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ToME: the Tales of Maj'Eyal • View topic - Mindcaster Solipsist build - a guide

ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Sat Apr 04, 2015 6:00 pm 
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Higher

Joined: Sun Dec 21, 2014 7:12 pm
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PostPosted: Wed May 27, 2015 5:13 pm 
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Yeek

Joined: Tue May 19, 2015 12:45 am
Posts: 13
Thanks, I'll try it tonight and see how it goes.

My yeek failed miserably, I didn't really know what i was doing and insomnia killed me I think.


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PostPosted: Thu May 28, 2015 3:18 am 
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Yeek

Joined: Tue May 19, 2015 12:45 am
Posts: 13
I tried out your guide and it seems there's a few problems. Mainly I was following the very bottom TL:DR part and found that you're maxing stuff way faster than i could possibly do leaving me far behind on some skills I probably should have had maxed. I died quite often, finishing my run on Tempest Peak. I think you have the mod that gives you extra skill points and if I wanted that level of ease I could just play exploratory until I'm comfortable with my build enough to go through normal mode.

Maybe I'm wrong, maybe I'm reading it wrong, but I either couldn't follow it or I'm an idiot which very well may be the case because while I have over 100 hours played at this point I still haven't been able to beat the game so I'm a pretty big newb, but I'm trying.


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PostPosted: Sat Aug 01, 2015 7:34 pm 
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Joined: Sat Aug 01, 2015 7:22 pm
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This build is OP. So much so, that I melee late-game enemies out of boredom. (I don't have psiblades).

Like the post above, you seem to have far more skill points than I do, which contributed to a rough start, but I eventually figured it out on my own.

I disagree with your thoughts on Lobotomy. At max level, I was confusing bosses for 7 turns, which gave me a significant advantage. It has yet to miss an enemy.

I haven't come close to dying yet, although I did die to the Grand Corruptor in the early game, since I didn't have any points in ancestral life or mindstorm and he kept his boneshield up and fearscaped me. Ever since then, though, I've been unstoppable.

In the late-game, I got Mnemonic, Omniscience, Insanity Shard, and I grabbed Crimson Robe from my item vault. The damage is absurd.

I'm still haven't made it to the final bosses, but that's due to being so OP that the game has become boring. I'll push through and post my character later.


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PostPosted: Sun Nov 08, 2015 11:06 pm 
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Halfling

Joined: Tue May 12, 2015 5:59 pm
Posts: 102
This guide is decent as a quick overview, but I feel like you're leaving a lot of good tools on the table. Some thoughts:

Transcendent Thoughtform: It doesn't really matter, because we both recommend 1/5, but you missed the good part. It's not Biofeedback, it's Lucid Dreamer. This allows you to throw your sleep skills without worrying about catching your pet in the AoE.

Over Mind: In many situations, it's actually pretty safe to use this to check around corners.

Slumber: There's no reason not to throw a point in here. You can lock out an elite for 3 turns. Yes, you can't use it to beat up on them, yes, they might resist, but it's better control than lobotomy.

Dreamscape: If I understand how this works, it might be so good it's worth 1/1/1/1 by itself. Can you use a regen infusion in the dreamscape and bring the health back to reality?

Sleep: I'd 3/5 or 4/5 this through the early game, maybe with my respeccable points. AoE lockdown is no joke, and you won't have fungus or the other awesome stuff to invest in. Eventually you may have so much AoE damage you don't need it, I guess.

Conversion: If you run anti-magic shield, I'd think this would be awesome. It restores a lot of equilibrium along with the heal.

Add-on note: Fair enough but if anyone reading this is squeamish about using them, let me just say that you really don't need it. Solipsists, more than most classes, are able to get GREAT stuff from almost every escort. Loremasters and Temporal Explorers both grant points in your own skills, Anorithils give Track (which will have a huge radius with your cunning), seers give a heal that will be good early, alchemists give you free mindpower (via psiblades), and warriors and thieves give their general utility. Sun Paladins aren't very good if you're anitmagic, but the chants are great if you can take spells.


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