ToME: the Tales of Maj'Eyal

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PostPosted: Mon Aug 17, 2015 2:44 pm 
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Higher

Joined: Sat Oct 04, 2014 8:53 pm
Posts: 47
I was fighting Celia and i tried this combo: shields + seal fate(2/5) + stop(3/5) + damage spells
What i noticed is that the stun effect was basically endless thanks to seal fate and Celia casted some spells but after a while she stopped. My guess is that because the stun effect says that no talents go on cooldown while stun is present she couldn't do anything, in fact she was running away lol. Does stun effect include also the spells that she cast after the stun effect was applied? If yes, is it intended or is it a bug? To me this combo is too strong, basically once the enemy is stunned it's over for him.


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PostPosted: Wed Aug 19, 2015 2:56 am 
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Halfling

Joined: Fri Nov 21, 2014 3:55 am
Posts: 95
I had to give it a try to be sure, but I don't know what you mean. Keeping all you enemies stunned for something like 11 turns and at the same time maintaining +30 defence and +30 saves for 5 turns... OP you say? :lol:

To be fair, PMs are ridiculously OP anyway. This seems to be about par for the course. They are the only class where I have been able to stand in the door of the Giant stronghold and lay waste to everything without even moving. Still, I found this trick to be quite cool. A lot of people have had the opinion that Spin Fate is a bit useless and wondered what the point was. At first I thought that Seal Fate only acted on one target. But it acts on *all* the targets you hit. Not only that, but it bumps up your Spin on every hit.

I was finding that against a tough boss (found one in a chest), Stun -> Seal Fate -> Damage and then when Seal Fate runs out, Time Skip. By the time Time Skip is finished you can basically do it all over again, so you are right about permanent stunning.

On balance, though, many bosses in the end game are pretty stun resistant, so trying to get that first stun in might be quite difficult. PM doesn't have a lot of other debuff options (I suppose spatial tether should also work???), so maybe not so OP for end game...


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PostPosted: Wed Aug 19, 2015 8:15 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 817
It's good, but enough stuff lategame is stun resistant or has high saves (especially on NM+) that it's not ridiculously broken.
Also works quite well on a TW with Manifold+Warp Blade as you can extend a whole lot of debuffs that way, and bypass immunity with Breach.


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PostPosted: Sun Aug 23, 2015 11:02 pm 
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Higher

Joined: Sat Oct 04, 2014 8:53 pm
Posts: 47
when the stun effect is present no talents go on cooldown, included those used after the stun effect was applied?


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PostPosted: Tue Sep 15, 2015 4:26 pm 
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Higher

Joined: Sat May 31, 2014 10:41 am
Posts: 55
Gilgamesh123 wrote:
when the stun effect is present no talents go on cooldown, included those used after the stun effect was applied?

When you stun someone few of his non-instant talents go on cooldown and none of his talents come off cooldown - cooldown timers get frozen and don't tick off while stunned, no matter when and how the talent was put down on CD.


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PostPosted: Wed Sep 16, 2015 12:34 pm 
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Archmage

Joined: Sat Oct 22, 2011 10:31 am
Posts: 393
I was one of the people that found spin useless at first, but I've since learned my lesson.


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PostPosted: Sat Jan 02, 2016 8:24 pm 
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Thalore

Joined: Tue May 28, 2013 1:34 pm
Posts: 129
Seal Fate is nice for extending Stun, but as has been mentioned lots of stuff resists Stun. On the other hand, it's even better when extending Attenuate. I love using Gravity Well, doing damage every turn, to extend both its own slow effect and Attenuate. And your enemies slowly melt out of reality...


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