ToME: the Tales of Maj'Eyal

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PostPosted: Tue Dec 04, 2012 12:42 pm 
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Yeek

Joined: Sun Dec 02, 2012 8:29 am
Posts: 12
This guide is made by me for 4 1.0.0 Beta 43 aka "The Coming of Shadows" version.

1.Introduction.
2.Races.
3.Stats.
4.Runes/Infusions.
5.Class talents.
6.Generic talents.
7.Escorts.
8.General tactics.
9.Equipment.
10.Prodigies.
11.What to fear.
12.Building your own god of death.

I'm going to mark every choice with stars, from 1 to 5.

1.Introduction.

So you want to play a corruptor? Who the hell is corruptor? Maybe he is the one who brings all the bad things in the world? He is the one who likes screams, pain, destruction? He is the one who steal, rape and finally dismember young girl? Yeah, kinda like that.
CORRUPTOR IS A - KILLING MACHINE, WHICH CAME RIGHT OUT OF HELL. HIS BLACK HEART IS DARKER THAN THE DARKNESS ITSELF. HE IS THE BANE OF THIS WORLD. HE IS THE NIGHMARE OF ATAMATHON.

2.Races.

I've played dwarf corruptor, but I'll try to point out all the pros and cons of all the races.

Human/Cornac
****

It may seem a bit stupid to put 4 stars to race without any racials, but there is a trick. As a corruptor you want to have as much category points as you can, because every corruptor needs at least 3 points to unlock his trees and some more for generic from escorts.

Human/Higher
**

Racials are pretty useless to our class. We do not have enough willpower for healing and no use for free talents usage. Additional light might be nice, but nothing really good. +25% arcane resistance might be one of the best racials if you want to go fo Aether Permeation prodigy, just by making Higher and taking this prodigy you get 40% res for all, I wanted to go this way, but didnt encounter feascape invasion portal (which is required if you're not archmage).

Elf/Shalore
***

Might be the choice if you like being invisible. +10% crit chance is really nice until mid game and rather useless in the end game. Global speed is useless, since it needs dexterity. Timeless is not bad to have, though I prefer Dwarf's racial (and they have their own "timeless" after coming to east because of their high saves).

Elf/Thalore
**

Saves are worse than Dwarf's racial, blight resistance and disease resistance might help until mid game, but useless afterwards. Other talents scale with willpower, which we do not have until the very last levels. Treants can be exploited for stealing vim.

Halfling
***

A lot of health per level, which is very nice. Pretty useless crit chance, because it scales with cunning, but we want to put points into cunning only at about 30lvl, by that time we already have about 60% crit chance and those additional points for 5sec are useless, during end game crit is around 85-100%. Militant mind seems nice, but actually you're going to kill hordes with one (if crit) or two spells. Indomitable is nice, since you need mobility and stuns and pins really reduce it.

Dwarf
*****

WOULD BANG! A lot of health per level, which is really nice. Resilence is nice for short fights, scales with con, which we have plenty. Additional armour - useless. SAVES, SAVES, SAVES, SAVES - yes, what's why we need this bearded motherfucker! Walking trough walls is nice to have for good escape in dungeons, though we have wraitform for traveling trought walls.

Yeek
**

7 health per level? Are you kidding me? Dominant Will scales with willpower, which we do not have. Unity is not really good, since confusion now is limited to only 50% and silence is really rare thing in TOME, saves are small. +15% global speed might be nice, because we have +20% from demon form, leading to +35% global speed all the time. Calling for yeeks might save your ass a few times, but that's all. Can be exploited for stealing vim.

Undead/Ghoul
**

A lot of health per level, which is really nice. Kinda useless +str +con, unless you want to wear some heavy gear. Good escape. Useless after mid game healing, you've got the same with feascape, c'mon! Useless bite, because we spill our filthy blood, we do not bite. Global speed reduction is horrible. Not being able to use infusions cannot be overthrown by racial determinal effects resists.

Undead/Skeleton
***

A lot of health per level, which is really nice. Kinda useless +str +dex, unless you want to wear some heavy gear. Barrier scales with dex, whic we do not have. Reducing time of determinal effects might seems ok, but I prefer to totally negate them or have them and nulify them with wild infusion or special talent from east. +550 free healing is nice, though it's not spell, so in the end it might be not as good (since I made crits with healing light 1lvl for 600+ without improving healing gear), free ressurection is not bad.

3.Stats.

Strenght
**

Might be nice have some if you want to wear massive armour, otherwise useless.

Dexterity
*

Totally useless, we are not some dirty rogues.

Constitution
*****

We all need it, corruptors probably need it even more then magic for early and mid game.

Magic
*****

The best stat after mid game and second to con before.

Willpower
**

Just for some saves, you need to bump some points into willpower or strenght at the very last levels, so it's up to you.

Cunning
****

Critical strike! Corruptors are machines of death because of their critical chance and critical multiplier rather than pure spellpower. Basically you want to max it after mag and con.

4.Runes/Infusions.

If the rune/infusion is not here, consider it useless with 1 or 2 stars.

Regeneration infusion
*****

Nuff said.

Healing infusion
***

Much worse than healing because we do not have a lot of health (even with maxing con first) and we have blood grasp, which acts the same as this, healing up to 1000 in end game.

Wild infusion
*****

We do not have talents to remove determinal effects from ourselves.

Lightning speed infusion
***

Not bad, but I prefer teleportation.

Heroism infusion
***

Probably not bad, raises your stats a lot and gives you up to 700extra health for some turns, didnt test.

Shield rune
****

Nice, if you found good one.

Teleportation rune
*****

The best escape for us. Even if you teleport to some crazy death room with foes 2 spaces away from you - use feascape and heal yourself. Needed to escape anomalies, since they often surround you and you cannot kill them (unles you want to die too).

5.Class talents.

5.1 Sanguise.

Drain
*****

The best way to replenish your overwhelming hate for all the living (undead/elemental/demon/etc.)

Bloodcasting
**

Rarely found myself without any vim to cast spells, only on ~20lvl then you just do not have a lot of vim to have demon form and fearscape at the same time.

Absorb life
*

Totally useless, no idea why it's here.

Life tap
**

Worth it at the very late levels, otherwise useless.

5.2 Vim.

Soul rot
*****

Our main damage spell before we get enough crit chance, and second after we get.

Vimsense
***

Lowers resistance to the only element we use? Of course we need it, but not until mid game.
For really cautious players this might be *****, since it shows creatures around you, but if they're not behind a door or something they will come to attack you.

Leech
*

Useless, we dont get hit often.

Dark portal
**

Didnt try it, but by description seems like some crazy shit from time warden arsenal, we use power, not dirty tricks.

5.3 Bone.

Bone spear
*

Useless, since we buff our blight damage, not physical.

Bone grab
**

Almost useless, if that bastard is running from you - fearscape it!

Bone nova
*

Useless, same reason as bone spear.

Bone shield
*****

WOULD TOTALLY BANG! The best shield of all the classes, protects from 7attacks at max level.

5.4 Plague.

The whole tree is a waste of class points. We do instant damage almost all the time, no need for damage over time things.

update ( thx to Frumple)
Virulent disease
****

Probably worth investment because it's an instant talent and reduces some stats (reducing magic for mage, dex for archers, str for melee). Consider it as an alternative to going for Life tap. Invest only after main damage spells.

5.5 Blood.

Blood spray
*****

Our main, and probably the only area of effects spell. Large radius.

Blood grasp
*****

Our second damage spell before we get enough crit chance, and first after we get. Heals you for 50% of damage.

Blood boil
**

A lot of people invest 5/5 here, but I think it is not really good. Damage is low, cooldown is big, high vim cost, cannot be cast from a distance. Have never used it, if you have free turns with everything on cooldown use them for healing, for hexes, for vimsense, use random gamage wand or nice boots from deep below after returning from east.

Blood fury
*****

Gives +crit and +blight damage!

5.5 Blight.

Dark ritual
*****

Critical multiplier? Critical multiplier.

Corrupted negation
*****

Really good against those sustain users, the only question is how many points to invest here, I think 5 is needed in end game, 2-3 is enough for mid game.

Corrosive worm
*

Useless. Damage over time.

Poison storm
*

Useless. Damage over time.

5.6 Shadowflame.

Wraitform
****

Just putting one point (you need to do it either way) might save your ass a few times.

Darkfire
**

A lot of people invest 5/5 here, but I think it is not really good. Everything seems nice, but most of the time (until level 5 staffs) we want to get +blight damage gear, not +darkness/fire and a lot of creatures have fire resistance. Have never used it, if you have free turns with everything on cooldown use them for healing, for hexes, for vimsense, use random gamage wand or nice boots from deep below after returning from east.

Flame of Urh'Rok
*****

Free resistane, free global speed, free healing in feascape, punto.

Feascape
*****

OH MY - GOD! Have you ever dreamed of taking stupid professor from university/guy who stole your girlfriend/dirty politian/some other dumb ass to the deepest hole in the hell? Here is your opportunity to do it! Fearscape helps you to kill all the nasty bosses, it works on everything, even Atamathon. This spell is the very idea why people are scared to go to spellblaze scar location.

6. Generic talents.

6.1 Survival.

The whole tree is a waste of generic points.

6.2 Torment.

Willful tormentor
*****

You need a lot of vim to sustain bone shield (-60), blood fury (-60), dark ritual (-20), flame (-90), feascape (-90), blood vengeance (-22).

Blood lock
*

Only useable against some unique's and curse of death is better anyway.

Overkill
*

Blood spray is enough to kill groups of foes.

Blood vengeance
***

One point is almost a mandatory. Closer to the end you will have a lot of unspent generic points, worth investing for 5/5.

6.3 Hexes.

Pacification hex
***

Nice to have 1 point to control your foes at early and mid game.

update ( thx to donkatsu)
"There is actually no such thing as daze immunity, it's just that most dazes check stun immunity, which most bosses have. Pacification Hex does not check stun immunity, meaning nothing is immune to it." (C)
If the above statement is true then making this hex 5/5 will help with your relationships with bosses a lot.

Burning hex
*

+% to enemy's cooldown seems really nice, but actually you want to finish fight as qucik as possible, so nevermind.

Empathic hex
*

Same as above.

Domination hex
***

Never tried it, but probably usefull for early and mid game to protect yourself.

6.4 Curses.

Curse of defenslessness
*

You've got no determinal effects on your damage spells, do not bother about enemy saves.

Curse of impotence
*

-% to enemy's damage seems really nice, but actually you want to finish fight as qucik as possible, so nevermind.

Curse of death
**

Might be nice to invest 1-2 points if you encounter some heavy healing thing, othwerwise useless.

Curse of vulnerability
****

Really good, but it's only for 7second so be wise.

7. Escorts.

You will encounter total of 9 escorts during the game in the west. If you didnt encounter more than at least 3 escorts in T1 dungeons, I recomend to start a new character, there is a big chance of encountering them in Reknor (which is more or less ok) and Dreadfell (which is horrible). Bear in mind that you have a lot of unspent generic points, but only a few category (you must put 3 point for bone/shadowfire/torment) leaving you with only 1 category point (from sandworm lair after returning from east) or 2 if you're cornac. Remember that all of them have their mastery below 1.00.

7.1 Conditioning.

Vitality
***

Nice passive to have. Poisons and diseases are really nasty. Additional healing below 50% is nice too.

Daunting presence
***

Put points if you like to WRAWRRRR at your foes, making their backs shiver, we dont use stamina anyway.

Unflinching resolve
****

Even if you have wild infusion, it can be wasted to take off some minor effect, leaving major effect on you, this passive have a good chance (about 40%) per turn for max con ~70.

Adrenaline surge
*

Useless for magic users.

7.2 Combat training
You get this from merchants in Last Hope, not from escorts.

Thick skin
*****

15% resistance to all.

Armour training
**

Put 1-4 points if you find anything usefull, otherwise do not bother.

Accuracy
*

Useless for magic users.

Weapons/Dagger mastery
*

Useless for magic users.

7.3 Staff combat.

The whole tree is a waste of generic points.

update ( thx to Frumple)
Probably worth it if you're ok with investing 10 points. Will not replace your damage spells, but can sometimes fill empty (everything on cooldown) turn.

7.4 Stone alchemy.

This is really tricky. Here are two ways:
1) You do not go for crafty hands (allow you to enchant belt and helm with gems), then this category is useless for you.
2) You go for crafty hands (allow you to enchant belt and helm with gems), then you need this category. For crafty hands you need to revise all of your gameplay, because you need natural 50dex, need to put two category points here (one to unlock, another for mastery >1.00 to achieve 5lvl of Imbue item). If you go this way enjoy your +15% resistance all or +15 stats all, does not worth it.

7.5 Harmony.
You get this from sand worm queen, not from escorts.

update ( thx to Tyren)
"Nice work but the harmony tree on defilers is a poor choice. Any corruption spell increases equilibrium and you end up with 100% nature fail chance most of the time."(C)
If the above statement is true then maxing any equlibrium based talent is a waste of effort.

Waters of life
**

Nice passive to have. Poisons and diseases are really nasty.

Elemental harmony
*

Quite useless. Might be ***** if you're a maniac who damage himself every 7turns with nature damage ro recieve resistance to all.

One with nature
***

Nice to have wild infusion off cooldown.

Healing nexus
**

If for some reasons you dont like other two corruptor spells, which stops healing take it.

7.6 Light.

Just take one point in Healing light from escort, not the whole category.
Healing light is a spell and by the end of the game we have plenty of crit chance and crit multiplier leading healing light to heal (crit) you for 700hp without +healing gear.

8. General tactics.

Be very carefull in early game (until you get power is money if you're dwarf) because you have no means to control bosses and magic users - no stuns, no confusion, no blind (infusion is not the way), nothing. You just need to survive until 30level, then it all go easy.
All the time your tactic is easy - use blood grasp/soul rot for single target and blood spray for multiple targets, replenish your vim with drain. If you ever find item to summon creatures (skull of the rat lich, dread chocker, spider's egg) never destroy them, use them to replenish vim.

9. Equipment.

You need:
-critical chance - try to increase it up to 90%
-critical multiplier - increase as much as you can
-blight damage - increase as much as you can
-spellpower/magic - increase as much as you can

Try to favor resistances and saves before getting enough vim to have bone shield of 5lvl, after it be offensive guy. Do not stack +healing items, even with 100% healing your blood grasp and healing light is more than enough after mid game. Do not stack saves if you followed my advice and rolled a Dwarf.

10. Prodigies.

Here I will try to list all the viable prodigies for corruptor.

10.1 Crafty hands.
***

Pretty strange build, but if you like to enchant already enchanted things this is your's choice.

10.2 Aether permeation.
*****

This is probably the easiest way to max your resistance to everything, but fearscape portal is a random event, for example I didnt encounter it at all (naga invasion instead). There is only a few +arcane resistance gear n the world, so it's best suited for elves with their natural +25% resistance.

10.3 Arcane might.
?

I dont really understand mechanic of this prodigy, if it increases ego of your weapon it might be one of the best prodigies in tems of pure damage, if it converts 50% of damage to arcane then it's useless.

10.4 Garkul's revenge.
?

If you really hate Atamathon that much you can take this prodigy and actually oneshot him (haha), otherwise a waste of point. I've done 2500 damage with single attack at him after debuffing, so with +1000% damage it's 25000 and Atamathon hp is about 22000.

10.5 Endless woes.
**

A lot of players take it, but in my opinion it's nothing in terms of damage.

10.6 Draconic body.
****

Why not? It can save anybody's ass.

10.7 Lucky day.
?

No idea, I took it, finished the game, killed Atamathon. Maybe it's luck?

10.8 Secrets of Talos.
*****

If you want a little bit more of surviveability than take it, because Talos staff offers healing from elements (15%) and have higher crit chance. If you like to be a dumbhead killing everthying he sees (like me) use Awakened absorbtion staff (from the last fight). If you have found all parts of Talos's staff by 40lvl then take it for sure.

10.9 Draconic will/Spine of the world/Unbreakable will.
*

By 40-50lvl you should have enough ways to save your character from determinal effects.

11. What to fear.

1) Be careful during early game, you're fragile.
2) Be careful with bosses who use a lot of determinal effects.
3) Be careful in random event with Melinda, these elven cultists are hard for any character.
4) Be careful with Worm that walks, he is 100% resistant to blight damage, fearscape him and run in circles.
5) Avoid Dream horrors or sneak up and fearscape it.
6) Try to have bone shield active at all the times, with this you can auto-explore every corner and look into vaults without risk.

12. Building your own god of death.

1-10lvl: Max con, put enough magic for feature blood grasp 5/5. Put 5/5 blood spray, 5/5 drain, start with soul rot. Open torment category with point and learn willful torment for extra vim.
10-20lvl: Max con, but now put 2points to con and 1point for magic. Put 5/5 blood grasp, save class points. Open shadowflame caregory with point and by level 20 have flame of Urh'Rok and fearscape, max both of them. Max money is power if you're Dwarf, otherwise upgrade your racials or invest into hexes or curses, it's up to you.
20-30lvl: Equally max con and magic. You should have flame of Urh'Rok and feascape maxed by now. Invest in 3/5 corrupted negation. Start to go first for 5/5 blood fury and then 5/5 dark ritual. Open category with point and start to climb to 5/5 bone shield. You can finish with 5/5 vimsense first, it's up to you.



I hope I have covered all, or allmost all the stuff about corruptors. Corruptors are really powerfull, I've done up to 4500 damage with a single attack on debuffed foe with decent resists and saves, with all out on damage it can be up to 6000. Sorry if I have offened anyone with harsh language, but TOME is XXX rated game with a lot of gore, genocide, demons, cultists, blood, death, blight, vampires, liches, ghouls, sacrifices, tortures, bandits, etc. English is not my native language so sorry for any mistakes. Hope this helps somebody :)


Last edited by Bicho on Wed Dec 05, 2012 7:28 am, edited 3 times in total.

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PostPosted: Tue Dec 04, 2012 1:31 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 9287
Location: Angolwen
Nice! We need more more class guides, thanks ! :)

_________________
Frumple wrote:
I believe Shoob said he hit for somewhere in the range of two billion damage. You know something has gone terribly righ... wrong. Terribly wrong. When weapon power is expressed in exponential.


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PostPosted: Tue Dec 04, 2012 1:38 pm 
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Halfling

Joined: Sun Dec 02, 2012 9:20 pm
Posts: 112
Very nice indeed. Doesn't leave to many questions. ;)
Just wondering - do you actually get your saves high enough even as a dwarf without stacking them on your equip?
I remember my dwarven berserker having 5/5 in Power is Money as well as the talent increasing Spell and Physical saves, AND having a lot of saves on equip, and it felt like just enough to not get ugly conditions all the time. Then again, my berserker obviously didn't pack a high magic score...


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PostPosted: Tue Dec 04, 2012 1:55 pm 
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Yeek

Joined: Sun Dec 02, 2012 8:29 am
Posts: 12
Fhtagn wrote:
Very nice indeed. Doesn't leave to many questions. ;)
Just wondering - do you actually get your saves high enough even as a dwarf without stacking them on your equip?
I remember my dwarven berserker having 5/5 in Power is Money as well as the talent increasing Spell and Physical saves, AND having a lot of saves on equip, and it felt like just enough to not get ugly conditions all the time. Then again, my berserker obviously didn't pack a high magic score...

The only fight where having 5/5 power is money was not enough for my berserker and alchemist was fight with mages at the High Peak, because of their reeeeeeally high spellpower, but as a corruptor I took one of them right to fearscape and versus only one mage it was ok, but playing as any other class (except for solipsist) it can be really hard.


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PostPosted: Tue Dec 04, 2012 2:03 pm 
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Halfling

Joined: Sun Dec 02, 2012 9:20 pm
Posts: 112
Does anyone else think Fearscape is kind of sick?

As for saves, I think it depends on what you want. Being near-impervious to detrimental effects will probably be more or less unattainable anyway, I suppose.


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PostPosted: Tue Dec 04, 2012 2:26 pm 
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Yeek

Joined: Sun Dec 02, 2012 8:29 am
Posts: 12
Fhtagn wrote:
Does anyone else think Fearscape is kind of sick?

As for saves, I think it depends on what you want. Being near-impervious to detrimental effects will probably be more or less unattainable anyway, I suppose.

I think that solipsists are sick, I didnt unlock them yet, but monster solipsists are devastating.
And yes, I think that fearscape is really overpowered, it would be really nice idea to either remove healing in demon form (flames just do not damage you) or to deactivate fearscape then your vim becomes 0 (because it's easy to exploit fearscape and kill any boss just running in circles with +movement/global speed gear).
Nice idea would be to rework Hexes and Curses. To somehow rework locked categories, because we spend category point for just one spell (bone shield/willful tormentor), this is ridiculous. Add additional category with damage over time and conditional effects to make acid-tormentor playable.

And yes, I was almost UNconditional. Power is money + random saves on artifacts and unique oranges + dwarven resilence on heavy bosses > ~75 save each. Even if they somehow did it I've got wild infusion (12sec CD), some talent from east which reduce turns on conditional effects, which bases on saves (50sec CD), about 45-55% to shrug off stun/conf/blind/pin with conditioning tree. And I'm not sure, but I think if the effect is based on damage spell and this damage is totally negotated (bone shield) then there is literally 0% of getting under something.


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PostPosted: Tue Dec 04, 2012 2:44 pm 
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Halfling

Joined: Sun Jun 17, 2012 1:15 pm
Posts: 86
Bicho wrote:
Nice idea would be to rework Hexes and Curses. To somehow rework locked categories, because we spend category point for just one spell (bone shield/willful tormentor), this is ridiculous. Add additional category with damage over time and conditional effects to make acid-tormentor playable


+1 for the curses/hexes trees. But I think bone and tormentor are designed more towards reavers than corruptors, this has to be taken into consideration before planning to change anything.


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PostPosted: Tue Dec 04, 2012 3:28 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1094
Okay, few things here and there, starting from the top :wink:

Blood boil's good for the slow more than anything. Investment's necessary if you're going to get any range on the thing; maxed out, it caps at 7 (radius runs off raw, so th'best you can get is +5). It's an alright AoE debuff. Definitely not as good as the rest of the tree, though -- as you noted, cost's a bit high.

Corrosive worm and poison storm actually end up doing a good chunk of damage. I tend to like throwing them (and probably th'curse of death) onto stuff I know I can't splat in one standard spell rotation. P.storm's biggest detriment is that you have to be fairly close to stuff for a while to really get it rolling. If I were going to make it a vicious doomspell (mild exaggeration :P) I'd be having it targetable, so you can choose what the storm locks on to. Yourself, empty space, or enemies, any of the above.

Wraithform's really good for skeletons (and presumably liches, if you're trying adventurer mode shenanigans)... presumably anyone with a belt of undeath, nowadays. Darkfire's pretty terrible, yeah. You never want to 5/5 that spell, because the radius formula is 1+raw talent level... and the spell's range is six. Consequence of that should be pretty obvious :lol:

Pacification hex is actually kinda' godly. I'd recommend maxing it out at some point.

I've never used domination hex either, but from what I hear it's actually a monster in the late game, because absolutely nothing is outright immune to it. Apparently it can dominate bosses, even. Though... double checking that, looks like it can be used on anything not instakill immune. Some... some bosses aren't. I think a lot of nasty stuff isn't, really.

Above and beyond the no-heal thing, curse of death is a very nice DoT damage spell, especially maxed. It's another one of those "if I can't kill with one volley of instant damage, throw this on first" thing.

I'd argue about staff combat, but not on a corruptor. At 5/5/0/0 and a good staff, channel hits pretty darn hard, cheaply, and with no CD -- excellent for throwing out another 4-500+ damage while other stuff is on CD. Corruptors generally have other talents they can be using -- though it is notable that channel crits off of spellcrit, so it's not entirely a poor choice for Corruptors. It synergizes pretty well with dark ritual and blood fury, especially with a blight damage vilestaff.

Re: Stone alchemy: You don't need two category points. Imbue and Extract both run off of raw talent level instead of effective. 5/5 imbue lets you imbue tier five gems, regardless of the mastery. You could have 0.01 mastery and still imbue pearls, heh. (E2: And checking the prodigy code, crafty hands runs off raw, too, so no worries there.) You can get some killer resall (Armor+belt/hat = 15%, limmy amulet = 9-14%, double pearl ring if you're being silly = 10%, for 34-39% native, from kit.) that way, or a massive chunk of extra damage (30%+19-29%+20%= 69-79% all dam -- and more crit!). Vaguely hilarious amount of stats too, if you feel like it (Same as resall, +34-39 to all stats, for a total of +204 to 234 stat points, which is pretty bloody incredible, really.). It's still pretty arguable if it's the best investment, but it's certainly a bloody good one.

I'd argue with you on elemental harmony :wink: Fire harmony in particular is something I've had characters able to pick up harmony carry around fire damage weapons (staff for non-magic characters, dagger or mindstar for magic characters) specifically to be able to proc on command. Having a global speed boost that stacks with other speed boosts (including eden's guile(!) or blinding speed!) can be pretty incredible. Had a 'zerker several versions back that kept a fire-damage teleport staff in its offset, for quick harmony proc and escapes (was back when you could swap in usable items and they'd still have power, heh.)

Light's good if you can spare the points. Your points on healing light and barrier are true, but the real gem of that tree is providence, especially for a corruptor. One of the best debuff removal talents in the game, that.

Other than that bit! Much agreement, and excellent guide! We do need more stuff like this, heh.

E: Oh, and totally forgot. Re: Plague tree: Every corrupter, corruptor or reaver, kinda' likes virulent disease. It's cheap, the damage is decent, the debuff's alright and, most importantly, it's an instant talent. Basically free damage, from a time perspective. Good to have and use, even if your primary focus is instant damage. Just throw it around everywhere and watch the damage stack up.


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PostPosted: Tue Dec 04, 2012 4:05 pm 
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Yeek

Joined: Sun Dec 02, 2012 8:29 am
Posts: 12
Frumple wrote:
Okay, few things here and there, starting from the top :wink:

Blood boil's good for the slow more than anything. Investment's necessary if you're going to get any range on the thing; maxed out, it caps at 7 (radius runs off raw, so th'best you can get is +5). It's an alright AoE debuff. Definitely not as good as the rest of the tree, though -- as you noted, cost's a bit high.

Corrosive worm and poison storm actually end up doing a good chunk of damage. I tend to like throwing them (and probably th'curse of death) onto stuff I know I can't splat in one standard spell rotation. P.storm's biggest detriment is that you have to be fairly close to stuff for a while to really get it rolling. If I were going to make it a vicious doomspell (mild exaggeration :P) I'd be having it targetable, so you can choose what the storm locks on to. Yourself, empty space, or enemies, any of the above.

Wraithform's really good for skeletons (and presumably liches, if you're trying adventurer mode shenanigans)... presumably anyone with a belt of undeath, nowadays. Darkfire's pretty terrible, yeah. You never want to 5/5 that spell, because the radius formula is 1+raw talent level... and the spell's range is six. Consequence of that should be pretty obvious :lol:

Pacification hex is actually kinda' godly. I'd recommend maxing it out at some point.

I've never used domination hex either, but from what I hear it's actually a monster in the late game, because absolutely nothing is outright immune to it. Apparently it can dominate bosses, even. Though... double checking that, looks like it can be used on anything not instakill immune. Some... some bosses aren't. I think a lot of nasty stuff isn't, really.

Above and beyond the no-heal thing, curse of death is a very nice DoT damage spell, especially maxed. It's another one of those "if I can't kill with one volley of instant damage, throw this on first" thing.

I'd argue about staff combat, but not on a corruptor. At 5/5/0/0 and a good staff, channel hits pretty darn hard, cheaply, and with no CD -- excellent for throwing out another 4-500+ damage while other stuff is on CD. Corruptors generally have other talents they can be using -- though it is notable that channel crits off of spellcrit, so it's not entirely a poor choice for Corruptors. It synergizes pretty well with dark ritual and blood fury, especially with a blight damage vilestaff.

Re: Stone alchemy: You don't need two category points. Imbue and Extract both run off of raw talent level instead of effective. 5/5 imbue lets you imbue tier five gems, regardless of the mastery. You could have 0.01 mastery and still imbue pearls, heh. You can get some killer resall (Armor+belt/hat = 15%, limmy amulet = 9-14%, double pearl ring if you're being silly = 10%, for 34-39% native, from kit.) that way, or a massive chunk of extra damage (30%+19-29%+20%= 69-79% all dam -- and more crit!). Vaguely hilarious amount of stats too, if you feel like it (Same as resall, +34-39 to all stats, for a total of +204 to 234 stat points, which is pretty bloody incredible, really.). It's still pretty arguable if it's the best investment, but it's certainly a bloody good one.

I'd argue with you on elemental harmony :wink: Fire harmony in particular is something I've had characters able to pick up harmony carry around fire damage weapons (staff for non-magic characters, dagger or mindstar for magic characters) specifically to be able to proc on command. Having a global speed boost that stacks with other speed boosts (including eden's guile(!) or blinding speed!) can be pretty incredible. Had a 'zerker several versions back that kept a fire-damage teleport staff in its offset, for quick harmony proc and escapes (was back when you could swap in usable items and they'd still have power, heh.)

Light's good if you can spare the points. Your points on healing light and barrier are true, but the real gem of that tree is providence, especially for a corruptor. One of the best debuff removal talents in the game, that.

Other than that bit! Much agreement, and excellent guide! We do need more stuff like this, heh.

E: Oh, and totally forgot. Re: Plague tree: Every corrupter, corruptor or reaver, kinda' likes virulent disease. It's cheap, the damage is decent, the debuff's alright and, most importantly, it's an instant talent. Basically free damage, from a time perspective. Good to have and use, even if your primary focus is instant damage. Just throw it around everywhere and watch the damage stack up.


Slow for 20% are you joking? Blood spray is enough to handle hordes of things, everything elite+ can (and need) be shot with single target spells.

Well, if you're going for ID than it's nice to max damage over time spells, otherwise waste of time.

A lot of bosses are immune to daze (in east of course) so it's wise to go 5/5 only if you have problems with controlling hordes or for trolling bosses (which are not immune) and daze effect go away because of blood spray 85% desiase.

Well, if it's regardless of mastery than it might be nice! But I do not understand your crazy calculations about numbers. Resistance gems give +5% res all, damage gems +5% dam and crit all, stat gems give +5 stats all....

To make staff combat viable you need to open it and spend 10 points, that's a lot. I was using boots from deep below to fire blight damage during free turns.

Harmony is really nice, but I think that using 0.0001 damage to give yourself +60% global or +20% res all (not exact numbers) is cheating and it's stupid, but of course up to player.

I thought of unlocking this, but took conditioning tree because of big providence cooldown and horrible scaling of healing light and barrier from level =/

No sense in putting points into disease until mid-end game (just do not have enough of them) and in end game pretty useless, but up to player again.


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PostPosted: Tue Dec 04, 2012 4:29 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1094
Yeah, lot of it's player preference. Just wanting to point out some of it's still nice :wink:

Re: Staff combat, yeah, it's fairly expensive. Bright side to it in regards to corruptors, though, is that corruptor's really have the generics to spare. If you don't manage to nab a better escort tree, you could do worse than picking up staff combat.

As for crazy numbers re: gems, I'll break it down. As you say, pearl's 5% resall per gem. With crafty hands, you get three naturally, via armor, belt, and hat -- that's 15% (5+5+5). A late game quest, the valley of the moon, gives you the potential option to craft an incredibly powerful artifact amulet -- specifically, what it does is let you choose two gems of different tier (So not two pearls, but you can have a pearl and the 4% boost one.) and then it adds a random third one. 5+4+5=14%, assuming you luck out and get a pearl for your third gem. You're more likely to get 9% and then some other bonus, though. Then you have plain pearl rings built for you, adding up to another 10% (5+5), for a total of 34% (if you don't luck out with the random gem on the limnir amulet being a pearl) or 39% (if you do) resistance to all.

Damage gems are actually 10% damage boost and 5% crit, so you basically do what I did above with the increased numbers. You'd be getting 34-39% crit chance increase, along with the 69-79% damage boost (30 from imbued items, 19-29 from limner amulet, 20 from rings.). Not inconsiderable!

Stat gems are +5 per stat, so you can basically run the same numbers as the pearls, just with the % aspect removed. Then you multiply by 6 (the total number of stats) to see just how many points it's giving. +1 to all stats is +6 stat points total, just spread out among all the stats instead of focused. A full stat gemming, as mentioned, gives 34 or 39 points to all your stats, or [34*6=204] or [39*6=234] points total. It's notable that either of those comes out to more stat points than you naturally get by leveling! By a fairly significant margin, it's pretty ridiculous.

Now, the caveat is that's all best case scenario: It takes finding the scroll that kicks off limner's quest and managing to complete said quest successfully, as well as coming across a plain voratun amulet (there's one guaranteed one, I believe, but trying to get it is more likely to kill you than anything) and two plain voratun rings. S'not entirely likely, and if I were planning on going that path, I'd probably wait until I actually had the materials to pull it off before investing the cat/prodigy points. It's also pretty likely there's other rings or other gems (the goedaleth rock or whatever that is, is incredible, ferex) I'd rather be using.

Though... stone alchemy's sexy anyway, nowadays, for extract gems as much as imbue. Those merchant artifacts can get incredible :wink:


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PostPosted: Tue Dec 04, 2012 4:33 pm 
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Uruivellas

Joined: Tue May 15, 2012 11:44 pm
Posts: 671
I don't really agree on overkill being useless. I've run with 5/5 in it and it causes massive chain reactions. I also maxed blood boil and didn't find it was a waste of points, but YMMV.

As for the rest, it's more or less the same as the dwarf corruptor I won with (I ran around in crystal voratun plate for giggles tho). Blood, fearscape, saves & status stuff, crit, crit , CRIT.

Also, you should edit that introduction a bit. Trivializing rape is completely unnecessary on this forum.

_________________
<supermini> I never let Melinda into the fortress
<Infinitum> Yeah, no inviting girls into the secret base
<Infinitum> it'd become a breeding ground for cooties >=(


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PostPosted: Tue Dec 04, 2012 4:50 pm 
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Yeek

Joined: Sun Dec 02, 2012 8:29 am
Posts: 12
Frumple wrote:
Yeah, lot of it's player preference. Just wanting to point out some of it's still nice :wink:

Re: Staff combat, yeah, it's fairly expensive. Bright side to it in regards to corruptors, though, is that corruptor's really have the generics to spare. If you don't manage to nab a better escort tree, you could do worse than picking up staff combat.

As for crazy numbers re: gems, I'll break it down. As you say, pearl's 5% resall per gem. With crafty hands, you get three naturally, via armor, belt, and hat -- that's 15% (5+5+5). A late game quest, the valley of the moon, gives you the potential option to craft an incredibly powerful artifact amulet -- specifically, what it does is let you choose two gems of different tier (So not two pearls, but you can have a pearl and the 4% boost one.) and then it adds a random third one. 5+4+5=14%, assuming you luck out and get a pearl for your third gem. You're more likely to get 9% and then some other bonus, though. Then you have plain pearl rings built for you, adding up to another 10% (5+5), for a total of 34% (if you don't luck out with the random gem on the limnir amulet being a pearl) or 39% (if you do) resistance to all.

Damage gems are actually 10% damage boost and 5% crit, so you basically do what I did above with the increased numbers. You'd be getting 34-39% crit chance increase, along with the 69-79% damage boost (30 from imbued items, 19-29 from limner amulet, 20 from rings.). Not inconsiderable!

Stat gems are +5 per stat, so you can basically run the same numbers as the pearls, just with the % aspect removed. Then you multiply by 6 (the total number of stats) to see just how many points it's giving. +1 to all stats is +6 stat points total, just spread out among all the stats instead of focused. A full stat gemming, as mentioned, gives 34 or 39 points to all your stats, or [34*6=204] or [39*6=234] points total. It's notable that either of those comes out to more stat points than you naturally get by leveling! By a fairly significant margin, it's pretty ridiculous.

Now, the caveat is that's all best case scenario: It takes finding the scroll that kicks off limner's quest and managing to complete said quest successfully, as well as coming across a plain voratun amulet (there's one guaranteed one, I believe, but trying to get it is more likely to kill you than anything) and two plain voratun rings. S'not entirely likely, and if I were planning on going that path, I'd probably wait until I actually had the materials to pull it off before investing the cat/prodigy points. It's also pretty likely there's other rings or other gems (the goedaleth rock or whatever that is, is incredible, ferex) I'd rather be using.

Though... stone alchemy's sexy anyway, nowadays, for extract gems as much as imbue. Those merchant artifacts can get incredible :wink:


Ok, now I understand your math.
The thing is - enchanting rings and amulets is not limited to stone alchemy, so it's +15% res, +15% (or+30% if you're right) damage and +15stats, from stone alchemy, not that much. And enchanting rings/amulets since ~b41 requires white item so just plain white item even with +9% res all or +9stats (amulet for example) is nothing, there are much better artifacts! For example on my rings I've got +10 each stat and some saves and resistances and something else (from merchant). For other gems the best are goedaleth rock and petrified wood and alchemist reward (lifebinding emerald).

Ah, yes, I didnt find tome to invoke this quest on corruptor, though always found it on previous runs :(


Last edited by Bicho on Tue Dec 04, 2012 4:52 pm, edited 1 time in total.

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PostPosted: Tue Dec 04, 2012 4:51 pm 
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Uruivellas

Joined: Mon Dec 12, 2011 4:33 pm
Posts: 640
Bicho wrote:
A lot of bosses are immune to daze (in east of course) so it's wise to go 5/5 only if you have problems with controlling hordes or for trolling bosses (which are not immune) and daze effect go away because of blood spray 85% desiase.

There is actually no such thing as daze immunity, it's just that most dazes check stun immunity, which most bosses have. Pacification Hex does not check stun immunity, meaning nothing is immune to it.


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PostPosted: Tue Dec 04, 2012 5:08 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1094
Bicho wrote:
Ok, now I understand your math.
The thing is - enchanting rings and amulets is not limited to stone alchemy, so it's +15% res, +15% (or+30% if you're right) damage and +15stats, from stone alchemy, not that much.
Yeah, fair point. The comparison point for you, though, is that 15% res is another thick skin, +30% all damage is more than any of the archmage mastery talents (which go to 20%, iirc, but let me check... ah, no, 10%. So 3x their damage increase!) on top of +15% crit (more than most crit chance boosting passives in the game), and +15 stats is four more than inner power maxes out at (and 90 total, which is equivalent to something like 1.5-ish maxed stats, or 30 levels worth of stats if you want to look at it that way) and would place it as one of the highest power stat boosting talents in the game, in raw numbers -- augmentation is about the only thing that can match it alone, and that's only with heavy stat investment into willpower and cunning. The lack of focus is a weakness, of course, but by the numbers it's quite impressive :)

Definitely arguable if it's "category and prodigy point investment" level impressive, but it's certainly not inconsiderable. As I said with staff combat, there's worse investments :lol:

Though you might have noticed that I have a bit of an attraction to stone alchemy, by this point :P


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PostPosted: Tue Dec 04, 2012 5:58 pm 
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Yeek

Joined: Sun Dec 02, 2012 8:29 am
Posts: 12
Frumple wrote:
Bicho wrote:
Ok, now I understand your math.
The thing is - enchanting rings and amulets is not limited to stone alchemy, so it's +15% res, +15% (or+30% if you're right) damage and +15stats, from stone alchemy, not that much.
Yeah, fair point. The comparison point for you, though, is that 15% res is another thick skin, +30% all damage is more than any of the archmage mastery talents (which go to 20%, iirc, but let me check... ah, no, 10%. So 3x their damage increase!) on top of +15% crit (more than most crit chance boosting passives in the game), and +15 stats is four more than inner power maxes out at (and 90 total, which is equivalent to something like 1.5-ish maxed stats, or 30 levels worth of stats if you want to look at it that way) and would place it as one of the highest power stat boosting talents in the game, in raw numbers -- augmentation is about the only thing that can match it alone, and that's only with heavy stat investment into willpower and cunning. The lack of focus is a weakness, of course, but by the numbers it's quite impressive :)

Definitely arguable if it's "category and prodigy point investment" level impressive, but it's certainly not inconsiderable. As I said with staff combat, there's worse investments :lol:

Though you might have noticed that I have a bit of an attraction to stone alchemy, by this point :P


You know, I used to be an alchemist like you until my girlfriend ACCIDENTALLY wasted his last life.


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