Playing again

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jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Playing again

#1 Post by jam3 »

I generally have difficult replaying classes (I only want to use the class up to 20 once per year or month or whatever). I haven't enjoyed an Archmage so far, but have with the Yeek http://te4.org/characters/66232/tome/92 ... 74d741a802

I think the issue is the change of starting location?

Recently I did a Stone Warden to 21, which is the furthest I have gone. In the past I have enjoyed ShadowBlades and Wyrmics.

I have Celestial Light available but not unlocked, I probably will with my next category point unless Aether is recommended instead?

I want to know if the Aether/Meta/Light category points is a good idea. Any suggestions in changes to make in my talent allocation? I am not planning to put any more in Cold/Lighting and am thinking to not put any in Earth. I can't handle the speed sustain yet so should probably invest in other things and maybe put more points into Will.

Also if there is obvious equipment changes to make.

I have found some nice shields, but didn't with the Stone Warden and can't carry around a lot of equipment with this character.

I haven't gotten any Temporal Explorer Escorts recently, I would be much more willing to try Bulwark or something if I could be assured of getting an interesting Escort.

JM

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Playing again

#2 Post by jam3 »

Archmage died due to stupidity.

Now doing an Archer. Not sure if I will be doing more after this next death or going on to another game for a while.

http://te4.org/characters/66232/tome/3c ... b9914dc7a9

Can I use a shield with the sling? Is it worth doing? (I assume I can get the talent with strength items and no spending of points).

I had many of the same artifacts with the archmage.

I am going anti-magic (probably silly... but... I have lots of extra generics).

JM

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Playing again

#3 Post by jam3 »

All dead.

Might take a break again.

It distracted me from work yesterday.

JM
(well, it is suppose to distract me, but for short times... (instead of a coffee or smoke break) it distracted me for long times so... )

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Playing again

#4 Post by Micbran »

Have you played a solipsist yet?
A little bit of a starters guide written by yours truly here.

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Playing again

#5 Post by jam3 »

I don't have that unlock.

I tried for saving the wayrist with the yeek but didn't succeed.

JM

moonpie
Cornac
Posts: 41
Joined: Fri May 01, 2015 12:39 am

Re: Playing again

#6 Post by moonpie »

Maybe play a safe character like a summoner/alchemist with at least 2 teleport run. My most successful character is a lvl 30 shalore summoner on normal difficulty with zero deaths on adventure mode right now. Once you hit 5/5 in your most important summons the game becomes very easy untill you arrive in the east (because I havn't played that far yet). Fifty percent of my enemies are killed by my summons off screen, I don't get to see them :P

spastic
Higher
Posts: 45
Joined: Sun Mar 17, 2013 10:23 pm

Re: Playing again

#7 Post by spastic »

It's pretty easy to save the wayist as an Archmage. When you first get to the ruins, immediately recall out of the dungeon and come back after you've cleared the rest of the Tier 1 dungeons. Once you've cleared the rest of lvl 4 of the ruins, you should be able to open the door and use a targeted teleport or targeted phase door on the wayist to get him to safety while you blast Z. That's how I did it, anyhow.

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Playing again

#8 Post by jam3 »

My rogue has had some good drops. Also some scary uniques, but I am still alive.

I can't do the camp, there is a scary unique at the entrance and my health drops fast when I enter.

I think I have done all the other initial levels.

Any suggestions?

http://te4.org/characters/66232/tome/e2 ... add3fbfede

goal is to have something like:

poisons:
5/2/1/0
stealth:
5/1/1/5
trapping:
5/5/1/5
dual tech:
1/1/0/0
lethality:
5/1/0/0
dual weapons:
5/5/0/0
= 54 = (what else?)

chronomancy:
1/1/1/5
combat training:
5/0/3/0/5
survival:
1/1/1/0
scoundrel:
1/1/3/5
acrobatics:
1/1/1/0
= 16 = (what else?)

I almost feel like I need to find alchemy or light or something (would still give me +2 inscriptions) just to use my generic points.

JM

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Playing again

#9 Post by jam3 »

Dead again.

Someone really needs to have some auto-flag to make you realize you have seen a unique.

JM

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Playing again

#10 Post by Micbran »

For any super squishy class with no damage mitigation, in this case rogue, it's very worth while to constantly scout ahead with wands of clairvoyance or other such items. And I see you have precognition, which is a good scouting talent as well.

Dual weapon defense is mostly a 1 point wonder, so you got that right. Defense is of limited usefulness against mages and other such casters which are most likely going to be your biggest struggle.

Flurry is incredibly powerful, don't underestimate it. 3 strikes from each weapon makes 6 strikes total.

For rogue, any ability that stuns is quite useful because it will reduce your opponents damage output.

On rogue, damage is most important, but I see that you never changed any of your infusions. You still had the 3 basic starter ones. 60 hp regen quickly becomes subpar within a couple of levels. 50 hp instant heal is great... But once again, it is quickly out scaled by your hp. Wild infusions are great and don't need to be replaced as readily as perhaps healing and regen but still can be replaced depending on what kind of status effect you're having the most trouble with. Other inscriptions to consider would be shielding because it doesn't cap off once you reach full hp, unlike regen and healing. Movement infusion is also a good choice because it's very flexible. It can be used for both escape, defense and offense.

Rogue isn't a very easy class, but it is quite possible to win with and from what I've heard, quite fun once you get rolling. Just remember, if you can't see it, you can't kill it.

Also, other ways of getting advice would be asking on the in-game chat or looking at winning rogues builds. I know somebody who recently won with a ghoul rogue...
A little bit of a starters guide written by yours truly here.

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Playing again

#11 Post by jam3 »

One issue with archmage (Beside the normal starting location), is that I am not very careful with it.

With Rogue I have to be very careful, it is a better habbit.

Usually I don't buy anything, I save (I will get something better later). But maybe I should buy to update my starting infusions (lots of people suggest to not update the Wild though?).

Here is my current character. I am considering buying a belt (+life instead of the +size).

I had intended to get magic and go for the trap prodigy, but dreaming looks nice and I have tons of Will. Maybe I betray the temporal explorer (if I get one) but still go for magic? I guess I am thinking to ofar ahead, and should just wait to see what happens.

I still intend to go for traps and poisons.

http://te4.org/characters/66232/tome/bd ... ac5c444c61

JM

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Playing again

#12 Post by Micbran »

Most early game items don't cost too much.

Size is pretty useless for most classes.

It's probably best to save +magic gear rather than jam points into magic itself if you're going for that kinda thing. Personally, I would get windblade (winblade) and then perhaps a defensive prodigy.

Don't you really just need dream walk, though? Best to get one point and save the cat point for something else.

Poisons are very powerful as they can easily debuff your enemy and do a little bit of damage too. But, most likely you aren't going to be stacking %nature damage gear.
A little bit of a starters guide written by yours truly here.

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Playing again

#13 Post by jam3 »

I now have a nice shield, a nice regen, and the starting wild.

I also have a nice lightning in inventory. Is that worth spending my 20 category on (assuming I reach there)?

I don't see people talking about taking other things than Wilds/Regens/Shields/Teleports/Movements though.

JM

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Playing again

#14 Post by Micbran »

Because escapes save your life.
A little bit of a starters guide written by yours truly here.

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Playing again

#15 Post by jam3 »

Yes, I should have escaped there instead of going back for more.

Had blood of life, still died.

I could have escaped, just the wolf was down to 20% life and I thought I could finish him.

JM

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