Corona's range is also somewhat limited, so your max damange output comes at medium range. So inscriptions really need to make up for that. Overall you have to be very cautious when it comes to positioning. It is very hard to get away once enemies lock you down.

On items I focused on useful active damage skills and on hit (spell) stuff. When it comes to Prodigies, the usual suspects make sense. Cauterize to survive getting one-shotted. Temporal Form for more damage. Maybe elemental surge could be interesting. I never tried this one.

Author:  Bodhi [ Thu Apr 13, 2017 5:08 pm ]
Post subject:  Re: Anorithil brethren?

Here is a very spicy Anorithil tip. Level up your circles ASAP (I go 5/5/5/4) and grab the Rod of Spyric Poison from the spider cave. When you see a strong enemy use movement infusion to get about two squares away then cast all your circles on top of them and follow up with your spyric poison.

Your opponents will be unable to move, cast spells, or hit you with projectiles. Very effective in the final fight after the demon portal is closed. Your opponents will just stand there like idiots unable to do anything while under these effects.

Also survival is a very strong final tree to unlock for Anorithil because you get device mastery and track. A lot better than getting Harmony or Glyphs but maybe not as good as stemtech. The new Hymn tree is a straight upgrade but I think that the new chant tree is just a waste of valuable generics after the first skill.

Author:  minmay [ Fri Aug 25, 2017 4:47 pm ]
Post subject:  Re: Anorithil brethren?

You definitely do not want to skip Jumpgate and you should probably 4/5 or even 5/5 it. It's an almost-perfectly-controlled teleport with a long effective range (since you can chain two jumpgates).
The other broken talent is Circle of Sanctity because it chain-brainlocks anything without silence immunity, provided you keep your spellpower up, and silence immunity is not common.

Glyphs, like circles, provide 4 instant spellcrits to trigger Corona, so it's possible that you'll want to unlock Glyphs on Cornac. Your late-game damage is very reliant on talent_on_spell, which kind of sucks since the class doesn't really want to wear robes unless you religiously abuse BiL.

Shadow Simulacrum works on rares but nothing higher rank (so no "unique" or "boss" randbosses, unlike Domination Hex which works on anything without instakill immunity), which makes it pretty bad outside of like, the Grushnak Pride entrance.

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