ToME: the Tales of Maj'Eyal

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PostPosted: Fri Jan 13, 2017 5:09 pm 
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Spiderkin

Joined: Tue Dec 13, 2016 7:05 pm
Posts: 492
Mordy wrote:
you can't learn celestial/light (without a prodigy use) so it balances out.

Thanks Shibari!

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PostPosted: Sat Jan 14, 2017 2:42 am 
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Sher'Tul

Joined: Wed May 22, 2013 2:39 am
Posts: 1248
Location: Halifax, Nova Scotia, Canada
So, I'm starting to see a lot of worth in the Whitehooves that I never saw before. Essentially, because I have the Visage of Nektosh and when I use Lifeless Rush (5/5) and then Essence Drain (5/5), I can prevent my Death Charges from degenerating for 26 turns. At Essence Drain (5/5), the Cooldown is 28 - which means I can have 26/28 turns of my Death Charges not degenerating at all.

Likely that is overkill but I figured it was worth mentioning that I can pretty well have a near-permanent 120% boost to Movement Speed, -36 Flat Damage Resistance, and 30% Boost to All Damage.

I'm continuing along and I have managed to get my first prodigy - Eye of the Tiger (I'm going for a more offensive build) and my final inscription slot. Picked up Eye of the Tiger specifically due to a lot of my talents being on cooldown.

I picked up Blood Boil to test it out, but I'm finding that its damage is coming off as quite weak - making it hard to recuperate that 30 Vim, unless there are a lot of targets in my vision and some are near death. Haven't really tested its slowing ability yet.

Anyhow, something to think about is what Tinkers I might pick up. I'm getting a nice build up of Generic points and have some material for Tier 5 tinkers, but I'm wondering what might be best to get. Second Skin for example isn't as useful on my Whitehoof due to pre-existing immunities. I also wonder a bit about what makes Focus Lens so great over other Head Tinkers.

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PostPosted: Sat Jan 14, 2017 3:37 am 
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Uruivellas

Joined: Sun May 19, 2013 1:58 am
Posts: 742
Blood Boil sucks. Why put points in it when you have plenty of actually good spells to choose from in a class point starved class? Corruptor has plenty of free generic points so Whitehoof works well in EoR, but make sure you have enough generic points for Life Support Suit since it gives another Injector. Focus Lens is good because sight range and infravision are better than lite radius and accuracy, especially on Corruptor. Melee classes will want to have both and swap Headlamp in against high defense enemies but Corruptor has no need for that. Air Recycler is okay on Corruptor since it gives silence resistance but you have Salves for that so it isn't essential.

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PostPosted: Sat Jan 14, 2017 4:23 am 
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Sher'Tul

Joined: Wed May 22, 2013 2:39 am
Posts: 1248
Location: Halifax, Nova Scotia, Canada
I figured I'd level it to test out its AoE properties - it is a fairly substantial radius of 8 around the caster which means it can hit a sizeable amount of stuff and I figured it could be somewhat useful against the God Tentacles eventually down the line; if just for the slowing ability.

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Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.4.8
Let's Learn Tales of Maj'Eyal


Last edited by Davion Fuxa on Mon Jan 16, 2017 1:10 am, edited 1 time in total.

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PostPosted: Mon Jan 16, 2017 1:09 am 
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Sher'Tul

Joined: Wed May 22, 2013 2:39 am
Posts: 1248
Location: Halifax, Nova Scotia, Canada
So, just had another session of Tales of Maj'Eyal: Embers of Rage with my Whitehoof Corrupter. I can pretty well say that Blood Boil is not that stellar. While it can hit quite a bit of stuff, its slowing ability doesn't last long and only removes 20% global speed; and it doesn't do that much damage.

Then I found out it can Crit - that sort of makes it a little better since I can do enough damage to sometimes wipe out an enemy while hurting the rest. Going to need to get my critical chance up some more to make it more useful.

I found the Life Support Suit schematic finally. Needs 5 Therapeutics, 4 Chemistry, and 2 Explosives. It also needs an Unstoppable Force Salve which I don't have schematics for yet but whatever, maybe I'll get one of them to drop sometime.

Need to figure out what to spend all my Yeti Tissue on. Been holding off to see how the Corrupter developed to see where he might be weakest. Going to need to decide what to pick up then.

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Inscription Guide - Version 1.4.8
Let's Learn Tales of Maj'Eyal


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PostPosted: Mon Jan 16, 2017 2:10 am 
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Uruivellas

Joined: Sun May 19, 2013 1:58 am
Posts: 742
Almost all damage talents can crit and Blood Boil still sucks because of long cooldown, high cost, low damage, low slow power, and 8 range.

Since you can't get Light from Yeti tissue (thanks Shibari!), you probably want something like Survival (1/5/1/1), Conditioning (1/5/0/0, max Con third), Dream Walk, and Chant of Fortress. If you don't have the points for both Survival and Conditioning, you could swap Survival or Conditioning for Track.

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PostPosted: Mon Jan 16, 2017 2:23 am 
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Sher'Tul

Joined: Wed May 22, 2013 2:39 am
Posts: 1248
Location: Halifax, Nova Scotia, Canada
Um, don't you need Inscription Points to unlock those? I haven't used the Yeti Tissue unlocks to get Categories yet but I figured they operated like the main campaign where you just get the category grayed out?

Anyhow, I'm not sure if I have a lot of generic talents left. Since I'm heavily testing out all of the Whitehooves racials, investing in Thick Skin, investing heavily in Chemistry for the Life Support Suit. I'm also wondering if I should aim to get Burning Hex for use in the Fight Fight; assuming I can place said Hex on the Final Boss.

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Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.4.8
Let's Learn Tales of Maj'Eyal


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PostPosted: Mon Jan 16, 2017 2:35 am 
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Uruivellas

Joined: Sun May 19, 2013 1:58 am
Posts: 742
Don't need category points for Yeti tissue categories unless something has changed. I wouldn't get Thick Skin but if you already did then don't unlock categories and instead get like Track and Piercing Sight.

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PostPosted: Mon Jan 16, 2017 11:07 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 799
FYI bpat - Corrosive Worm and Poison Storm are a bit weaker in 1.5. Worm loses the 'damage storing' part, but the final damage has been increased to a higher value (approx as much as a Soul Rot). So mostly just useful for the resist shred. Poison Storm's debuffs no longer scale with Spellpower - the numb/talent failure are about 35% at TL6.5.


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PostPosted: Mon Jan 16, 2017 11:24 am 
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Magical Girl

Joined: Wed Aug 27, 2014 11:36 am
Posts: 393
Razakai wrote:
FYI bpat - Corrosive Worm and Poison Storm are a bit weaker in 1.5. Worm loses the 'damage storing' part, but the final damage has been increased to a higher value (approx as much as a Soul Rot). So mostly just useful for the resist shred. Poison Storm's debuffs no longer scale with Spellpower - the numb/talent failure are about 35% at TL6.5.

Why is corruptor getting nerfed????

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PostPosted: Mon Jan 16, 2017 11:29 am 
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Uruivellas

Joined: Sun May 19, 2013 1:58 am
Posts: 742
Razakai wrote:
FYI bpat - Corrosive Worm and Poison Storm are a bit weaker in 1.5. Worm loses the 'damage storing' part, but the final damage has been increased to a higher value (approx as much as a Soul Rot). So mostly just useful for the resist shred. Poison Storm's debuffs no longer scale with Spellpower - the numb/talent failure are about 35% at TL6.5.


Literally why? Corruptor is in a good spot and this reduces the variety of stuff they can do, shoehorning them further into just damage. Reaver is already a direct upgrade so this is out of nowhere and completely pointless. I'm gonna try and talk DG out of this awful change because it makes no sense.

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PostPosted: Mon Jan 16, 2017 1:55 pm 
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Sher'Tul

Joined: Wed May 22, 2013 2:39 am
Posts: 1248
Location: Halifax, Nova Scotia, Canada
If DG is looking to modify the talents of the Corrupter, he should be looking into also buffing the weaker talents in the pool at the same time. Looking at the talents myself, I think Poison Storm is probably in a good spot since it is a fairly close range talent. Corrosive Worm is certainly still going to be useful if it doesn't store damage but it will be very much a less useful talent.

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Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.4.8
Let's Learn Tales of Maj'Eyal


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PostPosted: Mon Jan 16, 2017 2:03 pm 
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Wyrmic

Joined: Tue Feb 10, 2015 1:41 pm
Posts: 290
It seems there has been a lot of changes 6 month ago in fact. To fix scaling issues on Corrosive Worm/Poison Storm and to rework the scaling/tweak the Rot tree.


Last edited by Mordy on Mon Jan 16, 2017 2:26 pm, edited 1 time in total.

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PostPosted: Mon Jan 16, 2017 2:07 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 799
Iirc it's because Poison Storm scales very weirdly with spellpower. At 100SP (for example) you get weird stuff like 130% healing reduction, 80% talent failure etc. It's much higher than those usual debuffs are. And for worm the resist shred + damage amp means it works out to almost double damage taken overall. I don't think the intent is to make Corruptor much weaker, it's just those 2 talents scaling way higher than most. Compensating Corruptor in other areas could also be done though.

e: cause yeah I don't want to nerf Corruptor and have some time to make tweaks to their talents so if anyone can point out some noticeably weak stuff I can fix that. Preferably not stuff Reaver also gets though. Worm/Storm should still be good talents, even if they're weaker than they were before. Storm is (at 5/5) 33% numb, 33% talent fail, 50% healing reduction, and worm still gets the very large resist reduction.


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PostPosted: Mon Jan 16, 2017 2:47 pm 
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Spiderkin

Joined: Sun Dec 22, 2013 2:22 pm
Posts: 493
Razakai wrote:
Iirc it's because Poison Storm scales very weirdly with spellpower. At 100SP (for example) you get weird stuff like 130% healing reduction, 80% talent failure etc. It's much higher than those usual debuffs are. And for worm the resist shred + damage amp means it works out to almost double damage taken overall. I don't think the intent is to make Corruptor much weaker, it's just those 2 talents scaling way higher than most. Compensating Corruptor in other areas could also be done though.

e: cause yeah I don't want to nerf Corruptor and have some time to make tweaks to their talents so if anyone can point out some noticeably weak stuff I can fix that. Preferably not stuff Reaver also gets though. Worm/Storm should still be good talents, even if they're weaker than they were before. Storm is (at 5/5) 33% numb, 33% talent fail, 50% healing reduction, and worm still gets the very large resist reduction.

Impending doom gives 100 % heal mod reduction, healing nexus prevents healing, heals you and can't be resisted, axe kick's concussion gives ONE HUNDRED (100) % talent failure chance etc....

Also it's 66 % chance to fail talents at 100 SP not 80 % not to mention that 100 SP isn't really that easy to achieve especially on the lower difficulties without sacrificing everything else. And if you do get 100 SP without try harding, then you probably can kill everything in a few hits anyways because you have great gear and great crit multi via just being a corruptor.

I agree that the numbers could be a bit lower at least on the numbing blight but in general making things scale with SP is good and well. The effects can be saved against anyways, am I right? Also wasn't Poison Storm precisely one of the talents that was just buffed in a somewhat recentish (in tome design terms) patch to not make it suck and to distinguish corruptor from reaver :lol: ?

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