Yeah, I don't see why somebody who wants to be in melee wouldn't just use a normal TK weapon.themuffinthief wrote:Only the mindstar attempts to grab. Use a 2h and enjoy ridiculous damage numbers, or a gem if you need bonus stats.
Search found 61 matches
- Wed Sep 17, 2014 7:25 pm
- Forum: General Discussion
- Topic: Beyond The Flesh is a terrible skill now.
- Replies: 8
- Views: 4511
Re: Beyond The Flesh is a terrible skill now.
- Mon Sep 08, 2014 11:28 pm
- Forum: Ideas
- Topic: Mindslayer balancing
- Replies: 90
- Views: 29253
Re: Mindslayer balancing
TK wielding a conventional weapon makes all your conventional weapon attacks use wil/cun. But only at the same ratio as the TK weapon, i.e. it uses wil/cun for 60% of the calculation, and str/dex for the remaining 40%. You can easily see that with Resonant Focus; it boosts the damage on all your we...
- Wed Apr 11, 2012 12:34 am
- Forum: Character Reports
- Topic: [b38] First Win, Skellie Archer
- Replies: 7
- Views: 4057
Re: [b38] First Win, Skellie Archer
Maybe I'll max piercing first of all the shots, or one of the AoEs. Piercing Arrow is only useful in some starter areas, the Old Forest, and a few rare occasions later on. Early on, the stamina is often better spent on Steady Shot, which is useable a lot more often and has a much better damage/stam...
- Sat Mar 10, 2012 10:17 pm
- Forum: Bugs Archive
- Topic: [b38] Conduit+Mindlash = broken game
- Replies: 0
- Views: 728
- Sat Mar 10, 2012 7:32 pm
- Forum: Bugs Archive
- Topic: [b38] Yeek Mindslayer often starting without a gem
- Replies: 0
- Views: 690
[b38] Yeek Mindslayer often starting without a gem
It's happened to me two out of the last three times I've started that race/class combo today, and it's rather irritating; if you want a mindlash-focussed build, the starting gem is so important that you have to keep restarting the character until you do get a gem.
- Sat Mar 10, 2012 12:04 am
- Forum: Bugs Archive
- Topic: Quake can move forest level exits
- Replies: 2
- Views: 963
Re: Quake can move forest level exits
Still exists in 2012.Canderel wrote:I quaked and it shifted the forest level exit.
Also, when exiting, and reentering the level, I entered on the side of the level not on the "exit".
- Thu Mar 08, 2012 5:03 am
- Forum: Character Reports
- Topic: [b38] First Win, Skellie Archer
- Replies: 7
- Views: 4057
Re: [b38] First Win, Skellie Archer
Forgot something quite important: the limited arrow speed means that you can take a long-range, low speed bow, lead an overpowered opponent down a corridor, and manually shoot arrows down the hall at the farthest possible spot until the enemy comes into view (ideally you should have sight range 11, ...
- Thu Mar 08, 2012 3:11 am
- Forum: Ideas
- Topic: Skeleton need nerfs
- Replies: 3
- Views: 3112
Re: Skeleton need nerfs
I agree that Skeletons are quite overpowered, but Sun Paladins also have incredible synergy with Skellies that alleviates most of their biggest issues: - no wild infusions means that every confuse/stun/pin/disarm/blind in the West is a potential death sentence. Even in the East, you'll find powerful...
- Wed Mar 07, 2012 3:52 am
- Forum: General Discussion
- Topic: Things I wouldn't miss
- Replies: 17
- Views: 7172
Re: Things I wouldn't miss
Items disappearing after you leave the level. I can't remember what the original reasoning for this mechanic was, but in the end it just encourages seeking out spoilers and plotting out an ideal path through the areas to make sure you never accidentally enter a place you can't clean out on your firs...
- Tue Mar 06, 2012 8:10 am
- Forum: Character Reports
- Topic: [b38] First Win, Skellie Archer
- Replies: 7
- Views: 4057
[b38] First Win, Skellie Archer
Since the ammo system has been changed so radically, I thought I'd give some loose feedback based on the development of my skeleton archer as well as my impressions from my first time in the orc prides before delving deeper into the ammo issue: - for the first ~24 levels the class felt very, very ea...
- Mon Mar 05, 2012 7:37 pm
- Forum: Bugs Archive
- Topic: [b38] very strange respec bug
- Replies: 0
- Views: 644
[b38] very strange respec bug
Alright, bear with me here: my Skellie Archer had one point of heightened senses from an escort, otherwise he had not invested in the Survival tree at all. Later, I unlocked the Combat Techniques trees with the intent of checking whether the precise strikes bonus scaled enough to make it worth it (i...
- Mon Mar 05, 2012 3:59 am
- Forum: Bugs Archive
- Topic: [b38] wrong failure message on undiggable walls
- Replies: 3
- Views: 1557
[b38] wrong failure message on undiggable walls
Seems like an incredibly minor problem, but I'm reporting it just in case: trying to dig an undiggable wall with the Pick of Dwarven Emperors lets you dig for 13 turns, then returns: "stop reason: learnt lore." All other pickaxes I have at hand don't give a stop reason at all, which is at ...
- Mon Mar 05, 2012 1:50 am
- Forum: Bugs Archive
- Topic: Why Shadows escape vaults
- Replies: 10
- Views: 2425
Re: Why Shadows escape vaults
still a problem in b38
- Mon Mar 05, 2012 12:55 am
- Forum: Bugs Archive
- Topic: [b38] NPC alchemists and life tap
- Replies: 0
- Views: 600
[b38] NPC alchemists and life tap
I'm not sure if it's possible to fix something like this, but I ran across an bloated horror alchemist/necromancer with my archer, and after he took the first arrow he'd spend somewhere between 3 and 9 turns in a row trying to cast life tap to absolutely no effect (his golem was long dead) before la...
- Sun Mar 04, 2012 4:17 am
- Forum: Bugs Archive
- Topic: Typos
- Replies: 669
- Views: 195446
Re: Typos
the description for the Repel talent states that "chance increases with with the strength stat" -> strike one "with"