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how much can we push highborn bloom?
http://forums.te4.org/viewtopic.php?f=61&t=45003
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Author:  Radon26 [ Fri Oct 09, 2015 1:41 pm ]
Post subject:  how much can we push highborn bloom?

was just thinking. if there was a spell, that takes no time to cast, and has no cooldown, HbB would result in some infinite damage.

no, obviously, there are hardly any spells that take no time...
(pretty much just virulent disease and maybe some chronomancy spells)...
and all of them have a cooldown, but just how far can we push it with cooldown reductions of all sorts and spell cast time?

the first thing that comes to mind is the celestial/sun category which already is pretty good with both of these.
now, sun ray roduce light rather than take it, so maybe HbB isn't necessary, but the sun cloak also helps with anything other you would try to cast million times.

HbB - no spell cost for up to 6 turns
celestial/sun/sun cloak - around 30% CD reduction. spellcast speed too.
spell/meta/quicken spell - 30% CD reduction.
spell/eather/eather avatar - all arcane and eather CD by 3.
spell/temporal/essence of speed - global +56%, very high cast cost, making HbB a requirement.
...
you know what, if i give up the celestial sun i can just go for a higher archmage run...

but seriously, how far can we push it?

there are at least 2 technique talents that take no time to activate, and i know at least 1 that has no cooldown.
maybe make a weapon HbB adventurer?

Author:  Micbran [ Fri Oct 09, 2015 3:01 pm ]
Post subject:  Re: how much can we push highborn bloom?

I think spell cooldown reduction has a soft cap somewhere.

Author:  helminthauge [ Tue Oct 08, 2019 12:09 pm ]
Post subject:  Re: how much can we push highborn bloom?

No, there isn't. You can reach 100% cd reduction and 0 cd on any spell but those with fixed cooldowns with:
1)sustaining lv5 Quicken Spells
2)activating lv5 Suncloak with a spellpower a bit over 100 (haven't found the exact number, but 109 works)
3)having a total of 30% spell cooldown reduction from equips (boots and diggers both have an ego -10%, so do the amulet Zemekkys' Broken Hourglass).
And if you can ever have this on an adventurer that reaches this 100%, you can clear everything in NO time. Get Hidden Resource, and then spam Dimensional Step to move, and spam Flash Freeze, or just one of the damaging runes (but these require targeting and thus are very tedious) to kill, and you have already won the game, no need of highborn bloom actually.

(So please actually make such thing exist!)

Author:  Snarvid [ Tue Oct 08, 2019 4:22 pm ]
Post subject:  Re: how much can we push highborn bloom?

It's already possible to get infinite energy with a Drem Oozemancer without gear requirements by level 30 using Frenzy, Slime Roots, Ancestral Life, and Fungal Bloom, but it's tedious as hell and doesn't work on levels where you can't teleport (Fortress, maybe others). Maybe people better at programming macros than I am would enjoy it.

Also, just fyi, serious thread necro.

Author:  helminthauge [ Wed Oct 09, 2019 6:26 am ]
Post subject:  Re: how much can we push highborn bloom?

For maps forbidding teleport, add TimeStop to the spell list (and you actually also need it to cast Suncloak).
And with 100% spell cd reduction and Flash Freeze as your damage spell, this is not tedious at all. On entering a map, Hidden Resource, Time Stop, Suncloak, cancel Time Stop, and then just use Dimensional Step to move around and press Flash Freeze for a few seconds when seeing an enemy.

Author:  Snarvid [ Fri Oct 18, 2019 6:47 pm ]
Post subject:  Re: how much can we push highborn bloom?

It's still relying on gear, which is either pretty uncertain or takes using the Vault, at which point most builds are amazing if once fed endgame gear around level 30. I'm guessing it's also an oversight that Time Stop leaves you with the bonus energy even when you cancel it, but that's neither here nor there.

Ancestral Life is pretty heavily nerfed in the beta, making it much harder for Oozemancers to go infinite, but I think you're still overexpending to get the desired effect. Drem Adventurers can do it at level 30 without any gear (and earlier, up to the limit of their resource pools).

1. Frenzy gives you 3 turns after the current one (but it's instant speed making it effectively 4) where class talents that take a turn don't go on cooldown the first time they're used.
2. Slime Roots is a class talent, takes a turn, and will reset 1-3 talents of those that are cooling down, and also gives you a teleport.
3. Using Hidden Resources (which can't be effected by Slime Roots) to block costs, Slime Roots to reset Frenzy and Time Stop, and Frenzy to stop Slime Roots from going on cooldown, you can gain as much time as you wish by using a Frenzy - Time Stop - Slime Roots rotation. Every time you re-use Frenzy you get to use each of your class talents 1 time without it going on cooldown for duration of 3 more turns (which is infinite, with stopped time), so you're free use whatever class talents you want or just bump attack people (Continuous Butchery might be fun for potentially unlimited damage boosts).

Total cost is your race choice, 1 Prodigy, 2 category points. No particular gear needed.

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