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 Post subject: Yeek Temporal Warden?
PostPosted: Sun Feb 09, 2014 12:12 pm 
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Archmage

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Welp, I have 3 classes I'm on the verge of unlocking(Paradox Mages, Mindslayers, and Necromancers), and a Yeek Temporal Warden would allow me to unlock all 3...assuming the combination can make it that far.

So, how horrible of an idea would a Yeek Warden be? Is it possible to make the combo work, or would I be better off unlocking Mindslayers some other time?


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PostPosted: Sun Feb 09, 2014 7:32 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
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Location: Nahgharash
Speed, Speed, and More speed. That could actually work if you could survive the yeek starters, given that temporal warden focuses on distance combat, mobility, and bonus speed. (and yeek stacks more speed on top of that.) It wouldn't be easy though.

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PostPosted: Sun Feb 09, 2014 9:00 pm 
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Thalore

Joined: Wed Sep 21, 2011 4:40 am
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Plain old survivability will be an issue but on the other hand, the Mindslayer unlock could be reasonably doable thanks to all those TW movement and field control abilities.


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PostPosted: Mon Feb 10, 2014 12:32 am 
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Archmage

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Crim, The Red Thunder wrote:
Speed, Speed, and More speed. That could actually work if you could survive the yeek starters, given that temporal warden focuses on distance combat, mobility, and bonus speed. (and yeek stacks more speed on top of that.) It wouldn't be easy though.


The Yeek starters are rough? Hrm, was kinda hoping Yeeks'd get the Chronomancer starting area. Ah well.

snoop wrote:
Plain old survivability will be an issue but on the other hand, the Mindslayer unlock could be reasonably doable thanks to all those TW movement and field control abilities.


Yeah, that's what I was hoping. Make up for the Yeek's lack of squishyness with field control and gottagofast-ness. :V


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PostPosted: Mon Feb 10, 2014 7:17 am 
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Uruivellas

Joined: Mon Jul 16, 2012 6:03 pm
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NemesisZeru wrote:
Crim, The Red Thunder wrote:
Speed, Speed, and More speed. That could actually work if you could survive the yeek starters, given that temporal warden focuses on distance combat, mobility, and bonus speed. (and yeek stacks more speed on top of that.) It wouldn't be easy though.


The Yeek starters are rough? Hrm, was kinda hoping Yeeks'd get the Chronomancer starting area. Ah well.


AHAHAHAHA! Fool! There is no escaping the Yeek starting zone! No escape! HAHAHAHA! :twisted:


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PostPosted: Mon Feb 10, 2014 7:19 am 
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Archmage

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Mewtarthio wrote:
NemesisZeru wrote:
Crim, The Red Thunder wrote:
Speed, Speed, and More speed. That could actually work if you could survive the yeek starters, given that temporal warden focuses on distance combat, mobility, and bonus speed. (and yeek stacks more speed on top of that.) It wouldn't be easy though.


The Yeek starters are rough? Hrm, was kinda hoping Yeeks'd get the Chronomancer starting area. Ah well.


AHAHAHAHA! Fool! There is no escaping the Yeek starting zone! No escape! HAHAHAHA! :twisted:



D:

Hopefully it isn't too bad, then.


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PostPosted: Mon Feb 10, 2014 10:35 pm 
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Uruivellas

Joined: Sun May 19, 2013 1:58 am
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Unless you get to level 10 for Time Skip or somehow get into melee range for Dual Strike, you're probably not going to save the Yeek from Subject Z since you need some kind of control or stun, which Temporal Wardens have difficulty with. I recommend Archmage for the unlock since Freeze and controlled Phase Door are both amazing for saving the Yeek. As for Yeek Temporal Wardens being a good race/class combination in general, it'd be okay but still inferior to Shalore and Thalore.

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PostPosted: Tue Feb 11, 2014 1:16 am 
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Archmage

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bpat wrote:
Unless you get to level 10 for Time Skip or somehow get into melee range for Dual Strike, you're probably not going to save the Yeek from Subject Z since you need some kind of control or stun, which Temporal Wardens have difficulty with. I recommend Archmage for the unlock since Freeze and controlled Phase Door are both amazing for saving the Yeek. As for Yeek Temporal Wardens being a good race/class combination in general, it'd be okay but still inferior to Shalore and Thalore.


Yeah...I didn't realize Subject Z was DIRECTLY after the starter dungeons. I just thought I could go there whenever, lol.

That said, the Yeek starting areas are surprisingly annoying.

I'll try rolling an Archmage, then, since it doesn't seem like THAT huge a time investment for unlocking Mindslayers that I can't scrap the guy when I'm done and work on the other two unlocks. :3


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PostPosted: Tue Feb 11, 2014 2:08 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
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Location: Nahgharash
You both realize you don't HAVE to fight Z/save the yeek right away, right?

After entering that particular dungeon, immediately zap your rod of recall. Wait the countdown out, and it places you on the world map, on the maj'eyal mainland. Go do any normal dungeons you want, and come back later. As long as Z/the wayist don't SEE you/get seen by you, they stay inactive and just have a staring contest until you come back.

This is FAR easier then trying to do it right away. (the best way to do it right away is with summoner and turtle, typically, but even that's an RNG-fest.)

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SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Tue Feb 11, 2014 2:39 am 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
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Crim, The Red Thunder wrote:
You both realize you don't HAVE to fight Z/save the yeek right away, right?

After entering that particular dungeon, immediately zap your rod of recall. Wait the countdown out, and it places you on the world map, on the maj'eyal mainland. Go do any normal dungeons you want, and come back later. As long as Z/the wayist don't SEE you/get seen by you, they stay inactive and just have a staring contest until you come back.

This is FAR easier then trying to do it right away. (the best way to do it right away is with summoner and turtle, typically, but even that's an RNG-fest.)


Don't the stairs come up like, right next to Subject Z, basically forcing the fight? Or is it far enough away the fight doesn't trigger?

Edit: Iunno, I've never gone through that way before, so if you say it works, I'll give it a shot.


Last edited by NemesisZeru on Tue Feb 11, 2014 2:48 am, edited 1 time in total.

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PostPosted: Tue Feb 11, 2014 2:44 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
It's well more then the 10 tile vision range away, so it's easy to recall out, yeah.

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Tue Feb 11, 2014 2:49 am 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
Posts: 335
Location: Somewhere, probably.
Crim, The Red Thunder wrote:
It's well more then the 10 tile vision range away, so it's easy to recall out, yeah.


Ah, alright. I'll do that, then...assuming I can survive the Yeek starting areas. They're pretty rough. x3

Edit: Ritch Tunnels boss oneshots me even with decent con investment as a TW. Yeah...not fun. :/


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PostPosted: Sat Feb 22, 2014 8:22 pm 
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Wayist

Joined: Wed Feb 05, 2014 6:56 pm
Posts: 15
I'm in the midst of a good run as Yeek TW, currently level 25....have unlocked Solopsist, Necromancer, Paradox Mage this run.....

....yet failed to save the Yeek from Subject Z. :( I used the rod to teleport out instead of fighting him right away, and came back at level 15 or so with good enough gear that I didn't forsee a problem....and that bastard crit *everything* he threw at the Yeek. It was just merciless. Sigh. I should have been patient and come back at 20+ with the crazy good tier 5 arrows I took from the item vault.

Early game was rough, no doubt. Didn't die in the starting zones, but nearly died at least 3 times.

EDIT: Probably the best thing about Yeek as a ranged class....when 1v1 against another tough ranged enemy, your speed lets you dodge a ton of their projectiles. It's so good. I managed to survive against a stupidly overpowered ranged elite by mostly dancing out of the way of all of his 300+ damage shots.


Last edited by Gaidren on Tue Feb 25, 2014 6:40 pm, edited 1 time in total.

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PostPosted: Mon Feb 24, 2014 1:45 am 
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Higher

Joined: Mon Feb 17, 2014 8:59 pm
Posts: 49
For unlocking Mindslayer I took a yeek necromancer with a full soul pool and level 5 minion making and just cast it in the general direction of subject Z and laughed. He's really intended to be a boss for one or two targets and the skeletal horde overwhelmed him easily. Necromancer I unlocked with a Crystal (nullnewgems) Alchemist after taking down each of the elite spawns individually (supercharge golem and runes of reflection are amazing for taking down most foes) and then running in and ganking the necromancer as quickly as possible a few levels later having assembled all the lore. Paradox Mage I unlocked rather inelegantly today after having to create and level a second temporal warden because the wiki fails to mention that the optional boss for the awesome bow is immune to time damage and cannot be escaped from with Eidolon Plane. second one was a speed run got to Daikara as fast as I felt possible ran up to future self and held 5 on the numpad. Don't worry dying to your future self does not count as a character death so you can do that whenever you want. Also you may want to try for Solipsist if your character gets that far.


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PostPosted: Tue Feb 25, 2014 6:41 pm 
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Wayist

Joined: Wed Feb 05, 2014 6:56 pm
Posts: 15
Gaidren wrote:
I'm in the midst of a good run as Yeek TW, currently level 25....have unlocked Solopsist, Necromancer, Paradox Mage this run.....

....yet failed to save the Yeek from Subject Z. :( I used the rod to teleport out instead of fighting him right away, and came back at level 15 or so with good enough gear that I didn't forsee a problem....and that bastard crit *everything* he threw at the Yeek. It was just merciless. Sigh. I should have been patient and come back at 20+ with the crazy good tier 5 arrows I took from the item vault.

Early game was rough, no doubt. Didn't die in the starting zones, but nearly died at least 3 times.

EDIT: Probably the best thing about Yeek as a ranged class....when 1v1 against another tough ranged enemy, your speed lets you dodge a ton of their projectiles. It's so good. I managed to survive against a stupidly overpowered ranged elite by mostly dancing out of the way of all of his 300+ damage shots.


Just to update...Master down, but couldn't handle the ambush after. Not a bad character overall, Vital Shot at 30 is making a big difference, should be able to go the distance.


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