ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Wed Aug 22, 2018 3:07 am

All times are UTC




Post new topic Reply to topic  [ 10 posts ] 
Author Message
PostPosted: Tue Jan 07, 2014 8:43 pm 
Offline
Spiderkin

Joined: Sun Dec 22, 2013 2:22 pm
Posts: 509
Is it feasible to go str/wil and use two two-handed weapons instead of going wil/cun and use mindstars on a mindslayer? I want to try a skeleton mindslayer but I heard (on these very forums) that they can't get psi-blades.

_________________
1.4.X Paradox mage guide for high level play


Top
 Profile  
 
PostPosted: Tue Jan 07, 2014 8:50 pm 
Offline
Master Artificer

Joined: Fri Feb 03, 2012 3:53 am
Posts: 726
Oh, how this game has changed.


Top
 Profile  
 
PostPosted: Wed Jan 08, 2014 12:06 am 
Offline
Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
If you're going melee, I'd look at triplewielding a Psi-greatsword, longsword, and dagger. That's because the game is balanced around a player having a maximum of 2 weapons at a time, so stats like +crit%, +damage on hit (wielder) and +damage% are 50% stronger for a mindslayer. As for viable, I know that they were very good back in the betas, and I don't think that they have been nerfed (despite Focus taking a good hit).

_________________
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)


Top
 Profile  
 
PostPosted: Wed Jan 08, 2014 7:13 am 
Offline
Spiderkin

Joined: Sun Dec 22, 2013 2:22 pm
Posts: 509
Thanks lukep! I'll try that weapon combination as soon as I have the time. If if turns out well, I'll come back to report(/brag) :lol:.

Edit. Stupid noob questions: I can mix axes, swords and mauls freely, right, without penalties? So that I'd have, say, one greatmaul, one long sword and one dagger? I am already aware that no classes other than reavers can wield a non-dagger in their off-hand (excluding mindstars).

_________________
1.4.X Paradox mage guide for high level play


Top
 Profile  
 
PostPosted: Wed Jan 08, 2014 12:37 pm 
Offline
Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
Yup. No penalties for mixing up weapon types.

_________________
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)


Top
 Profile  
 
PostPosted: Wed Jan 08, 2014 1:14 pm 
Offline
Master Artificer

Joined: Fri Feb 03, 2012 3:53 am
Posts: 726
Do note that daggers use a separate mastery from the rest of those, so you'll have to keep that in mind.


Top
 Profile  
 
PostPosted: Thu Jan 09, 2014 8:10 am 
Offline
Spiderkin

Joined: Sun Dec 22, 2013 2:22 pm
Posts: 509
Yeah, with a skelly mindslayer you are really tight on generics as is.

I gave this one a go, currently at level 21 normal/roguelike heading for Dreafell or the Caldera (haven't decided yet) wielding three weapons. I'm not sure going str/wil instead of wil/cun is such a smart idea after all and here is why:

1) Your psi-weapon uses wil and cun in place of str and dex (so my str investment is useless for this weapon)

2) Your two locked talent categories use cunning heavily (I'm not sure about finer energy manipulations and don't care because I won't have enough generics to spend there). IIRC even the first level of the last talent in the augmented mobility tree requires 38 cun! I don't have many good places to put my talent points on anymore, maybe I'll unlock the augmented mobility tree and invest in the few level of talents I can. I used the first cat point for a rune slot and if I had a third decent shielding rune, I would maybe invest the second point there.

EDIT. Not to mention all those talents that benefit from psi-mindstar...
EDIT 2. Apparently one can't have any more than 2 runes of the same type.

That being said...my character is still alive and haven't had any near death experiences excluding that completely ridiculous rare forest troll with over 100 point damage darkness ranged attack in Trollmire (that really caught me off-guard and left my character with only 3 HP). Also the damage output feels pretty good and so far I've accomplished what I wanted: A thoroughly shielded character : two shielding runes, two mindslayer shields up at all times, bone armour and absorption for shield recharge if I need to spike up my shields makes this guy pretty hard to damage. In case my shielding runes are not enough for tough mobs, then I can spike my shields, if that's not enough, I can use bone armour. By the time bone armour ends, my shielding runes are already back online and I can use them. When the shielding rune fails my shields cooldowns have probably ended already so I can spike them again. Then, when the spike ends I can use absorption and immediately re-spike. Then I can use the other shielding rune. An by now my bone armour is soon coming out of cooldown so... :lol: Oh yeah, and skeletons have that near full HP (at the moment) skele-heal.

Of course the toughest mobs can punch trough my shielding runes etc. so you can't chain-shield indefinitely but the above is a pretty accurate description what happened against a heavy bone giant which are hard to damage.

_________________
1.4.X Paradox mage guide for high level play


Top
 Profile  
 
PostPosted: Thu Jan 09, 2014 12:52 pm 
Offline
Spiderkin

Joined: Sun Dec 22, 2013 2:22 pm
Posts: 509
BTW since I'm pumping str and wil and mindpower is important for my character, wouldn't "Superpower" prodigy be pretty nifty for this build (assuming my character survives the horros of dreadfell and beyond)?

_________________
1.4.X Paradox mage guide for high level play


Top
 Profile  
 
PostPosted: Thu Jan 09, 2014 1:40 pm 
Offline
Uruivellas

Joined: Mon Oct 09, 2006 7:47 pm
Posts: 610
Many prodigies can be useful, and superpower is one of them. Consider also flexible combat. Gloves generally have outstanding effects on hit and the opportunity to apply them 3 times/turn may be appealling. And of course Mental Tyranny and if you go antmagic Spell Feedback and Tricky Defense.


Top
 Profile  
 
PostPosted: Thu Jan 09, 2014 2:42 pm 
Offline
Spiderkin

Joined: Sun Dec 22, 2013 2:22 pm
Posts: 509
Skeletons don't go antimagic but Mental Tyranny + Superpower sounds fun. Of course, all this is just pointless blabber because I'm most likely getting my character killed to a first Dreadfell rare anyways :lol: It took me while to understand that while the Master may seem like a joke to a very powerful PC, getting killed by a rare just couple of floors before is very possible.

_________________
1.4.X Paradox mage guide for high level play


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group