Does anyone use offensive runes/infusions?

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Doctornull
Sher'Tul Godslayer
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Re: Does anyone use offensive runes/infusions?

#16 Post by Doctornull »

Robsoie wrote:I think the game should give another rune/infusion slot, so all those much less usefull inscriptions could then be more used for just more than "experimenting".
If I had six slots, I'd fill them with defensive inscriptions. :)
Robsoie wrote:Because as much fun as it sounds to have Sun, Lightning, Heat, Acid, Freeze, etc... they're simply taking a slot that would be then much better being used by the other inscriptions that actually increase the survivability of the character in every situations.
Yes, I agree 100%. The issue is that narrow utility will lose out to broad utility every time.
Robsoie wrote:With an extra slot available, once you have got the must have inscriptions for your character survival, you may then have no more problem in taking one of the less usefull inscriptions too.
Mmm... I don't know how many slots I'd need before an extra Heroism / Healing / Regen / Wild / Teleport / Shield looked redundant. Honestly I'd usually like to have three Shields, two Regens, four Wilds, two Teleports, and two Controlled Phase Doors... and maybe a Movement on top of that, for when I wanted to charge someone or whatever.
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Theyleon
Thalore
Posts: 152
Joined: Fri Mar 15, 2013 9:58 am

Re: Does anyone use offensive runes/infusions?

#17 Post by Theyleon »

The biggest problem I see with the damage runes is that every class already has 50% or more of their class talents devoted to causing damage to enemies - while most classes have little to no talents for curing status effects or healing. Why would I sacrifice a valuable inscription slot for something that does something my classes abilities do anyway?

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