ToME: the Tales of Maj'Eyal

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PostPosted: Sun Feb 21, 2016 2:33 am 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2131
So, you want to play Insane RL mode? I suggest Cornac PM. You could try another race, but with generics tight, I prefer Cornacs and the extra cat point.

I will write this as my character progresses. If it dies, I'll have to start again!

UPDATE: I finally won: http://te4.org/characters/2460/tome/1df ... 6605c7f8d6

Edit: Lol, I died to the Master, being careless. I had zero stun resist which was a bit dumb. So I'll start again and add some stun resist this time via gear. And I'll upgrade to 1.4.4 while I'm at it. And I'll make a few little changes to the order of talents.

So, char no 1 (RIP): http://te4.org/characters/2460/tome/664 ... 73c254bf18
So, char no 2 (RIP): http://te4.org/characters/2460/tome/869 ... 7d7766c17c

a good number, then my winner (see above)

Addon recommended: Quick drown NPCs. You can win without this, but it makes it easier to get good gear early on.

I got to final battle twice, and lost both times. After much experimentation, I made the build I thought would win, and it did easily!

Seriously, I did not lose a single hit point on insane RL in final battle, and I only closed one portal, when my clones put both in time skip.

The BIG change was to go 1/5/2/5 in Gravity tree, combined with 1/4/5/4 in Time Control.

And another BIG tip is to get the best phase door rune you can, which gives you 70% resist all eventually, for 5 of 8 turns. You just have to put up with not knowing where you will land lol.

Below, I emphasise spellpower a lot, but I made another discovery. When you hover over the spacetime tuning icon, it tells you the EFFECTIVE chronomancy sp. I got mine as high as 138 against atamathon (but I still lost!).

The other thing is, you need rethread tree, and i only had 1/1/4/3 - the braiding is more important than the dmg, esp in final fight, as is Cease to Exist. And the 1 in clones really helps, as in those three rounds, they drop entropy etc on the bosses (and on Ata, but he had 115% resist all to start with hahahaha).

I took Eye of the Tiger prodigy, which really helps, as I had 100% spell crit for much of the last stages of the game.

The other BIG tip I realised with Hidden Resources is, as you use talents with HR, although your base paradox stays still, the top number goes up, so your power goes up. So you can retune it to 350 or 400 or higher, and you are totally safe for a long while still.

So, read below for lots of ideas, but look at my character for the build.

Goals in first 30 levels
To survive from Tier 2 dungeons onwards, you have to build correctly to make sure you have the right talents available at the right time. I've tried all sorts of pathways, and the one I recommend is best, but I won't bore you with all the reasons.

The two critical talents to beat bosses and uniques from lvl 25 onwards are Entropy and Cease To Exist. To get these to work, you need the highest possible spellpower. This is the most important stat in your build. It needs to be 100 for the final battle, as spins and gear can get it to 110-120 with crits, which will just be enough to get them to land on the final bosses.

And you need HPs, as many as you can get. So I simply look for gear that gives spell power and hps. After that, I want saves, temporal dmg boost, spell crit boost, resists. Always look for one handed staves, and for an offhand weapon that can boost spellpower or hps. But sometimes this doesn't happen. After this, always look for WIL gear, to help paradox control.

The other gear you want is light radius, see invisible, stun resist, and silence resist, confusion if possible too. These are important in insane.

Collect +CON gear for resist prereqs.

And one piece of gear, you must get in order to win: gloves of dispersion. Ideally, get heroic or spellweaving versions. These are essential.

And finally, you want mental/physical infusion (or primal if you get it), regen and healing on low CD.

This build depends entirely on getting Hidden Resources as your first prodigy. This totally transforms your play, provided you have Time Stop at 4.

To get Hidden Resources, because we still won't have a fourth infusion slot at lvl 30, you need to collect minus health gear. You need to be about -120 minimum, better -150 in order to be safe, and we do this in the Hidden Compound, so don't go there until you are ready. You get guaranteed low damage in a controlled environment, so you can get the achievement to get Hidden Resources.

Levels 1-2
MAG +6
Dust to Dust 3
Temporal Bolt 1
Celerity 1
Unlock Energy
Precognition 1
Dimensional Step 1
Spin Fate 1
Energy Decomposition 1

Equip healing infusion (this is essential)
Set command staff to Temporal dmg (essential too)
Turn on energy decomposition (I set to auto use when available, with check to use this talent)

Go to Unhallowed Morass and for each battle, use Dust to Dust first, then TB to reset it, then Dust to Dust. You will easily clear lvl 1.

Level 3
MAG 3
Dust to Dust 4
Spin Fate 2

Go to lvl 2. Continue as before, though you will sometimes die here to a nasty unique. Just start again in that case.

1. Whenever you take a hit, use healing infusion.
2. If you are in a bad position, use Dim Step and then Regen
3. Check gear you collect as soon as you pick it up. It can make all the difference.
4. Use precognition if you want to track a boss/unique, but be careful not to boost paradox. i rarely use it.
5. If you get new staff, change dmg to temporal immediately. (all npcs are more vulnerable to temporal dmg in this zone).
6. Always ensure Dust and TB hit as many enemies as possible (esp TB, to regain CDs).

Level 4
MAG 2
WIL 1
Time Skip 1
Dimensional Shift 1 (to help with neg effects)

1. In battles, use Time Skip, then Dust, then TB, then Dust, then TB, then Time Skip etc.

Level 5
MAG 1
WIL 2
Time Skip 2
Dust 5

1. At this stage, look for gear as per above, but also dmg when you are hit helps.
2. Time Skips great advantage is that it buys you time to move, regen, reduce paradox.
3. Remember, when you move, you only reduce tiny bit of paradox, so better to use DS and rest. DS is instant btw, this is crucial to remember! (as is healing infusion of course).

Level 6
MAG 2
WIL 1
Time Skip 3
Seal Fate 1 (so you can get fateweaver and redux at lvl 8 )

1. Dont use seal fate, paradox is too hard to control. (I use it only after lvl 30 when I have Hidden Resources)
2. When you get to Point Zero, which will normally be at lvl 6, move NW, to cross the bridge, as sometimes the boss there can close and kill you. shoot from a distance :-)
3. Equip shard
4. Go to two shops below, and look for HP and SP gear. but because staves drop lots and you'll want tier 3 asap, i don't normally buy a staff here.
5. Go to Derth, drown NPCS, buy lantern of health if you can. Don't stand next to npcs when they are drowning, as some of them blow light dmg out when they are dying.
6. Complete arena. Use generics as per level 8 below
7. Get Elixir of Fox quest
8. Check gear in shops and infusions. Look for low CD for heal and regen, scaling off MAG or WIL, here and elsewhere. get asap
9. if available, but dwarven pick for hp and replace shard. keep shard for later on. HP always at this stage.

HP should be about 250 now. try to get plus hp on every gear and keep SP gear as well, so you can start to boost that as well.

Level 7
MAG 1
WIL 2
Time Skip 4
Energy Absorption

1. Go to Lumberjack Village. rest 10-15 turns. if he doesn't die, he will at least be weakened, for you to kill. This is where you'll be very happy to have Time Skip :-)
2. Kill any uniques in village to get their gear.

Level 8 (and Arena generics)
MAG 2
WIL 1
Time Skip 5 (because u use it first, always boost talents in the order you use them)
Fate Weaver 1
Redux 1
Dimensional Step 2

1. Go to Last Hope, drown NPCs, if you can, buy regen, healing, HP gear, unlock martial training generic (50 gold). Check for NPCs in centre section carefully.
2. Get Elixir of Foundations quest
3. You can be from lvl 8 to lvl 10 in Last Hope.
4. Go to Shatur, same as last hope
5. btw, make sure you keep an arcane powered artifact, to get into Angolwen

Level 9
MAG 1
WIL 2
Time Dilation 1
Fateweaver 2

1. Go to Angolwen asap, to get better infusion, rings of power/perseverance, staff
2. Go to Elvala, same as last hope. Get Elixir of Mysticism quest.
3. You should be lvl 10-11 now. HP about 300-400. SP should be 32+. Time Skip should do 170+ dmg. You are now ready to begin dungeons.
4. Go to Trollmire.

Same tactics still: Time Skip, Dust (i put both on auto use when visible, time skip will go first). then TB to reset them. Use DS and wild to fix problems and reposition.

You can autoexplore Trollmire. Enjoy!

Level 10
MAG 1
WIL 2
unlock Stasis
Spacetime Stability 1
Time Shield 1 (set to autouse on enemy visible !!!!)

Level 11
MAG 2
WIL 1
Time Shield 1
save generic for level 12

Level 12
MAG 1
WIL 2
Time Shield 3
Entropy 1
Webs of Fate 1

1. Set Webs to autouse when enemy visible
2. Do Ruins of Korpul
3. With chests, open and then use dimensional step, even if no nasty things jump out. because they can be invisible.
4. Use precognition if you think some parts of dungeon are not accessible and need to be digged into.

Level 13
MAG 2 (you can now wield tier 5 staffs normally :-) sometimes they drop this early on insane
WIL 1
Time Shield 4
Entropy 2 (because, you MUST be able to cast on bosses with lots of sustained talents ASAP). so choose this over webs for a few levels

1. SP should be about 40-45 now, HP 350-450 (over 400 is preferred). Time Skip 5 does about 250+ dmg
2. Do Norgos Lair now (you can still autoexplore, but it starts to be slightly riskier. depends on how tanky you are atm).
3. Entropy on rares/bosses which are Mindslayers, Necros, Oozemancers, Shadowblades, Doomed, PMs, TWs, Sun Pallys especially. Shades at this level can easily kill you, so you must check npcs first, and cast entropy or time skip.

This is where SP becomes important. Check SP, you will be beat most, but if there there is a dangerous npc with Spell Save 40 or so, do some dmg first, to get your spins happening. at this stage you get 30 bonus to SP after three rounds of spins, which will make your Entropy and Time Skip stick. You have to do this from now on.

4. With shades, they can blow out your paradox just hitting them, as they reform. So best is to guess their origin and dim step towards it, or use precognition. Find and apply entropy to stop shades asap.
5. For Summoners, ALWAYS kill their summons first. They are weak, but summons are strong. ALSO, use dim step if war hound or spider appears, so they don't hit you. they are super dangerous on Insane. Only use entropy if Master Summoner is active.
6. Entropy, Cease to Exist and Stun etc, all remain after time skip, so don't worry about cancelling it.
7. Big risk now is being confused for 8-9 turns. so mental saves are nice on gear. but i just keep trying to use talents, and dim step to reduce CD of confusion. Again, Time Skip becomes your best friend :-)
8. Sometimes, redux can be used now to double hit Dust, but this is not normally necessary.
9. Remember, the dumb AI that most npcs use, is very sensitive to dmg, to always hit hard first. this way, they will then use a turn on regen, or move away from you etc. this is why I rarely use redux first, as it increases chance they will hit you.

Level 14
MAG 1
WIL 2
Stop 1 (now, this starts to be really useful)
Entropy 3 (5 rounds is still not much on insane, so we keep pumping this)

1. I set now Stop, Time Skip, Dust to auto hit on enemy visible (and webs and time shield). You don't want Haste, as it pushes up paradox too much. This is also why we don't take Matter Weaving yet. Stuns are not a big problem yet, and you want to avoid sustains.
2. Energy Decomposition will be about 15 now. Doesn't sound much, but if something hits you with 4 onhits, each is separately calculated, so it is worth keeping on. it scales with SP, another reason to pump SP.
3. Now, your high SP (45+) is starting to pay dividends, because Stop spell almost always stuns :-) so take SP over total dmg still, as I kepp on saying lol
4. Always keep water breathing equip, for Lake Nur. They start to appear about now.

Level 15
MAG 2
WIL 1
Stop 2 (you will leave it here, as increased radius means it hits you more easily, which is a disaster. we want the stun more than the dmg)
Temporal Reprieve 1 (your great life saver eventually)

1. Do Scintillating Caves (auto-explore is no problem here)
2. If in trouble, consider Energy Absorption, to boost CD on a talent.
3. Gear can be a problem now, due to low strength, so I try to normally get +encumbrance on 1-2 items. We will want armour training 1 soonish, so we keep str and con gear, ideally rings, amulets
4. Just because it is a mouse with 300 HP and a boss, don't think it can't kill you easily. so, as I said, use entropy always to disable, then kill.

Level 16
MAG 2
WIL 1
Echoes 1
Webs 2

1. Echoes becomes VERY important talent later on, but high CD makes it important to only use when it does max dmg, which is when npcs are about 30-40% reduced in HP. at this stage, do NOT use it unless you have. Save it for summoners, once 2 or more critters are around you. the long CD means if you just use it whenever, you risk not having it when available. Insane is not forgiving, so you can't take risks like you do in Nightmare mode.
2. you should find stun, time skip, dust, then TB and redo kills 90% of all npcs very easily and quickly if you have followed build advice as described. I rarely die before level 25 on insane roguelike, provided you follow the advice i provide. there are of course other ways, but at least i know this way works. I've made it to lvl 25 on insane roguelike dozens of times, which is not easy to do :-)
3. Go to Rhaloren Camp
4. You should get the Size Matters achievement about now (600 dmg in one hit, from Echoes and Crit typically).
5. You should have about 45-50 SP, 400-500 HP, decent saves, a few resists here and there. they are still not that important tbh, as huge dmg doesn't come until tier 2 dungeons (except for vaults in Rhaloren Camp, which are best avoided)

6. it is REALLY important if you autoexplore and open door and stop as there is something there, that you manually put on shields and webs, as they won't trigger when you open the door. for vaults, do this BEFORE you open the door LOL

Level 17
MAG 1
WIL 2
Echoes 2
Webs 2

1. In Rhaloren, avoid vaults unless you have see invisible and know how to tack blood mages :-(
2. sometimes, you need to apply entropy twice, which again, is why time skip is so good. it will come round quickly.
3. it is really important to learn NOT TO REST in open location. Always find a corner etc. and then rest. And use dim step LOTS to get better position. you do NOT want 3+ npcs shooting, attacking you at same time on insane. dim step coolds down quickly, so use it lots.
4. IF YOU CREATE TEMPORAL CLONE ANOMOLY, FLEE !!!!!!!!! IT is VERY EASY to make it hostile, and your own clone at this level is very deadly to you.
5. Go to Heart of the Gloom (normally, on insane, you avoid this till later, but i never have problems with this build, i do it every time). Just make sure you use dim step if you start in a big space in the middle, to get to an edge, or tunnel, and use Entropy first on most dangerous rare/boss
6. If you are beckoned, try to kill what beckons you asap. otherwise it destroys your positioning and makes you vulnerable

Level 18
MAG 2
WIL 1
Temporal Reprieve 2 (this talent is only useful if you get it to 4-5)
Entropy 4 (you can now leave this and work on other talents)

1. Go to snow in north to do Hidden Tunnels. Be VERY careful of bosses/uniques in lvl 1, they can be deadly. Go straight down the stairs when you find them.

Level 19
MAG 1
WIL 2
Temporal Reprieve 3
Foresight 1 (will add about 14 defence now, which helps a wee bit. this is added again for precognition, which is quite handy)

NOW FOR YOUR FIRST TIER 2 DUNGEON - The Maze

This is where things start to get interesting. I think you are most vulnerable between now and level 30, when you get Hidden Resources. The npcs get much nastier, but your talents don't quite match them. so, the rule is, be very careful, use lots of precognition, resting, positioning, and go carefully and slowly. Esp in alternate Maze.

1. Use Entropy on rogues and shadowblades. Anything to disable them.
2. Remember, when in real trouble, which you will be here, use temporal reprieve to heal, remove neg effects, lower cds etc. And use dim step and echoes very strategically (!!!!). This is your first test, but trust in the build, your entropy, repireve, dim step, time skip and stop are your major ways to negate nasties.

Level 20
MAG 2
WIL 1
unlock Timeline threading
Rethread 2 (this becomes you BIG friend :-) )

1. Rethread is amazing, as it allows you to shoot things you can't see. Sometimes, this causes problems, as they come looking for you sooner than otherwise, but the damage is amazing. And sometimes you can get lots of braided npcs, and do huge dmg. We're talking 10-12k per usage at higher levels :-)
2. You want SP at 50+ now and HP at 600+. Nothing else matters really. If you have these, all your talents will work well.

Level 21
MAG 2
WIL 1
Rethread 3
Energy Absorption 2 (this becomes really valuable eventually)

1. Go to Old Forest. Again, be careful !! You should gain 2-3 levels in the Old Forest.
2. If you get 3 pedestals, you go easily do them (Bringer of Doom), but do NOT do graveyards, or stairs down. Way too dangerous on insane.

Level 22
MAG 1
WIL 2
Timeshield 5 (to get over 50% reduction on neg effects)
Fateweaver 3 (to get boost to SP)

Level 23
MAG 2
WIL 1
Rethread 4
Webs 4

1. Believe it or not, as long as I have breathing equipment, I always do Lake Nur now in full. I think this indicates just how strong the PM is, as on other builds, I avoid it for ages. Only once have I fled back out, but that can happen on any level. And once I find the stairs I dive if I'm not feeling strong, I don't clear the level now. I can redo that later if need be, but I usually forget to.
2. For lake nur, you must also have 5+ light. I'll sacrifice up to 50 HP to get 8+ light if I can. No point having 50 HP if they get wiped by horror you can't see.
3. Use precognition, as it identifies water traps, and lets you manage nasties
4. You MUST have breathing equipment. no exceptions.

Level 24
MAG 1
WIL 2
Temporal Fugue 1
Thick Skin 1 (if not available, follow progression below)

1. Skip the crypt when it appears. too risky, with no decent reward
2. Go to Sandworm Lair - this place is dangerous, as you can easily suffocate, so I dive for the stairs. The alt is particularly annoying. So be careful and take your time.

Level 25
MAG 2
WIL 1
Braid Lifelines 1
Cease to Exist 1 (one of your most important talents, time to work on this)

Heart of Sandworm
WIL 3
Cease to Exist 2
Armour Training 1 (if not possible, follow progression below till you can get this)

1. Go to Daikara. This is not too difficult, but don't get caught surrounded by bunch of npcs, position and kill.
2. Now you have Cease to Exist, if you find high temporal resistance, use this to make it easier. Otherwise, no need to use it yet, except for bosses. But as explained above, still do dmg first, to force npc to take remedial action. always hit hard first. two time skips is great as when it wakes up from second, it will often move away or heal, rather than attack. but as explained below, do entropy before all else, unless its spell save is too high, then, wait for 6 spins to boost your SP first.
3. Optional: You can do ruined dungeon. I rarely find anything good here, and it can be dangerous. I almost always do it still, but you have to be extra careful, go very slow, precognition the whole time, entropy etc.
4. Now that you have braid, lvl 1, start to look at screen output, you will see you start to do thousands of dmg per turn when mobs are present and you cast braid. it doesn't sound like much, but it is a devastating talent (and wait until it gets to a higher level :-D)
5. If paradox gets too high, use temporal reprieve to get it lower. you don't want to be rearranging walls and teleporting here in daikara. this is another reason we go with 5/5 for dmg talents (except TB), so we can kill quickly. This becomes really important later on. This is also why still we don't use Haste, or other sustains. they are not necessary yet, and you want to keep paradox low as much as possible. On five more levels (30), we will get Hidden Resources, and Paradox management becomes dead easy, so just be careful from levels 25 to 30.
6. TIP: when resting, rest THREE paces away from a corner. For some reason, lots of NPCs can sense you otherwise and will send nasty aoe spells to ruin your picnic lol.

Level 26
MAG 2
WIL 1
Haste 1 (only so we can have Time Stop at 4 by level 30) don't use it, too much paradox still
Fateweaver 4 (because we are starting to meet bosses with high spell saves)

Level 27
MAG 1
WIL 2
Cease to Exist 3
Energy Absorption 3 (the huge value of this becomes clearer later on)

1. Keep going through Daikara, levelling up. Do NOT do temporal rift, unless you are very confident and know how to deal with everything. and you have to have high see invisible for this, which is hard for a PM. so skip this.

btw, on this char, i now have SP 53, HP 736 (-110), and time skip does 328 dmg. sometimes my dmg is higher at this point, but you can't control your drops!! with 6 spins I have SP 69, which is a good number at this stage.

Level 28
MAG 2
WIL 1
Time Stop 1
Energy Absorption 4

Level 29
WIL 3
Time Stop 2
Spin Fate 3 (to improve saves further)

1. Go to Hidden Compound, after equipping all -hp gear in fortress, in order to get Hidden Resources prodigy at next level. The key is to get at least -120 health (more if possible), and once you are there, to put shields on, as extra security. You want to clear the whole level, and just have a few befriended npcs around, then hit one so it comes to hit you, and then let it knock you under 0 health, hit shields and then kill it. Presto!

Level 30
WIL 3
Time Stop 4
Hidden Resources Prodigy

1. Hidden Resources changes everything. You need to turn off all auto use items on visible enemy, except hidden resources, webs, and seal fate. When you encounter an enemy, they will go on, and your paradox will not change :-). You then manually put on haste, time shield and time stop. Time stop gives you three free turns, resource free, when no one can do anything else.

You can use any 3 of SIX main talents that you can use in this three turn time stop. The six are:
Cease to Exist
Redux
Entropy
Precognition
Temporal Fugue (still level 1 though)
If you have gloves of dispersion, this is a seventh option.

And even better, if you use Cease to Exist first, and it works, you then go back into time stop and you can recast two more for free (and remember, your hidden resources will still be on six turns :-D. So for example, if you face two uniques at once, choose one which you are most sure to beat with Cease to Exist, then use Entropy and Redux. If you beat it, then you start again, and use Entropy and Redux on the second one. This is brilliant, and saves your life lots of times. Rememnber, we are playing RL, so this matters!!!

Some other great combos:
Cease to Exist > Redux > Fugue = this gives your clones all your stuff - haste, shields, seal, webs, and redux !!! so they can often do 2 threads each, so the whole room is braided. or they stun, etc.

Precognition > Cease (on best option) > Entropy (if you are not sure who is lurking in darkness)

Redux > Thread/Stop > Energy Absorption (reduces some CDs, and you commence with creatures already braided or stunned :-) )

Redux > Thread > Stop (you commence with braided, stunned creatures, and you get another stun or thread, depending on redux level).

etc. Try other combinations !

My BIG TIP is, do NOT use Entropy on anything other than creature with dangerous sustains, as there can one just around the corner, and it is too precious to waste.

Another BIG tip - once we boost Haste and Dilation, we can get tonnes of things done while Hidden Resources is on. And in case we need to, just use Reprieve when you HR is on 5 CD. Then when reprieve ends, HR is available again. So your paradox problems are now basically over.

But don't get cocky, as the bosses get tougher and tougher. Still play cautious and careful, and continue to build. And shadowblades can still appear from nowhere and smash you (which is why we will get Cauterise). But basically, except in a few cases, you are going to get incredibly powerful and hard to beat.

And also remember, this will all mean nothing in final fight, if we don't get SP to 100 first, as otherwise we can't land entropy or cease to exist on final bosses.

At this stage, you might also have the elixir of foundations and focus. If we do, we buy:

Haste 2
Dilation 2
Redux 2 (this is all you need, as now any attack spell other than echoes can be used twice in a row)
Dim Step 3 (the 8 range is big help)

Then we go to Ruined Halfling Complex.

Level 31
CUN 3
Rethread 5
Seal Fate 2 (we are now using this every time we use Hidden Resources)

1. Continue through halfling complex. This is good practice for Dreadfell

Level 32
CUN 3
Cease to Exist 4
Thick Skin 2

Level 33
CUN 3
Cease to Exist 5
Webs 5

2. Optionally now, you can do Urkis and Celia. I would avoid Mark of the Spellblaze though.
3. Then on to Dreadfell :-)

Level 34
CUN 3
Echoes 3
Spin Fate 4

Level 35
CUN 3
Echoes 4,5

Just keep working your way through Dreadfell. The talents I'm choosing are to ensure you beat the Master, and then win the Ambush.
With crits and double braid (after Redux), I'm easily doing 6-7k dmg with Rethread now. My paradox btw is still at 300, and at about 116 resting. This is due to only one sustain (decomposition). But still, you can't get arrogant on insane, it punishes over confidence. So, continue the routine:
HR, Seal, Web, Time Shield, Haste, Time Stop, then typically Cease, Entropy Redux. BOOM! and no paradox increase :-D , once Cease ends, Entropy REdux again, or Precognition Redux. etc

Level 36
CUN 3
Heroism Infusion (4th slot)
Static History 1 (see note #2)
Energy Absorption 5 (this is really important in long battles, gives 3 talents 4 reduction in CD)

1. The Heroism infusion is a key part of getting our SP eventually to 110 or thereabouts. If you haven't got one yet, just put in a shileding rune. Set the infusion also to auto activate when enemy visible. This not only boosts your stats, but gives you extra negative life.
2. Why static history 1? Because, in an emergency, your safest option is Temporal Reprieve. This is instant cast, and guarantees Reprieve will work, no matter how high Paradox. Do NOT forget to use this before TR.

Level 37
CUN 3
Haste 3
Seal Fate 3

1. Once Dilation and Haste are both 5, you will get two talents per turn compared to a regular speed NPC, once dilation hits max :-) so effectively 100% dmg increase. It also makes escapes and other emergency manoeuvres faster of course.
2. Now, SP is 67 (71 with heroism, about 90 with spins and crit boosts). HP 804, saves 24, 46, 45. I'd like phys save higher, as I still have no stun resist. But that is more important later. I picked up premonition from an escort, so I have equipped mana regen items (lots of them have this). it gives 18% resist at sp 67, which is pretty good. (I'm Dreadfell lvl 7 btw).

Level 38
CUN 3
Seal Fate 4 (it is the stacking per turn that you want, especially once you start to use temporal fugue)
Temporal Fugue 2

1. There are risks associated with using temporal fugue, so best to practice on less dangerous foes. You can easily braid yourself, which gets very dangerous. so i use a magic/physical wild now, to cancel any accidental braids. But I still want to use fugues, esp for final battle, to maximise the chance of landing entropy, and for long durations. they are also effectively a 33% resist all shield.


Last edited by jenx on Sat Mar 12, 2016 2:42 pm, edited 11 times in total.

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PostPosted: Mon Feb 22, 2016 1:15 am 
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Higher

Joined: Fri Aug 14, 2015 11:47 pm
Posts: 56
Just glancing over it quickly, awesome job in the level-by-level breakdown and advice for playstyle. I've been waiting for a guide like this for a long time, and having it be for the one class I find fascinating but incredibly complex makes it even better.


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PostPosted: Mon Feb 22, 2016 2:01 am 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2131
The Tapir wrote:
Just glancing over it quickly, awesome job in the level-by-level breakdown and advice for playstyle. I've been waiting for a guide like this for a long time, and having it be for the one class I find fascinating but incredibly complex makes it even better.


Thanks. It just logged me out after I had added three more levels :-(. So I have to rewrite now. And I'll know for next time to submit more often. lol


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PostPosted: Sat Feb 27, 2016 9:48 am 
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Yeek

Joined: Thu Dec 18, 2014 2:56 pm
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thanks for the guide, jenx, much appreciated.


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PostPosted: Sat Feb 27, 2016 1:23 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
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ArschAngel wrote:
thanks for the guide, jenx, much appreciated.


no problems.

i just lost another one, level 46 :-(

I think I need to take Stop to 5/5, and just make sure I don't hit myself, and to get 100% stun resistance sooner.

Otherwise, most of the above is the same. I think, if you follow the general principles, you'll see how it works, and then you can tweak and adjust.

As I say, I've lost final battle twice. I have a plan for the next time (i.e. don't close portals), but I could well fail again!


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PostPosted: Sun Apr 10, 2016 2:39 am 
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Wyrmic

Joined: Wed Nov 06, 2013 1:21 pm
Posts: 299
Location: From Russia with atchoum!
If I understood your text right, you are using HR at the start of the fight, right?
I think it is not the most effective way to use it.
Better way - accumulate some high paradox, use HR - and you will get high-powered spell for 5 turns.
Also Static History can do the same - use it when you accumulated high Paradox, it allow you to cast at high spell power, but not prevent major anomalies.

Also you can abandon HR prodigy, use Static History instead (it is not as reliable as HR of course), and take PES instead, and if you fear negative statuses (I do) you can take Spine of the World, which makes you immune to all physical status (for 5 turns) after you get one - and often even on Insane it is harmless poison from some enemy that used Poison Infusion or bleeding (lol), or you can get I Can Carry The World in order to get +20 stats trough PES.
PES+ICCTW+Heroic Infusion=NICE STAT BOOST!

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PostPosted: Sun Apr 10, 2016 3:59 am 
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Uruivellas

Joined: Sun May 19, 2013 1:58 am
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Hidden Resources can always be used at the start, just tune your paradox to 500 or so and pop Static History. Ideally you'd be playing Shalore so could keep this up for a very long time. Hidden Resources is so important on Insane because fights will last long enough that your Paradox will get to 600 or higher without it. If you're playing on Normal or Nightmare you can do pretty much whatever because Stop -> Echoes should wipe rooms. There is no reason to take PES since it only boosts spellpower and paradox threshhold by 50% of Strength with 60% uptime, which is pretty bad compared to what other prodigies have to offer. Eye of the Tiger is much more skippable because you don't need any damage spells aside from Attenuate, Stop, and Echoes from the Past.

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PostPosted: Sun Apr 10, 2016 4:51 am 
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Wyrmic

Joined: Wed Nov 06, 2013 1:21 pm
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Location: From Russia with atchoum!
PES boost spellpower, crit %, Willpower modifier for Paradox, and all saves.
I have now +80 stat boost with PES+Heroic Infusion, and also If I'll choose second HI instead of Regeneration Infusion or Rune of Shielding, I can end up with huge stat boost.
I see no necessity for HR, but maybe I'm wrong and I'll need it for final fight of course.

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PostPosted: Sun Apr 10, 2016 5:41 am 
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Uruivellas

Joined: Sun May 19, 2013 1:58 am
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If you're playing on Insane then Hidden Resources becomes very important in Charred Scar and High Peak, though you shouldn't outside of just those two zones. 80 to all stats that takes a prodigy and Inscription slot is really bad on non-weapon classes because really it ends up being 80 raw spellpower (not very good) and 80 Willpower for paradox (not needed with Hidden Resources), plus a bunch of other stuff that doesn't matter much. Also having to build Strength over Cunning is pretty bad because it hurts your crit chance, so taking PES actually hurts your crit chance rather than helping it. Instead just tune paradox to 500 or higher and use Hidden Resources and Static History and you will do far more damage and also boost duration of important stuff. Considering you will encounter fights on Insane that last upwards of 30 turns, Hidden Resources proves invaluable since you will want to use Webs of Fate, Seal Fate, and Time Shield as soon as they come off cooldown. Hidden Resources also lets you stay just barely on the side of avoiding major anomalies so you can get Attenuate and Entropy to stick on enemies have have over 90 spell save, which is simply impossible without it since using those spells and blocking damage with Reality Smearing will push you over the edge into Major Anomaly territory.

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PostPosted: Sun Apr 10, 2016 5:59 am 
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Wyrmic

Joined: Wed Nov 06, 2013 1:21 pm
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Location: From Russia with atchoum!
Crit chance isn't a problem, lets see that in that way - I trade 1\2 of my crit chance for Spellpower, Willpower Paradox modifier, and saves.

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PostPosted: Tue Apr 12, 2016 11:23 am 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
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I agree with bpat on this GlassGo. But that said, there are a number of ways to win with PM.

I think on madness though my strategy will work, but not yours, but I don't think I'm ever going to be able to prove as madness just makes me mad. at least it lives up to its name then... :lol:


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PostPosted: Tue Jun 21, 2016 11:01 am 
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Halfling

Joined: Mon Apr 18, 2016 9:46 pm
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Very detailed guide jenx, it really helped me understand PM better, i just started playing it and it the most fun i had with a class so far. I couldnt see Attenuate anywhere on the guide though, isnt that your most broken OP dmg spell in the game? Also can you make a detailed section dedicated to paradox management? What to set it to when etc., its the stuff that confused me most as a player who is getting into PM. Thanks a lot for your awesome guide!

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PostPosted: Mon Jun 27, 2016 5:14 am 
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Uruivellas

Joined: Sun May 19, 2013 1:58 am
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Shameless plug for my PM guide which covers some of the stuff this one doesn't, like Attenuate.

Paradox Management if is pretty straightforward, use Induce Anomaly whenever it's off cooldown and use Twist Fate to prevent unpredictable anomaly issues. Use Static History when you start getting anomalies, which is usually right after using Twist Fate. Hidden Resources helps a ton, use it before using all those instant talents like Webs of Fate and Seal Fate. Passing turns reduces paradox so often it's better to pass a turn than to use Dust to Dust or another weak spell, think of passing a turn as a 0 cooldown talent that reduces your paradox by 10, it's quite useful at times.

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PostPosted: Mon Jun 27, 2016 8:25 am 
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Halfling

Joined: Mon Apr 18, 2016 9:46 pm
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Thanks for the parafox management tips bpat, so do you usually set your preferred paradox to 300 before hidden resources? What about after HR?

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PostPosted: Tue Jun 28, 2016 6:05 am 
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Uruivellas

Joined: Sun May 19, 2013 1:58 am
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I had it at 300 for pretty much the entire game. If you're fighting something weak then it'll melt anyway and if you're fighting something strong then it may last longer than Hidden Resources and Static History if you have high paradox. I would have been more inclined to use high paradox if I went Shalore though because of Timeless.

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