ToME: the Tales of Maj'Eyal

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PostPosted: Sun Jan 14, 2018 12:34 pm 
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Low Yeek

Joined: Mon Dec 02, 2013 1:20 pm
Posts: 7
So a lot of people in this subforum in the past have recommended using staff combat on doombringers. It makes sense to me. I read though 1.5 nerfs staff combat a lot? so does this mean that the posts from 2014 and 2015 about how great staff combat is for doombringers is no longer true? and I should go back to greatswords?

Oh also it seems some of these guides were written before 1.3 patch came out either. So how do ogre's fair with this class? Since these guides were written before ogre's even existed.

My intuition would be that when 1.3 came out ogre's were interesting doombringers but with the nerfs to both ogres and staff combat in 1.5 doombringers are back to using greatswords and being cornac/halfling/shalore/non-ogre? Is that right?

It's hard to say with none of the guides being written for the current state of the game.


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PostPosted: Mon Jan 22, 2018 12:16 am 
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Yeek

Joined: Tue Jan 09, 2018 4:22 am
Posts: 12
Not, like, super great at this game but I play Doombringer a fair amount. Conventional Wisdom as far as races go is that in spite of the nerfs, Ogre's still far from a *bad* race. They have unique abilities that make them really solid, and Doombringer appreciates some of them. I don't think there's a ton to be gained from one-handing two-handers on Doombringer, since you don't gain anything from two weapon fighting and gain very little from shields, but I've done it to wield a strong stat-stick shortstaff in my offhand or in runs where I've picked up a really solid shield to get some extra armor/resists. I've played Ogre Doombringers recently and done alright. Definitely do not recommend halfling personally, but I just... don't see a lot of good to playing them in recent patches. I'd rather cornac 9/10 times, since frequently when people rec halfling it's because their generics are pretty okay at 1/1/1/1 and you'll want to spend those generics elsewhere. I'd rather just be cornac and have more generics to throw around and a whole extra cat point. To that end I personally rec Shalore, Cornac, or Ogre, and note that there's probably some interesting reasons to go with some other races if you want to experiment, like Skeleton for a significantly more survivable Doombringer (although skeleton is overall not... great, and eats up generic talent points like it's a buffet, mostly recommended if you want to try something new/off-meta, it's probably not the most powerful Doombringer option).

I don't use staff combat, but largely because I find it to be hard to keep generics open on the build, and also because adding a mana bar can expose you to even harsher mana burns. If you're already planning to add a mana bar via escorts (like, say, by getting premonition) then staff combat can be fine. You'll probably be able to get tons of damage out of it with a good staff and the arcane might prodigy. If you don't intend to arcane might (like if you want two defensive prodigies) then it's probably not as good to staff combat as it is to use swords, since you don't get the positive feedback of the staff's spellpower becoming phys power.


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