ToME: the Tales of Maj'Eyal

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PostPosted: Sat Jul 21, 2018 4:21 pm 
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Archmage

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 391
Will try to confirm PO issue.

I never tried Oblivion as part of the melee- or TW-summoner. I am a little leery of basing any particular build around finding a given item because Vaulting rather invalidates a deathless/insane run as a build's proof of concept (because if every class e.g. Vaults Sawrd at around level 25, their chances of survival shoot up rather dramatically). Do you have a TW/Oblivion chassis that involves negative magical effects from talent trees, or is it really about the Eye? If you could squeeze it in to your TW build, Worm that Walks throws a ton of status effects around, might help compensate for the item dependence.

I also think that under that "second eye is all you need" circumstance you're certainly benefiting from Unravel Existence, but a DoT-caster gets more benefits from the other talents in the Oblivion tree (more duration, duration resets, damage debuff and ongoing damage per effect... or does Erase take into account each separate Eye effect?).

Finally, I often find that when I start looking at adding this or that component of TW chassis to a build I make a little cut, and another little cut, and finally I end up having remade my Chronosteamdemon. Which is fine, but I already did that and am looking for something new.

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PostPosted: Sun Jul 22, 2018 12:15 am 
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Halfling

Joined: Fri Jan 10, 2014 4:09 pm
Posts: 110
Snarvid wrote:
Do you have a TW/Oblivion chassis that involves negative magical effects from talent trees, or is it really about the Eye? If you could squeeze it in to your TW build, Worm that Walks throws a ton of status effects around, might help compensate for the item dependence.
The theory for the build was to use Warden's Call to proc melee on-hit effects, along with Temporal Combat and Worm That Walks. At the point where I found Merkul's Second Eye and discovered just how ridiculously well it works at summoning Heralds the theory was not doing particularly well. :)

If "effects" for the purposes of Unravel Existence have to be magical effects (which, looking at the code, they do :evil:), that would certainly go a long way towards explaining the problems I was having, as I was assuming gloom-on-hit effects would count.


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PostPosted: Sun Jul 22, 2018 2:19 am 
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Archmage

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 391
Yeah, magical effects only.

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