Search found 13 matches
- Wed Jan 06, 2021 9:19 pm
- Forum: Metaclass: Chronomancers
- Topic: The Spatial Tether Paradox Mage
- Replies: 22
- Views: 44506
Re: The Spatial Tether Paradox Mage
Thanks for this great and very detailed guide, it really helped me to understand the mechanics of the class better: How paradox works, what you can do with tethers, dimensional anchor + time skip combo etc. There's just something really funny about beating monsters while zipping around the map. Defi...
- Tue Nov 17, 2020 9:43 pm
- Forum: General Discussion
- Topic: [Sign here] Petititon to get skirm trap mastery to 1.30
- Replies: 1
- Views: 9763
[Sign here] Petititon to get skirm trap mastery to 1.30
Now you might be wondering, why? Actual reason: Skirm doesn't swim in options to put skill points in I see no reason to further discourage usage of traps which are probably one of the most unpopular trees in the game already on the ONE class that actually might end up taking it - rogues have better ...
- Sun Nov 15, 2020 4:27 pm
- Forum: General Discussion
- Topic: Opinionated 1.7 Feedback and hopes for the future
- Replies: 5
- Views: 2744
Opinionated 1.7 Feedback and hopes for the future
Only my opinion, so make of it what you will. I play on insane rl unless I launch a desperate attempt to finally unlock doomed elf. Class balance: Going into every class would be an exercice in lunacy but I feel that currently melee classes are genreally pretty weak because the price you pay for (po...
- Sat Nov 14, 2020 9:48 am
- Forum: Bugs Archive
- Topic: [1.7.2] Mecharachnid unequips it's armour on every level up
- Replies: 2
- Views: 1017
Re: [1.7.2] Mecharachnid unequips it's armour on every level
I can confirm this. Also happens when it gets destroyed and you re-summon it.
- Sat Oct 17, 2020 6:08 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Mecharachnid "use object" talent use reverts to 1
- Replies: 1
- Views: 623
[1.6.7] Mecharachnid "use object" talent use reverts to 1
If you tell your Mecharachnid to NOT use annoying item actives looking at you, Scale Mail of Kroltar) via tactical talent usage by setting "activate object" to a priority of 0, it will turn itself back on if the mech is destroyed. There may be other triggers as well but I couldn't pinpoint...
- Sat Oct 17, 2020 9:08 am
- Forum: Bugs Archive
- Topic: [1.6.7][Clarity] weapon tinkers that require melee weapon
- Replies: 0
- Views: 812
[1.6.7][Clarity] weapon tinkers that require melee weapon
Razor Edge and Silver Filigree don't do anything when attached to a steamgun (crystal edge does however). As far as I know, this works as intended but obviously I am not the judge of that. However, there is no indication of this in-game so it would be useful to specify this "melee weapons only&...
- Fri Oct 16, 2020 10:41 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Last Engineer Standing Tooltip
- Replies: 0
- Views: 675
[1.6.7] Last Engineer Standing Tooltip
"Sometimes, being a master tinker requires taking risks; yours are more calculated than others. X cunning, X physical save, X resistance to self-inflicted damage, and X chance to avoid being critically hit." Afaik, this is working as intended but the way it is worded makes one really thin...
- Fri Oct 16, 2020 10:32 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Upgrade targeting defaults to mecharachnid
- Replies: 0
- Views: 587
[1.6.7] Upgrade targeting defaults to mecharachnid
When clicking the upgrade ability, the range targeter will always try to select your mecharachnid by default despite the fact that you cannot actually upgrade it and even when other valid targets are around. I suppose it is "classifed" as a turret somehow? This is stretching the definition...
- Fri Oct 16, 2020 10:17 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Flamethrower usage speed
- Replies: 0
- Views: 567
[1.6.7] Flamethrower usage speed
I am not quite sure if this is actually a bug but the Flamethrower sustain has "instant" usage speed while both shockstaff and boltgun have "steamtech" usage speed edit: this causes weird things like being able to "fire" it when being disarmed, which will activate the s...
- Fri Oct 16, 2020 10:14 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Can't switch to boltgun when out of normal ammo
- Replies: 1
- Views: 1000
[1.6.7] Can't switch to boltgun when out of normal ammo
You cannot activate the "boltgun" sustain if you are out of regular ammunition despite it requiring heavy ammo (of which I had plenty shots left).
- Sat Oct 10, 2020 8:55 am
- Forum: Bugs Archive
- Topic: [1.6.7] Various Annihilator Quirks
- Replies: 0
- Views: 630
[1.6.7] Various Annihilator Quirks
Heavy Weapons Expertise costs 2 heavy weapon ammo when used with the boltgun instead of 1. You can give steamgun turrets items (as you would give items to the mecharachnid pet). As far as I can tell, this doesn't do anything but the item(s) will be lost for good as they vanish together with the turr...
- Sat Oct 10, 2020 8:32 am
- Forum: Bugs Archive
- Topic: [1.7.0 Beta 7] Illuminate tooltip
- Replies: 0
- Views: 586
[1.7.0 Beta 7] Illuminate tooltip
Illuminate doesn't specify that it deals light damage.
- Fri Oct 09, 2020 5:49 pm
- Forum: Bugs Archive
- Topic: You can start without the APE
- Replies: 3
- Views: 1617
Re: You can start without the APE
Version: 1.6.7 I can confirm that this is still happening. Characters are seemingly randomly generated without the APE in the inventory. Unsure if it's related but the race/class combo I experienced this on was Drem Annihilator. I could reproduce it quite easily just by starting a few characters. A...