I see what you did there.jpw1991 wrote:
Vampires suck: They're weak and never seem to do any good in a fight. They seem only good as meat shields. I'll have to rework them or replace them.
Search found 129 matches
- Sun May 29, 2016 1:48 am
- Forum: Modules
- Topic: True Necromancer Class
- Replies: 6
- Views: 16708
Re: True Necromancer Class
- Mon Mar 07, 2016 12:44 pm
- Forum: Ideas
- Topic: Should Defilers be friendly with Allied Kingdoms?
- Replies: 9
- Views: 2581
Re: Should Defilers be friendly with Allied Kingdoms?
The people in these towns will also happily put up with you bringing your horde of slime monsters to town, summoning fire drakes, rampaging around in a psychotic rage (as long as you don't actually hurt any of them), carrying around legendary weapons which can cleave a man in twain, or existing in y...
- Tue Feb 23, 2016 1:27 pm
- Forum: Character Reports
- Topic: YASD - Bonegrabbed right in front of my Vital Shot
- Replies: 13
- Views: 6869
Re: YASD - Bonegrabbed right in front of my Vital Shot
No matter what you do, if you're using a projectile with less than infinite travel speed, you're potentially in danger. One of my Paradox Mages, back in the old days, died in maybe the best way ever. I had used Turn Back the Clock, which, for those who don't remember it, casts 2 slow projectiles, po...
- Mon Feb 22, 2016 12:39 pm
- Forum: Character Reports
- Topic: YASD - Bonegrabbed right in front of my Vital Shot
- Replies: 13
- Views: 6869
Re: YASD - Bonegrabbed right in front of my Vital Shot
Using a bow with increased projectile movement speed is also helpful.
- Wed Feb 10, 2016 12:41 am
- Forum: Metaclass: Afflicted
- Topic: help me understand Cursed Aura
- Replies: 10
- Views: 20440
Re: help me understand Cursed Aura
I think if you're going Antimagic (which is not the worst possible choice for Doomed) then Cursed Aura is an automatic no. You'll just be too stretched on points, and you'll be restricting your equipment twice.
- Thu Jan 07, 2016 4:24 pm
- Forum: Ideas
- Topic: Bringing doomed up to snuff for 1.4 and beyond
- Replies: 15
- Views: 5622
Re: Bringing doomed up to snuff for 1.4 and beyond
Would it be too powerful to make Feed either instant cast or taking up only half a turn or something like that? Activating it always seems to be a waste of a turn, but necessary all the same for Hate management.
- Sat Jan 02, 2016 8:24 pm
- Forum: Metaclass: Chronomancers
- Topic: [1.3.1]Paradox Mage, OP combo?
- Replies: 6
- Views: 15551
Re: [1.3.1]Paradox Mage, OP combo?
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...
- Tue Dec 01, 2015 11:49 am
- Forum: General Discussion
- Topic: Change to townspeople? (Insane)
- Replies: 3
- Views: 3194
Change to townspeople? (Insane)
In 1.3.2 and 1.3.3, I've noticed that far fewer "special" townspeople are being generated (by which I mean, rare or better) for the traditional early game drowning spree. I'm seeing none in any towns except Last Hope, where there are fewer. This has happened with several characters (all Pa...
- Wed Nov 11, 2015 6:32 pm
- Forum: General Discussion
- Topic: What escorts do you hope for?
- Replies: 7
- Views: 8404
Re: What escorts do you hope for?
Anorthils are always great, either free healing or Track. Any of the thief abilities are useful as well. I play Paradox Mages a lot, so the Temporal Wanderer or whatever he's called is nice...a free point in a talent I was going to invest in anyway.
Least favorite: Alchemist.
Least favorite: Alchemist.
- Fri Oct 23, 2015 11:58 pm
- Forum: Bugs Archive
- Topic: Slaves turn "friendly" but keep grappling you anyway
- Replies: 2
- Views: 1360
Re: Slaves turn "friendly" but keep grappling you anyway
He's hugging you.
- Thu Oct 22, 2015 1:02 pm
- Forum: Dumb Questions
- Topic: New player Cliff Notes
- Replies: 22
- Views: 8513
Re: New player Cliff Notes
Extra dangerous monsters: Archers, especially master skeleton archers, with their massive spike damage. Anything with Skirmisher talents for exactly the same reason. Anything with Solopsist sleep talents. Scout, scout, scout. A method of detection is critical, 2 are better. Changing tile size so tha...
- Tue Oct 13, 2015 11:56 am
- Forum: Character Reports
- Topic: Dream Smith/Forge Solipsist on NM/RL - Advice?
- Replies: 6
- Views: 3975
Re: Dream Smith/Forge Solipsist on NM/RL - Advice?
I think floating a point or two into Mind Sear, or even keeping them permanently, is going to be critical. You're exactly correct, at that low level Solopsists die pretty much instantly, so take advantage of that range-10 beam to get you through the first few levels. Once you have Hammer Throw you g...
- Tue Oct 13, 2015 10:34 am
- Forum: General Discussion
- Topic: Your first winning combo?
- Replies: 14
- Views: 7246
Re: Your first winning combo?
Halfling Doomed was my first winnner, on Normal/Adventurer. Won the final battle on my last life. Every now and then I consider trying a Doomed on Insane, just as an experiment. Then I drink heavily until that thought goes away.
- Thu Oct 08, 2015 12:24 am
- Forum: General Discussion
- Topic: Your worst classes
- Replies: 39
- Views: 18133
Re: Your worst classes
Sorry if I wasn't clear--I meant that TW trumps Archer (in fact, I just got a NM/RL win with a Warden), and my comment was meant with tongue firmly planted in cheek.
- Wed Oct 07, 2015 2:07 pm
- Forum: General Discussion
- Topic: Your worst classes
- Replies: 39
- Views: 18133
Re: Your worst classes
As much as I love the idea of Archer, and I love playing archers in games, I can't help but question why anyone would play one in a world with Temporal Wardens.