The jumpgates suck if you can't live without autoexplore. Myself, once I got used to them, I found them awesome. And if you can get your effective casting speed at about 50% or below, you can sort of use two jumpgates to corner snipe with yourself (the required setup becomes a bit tedious after a while, though - plus it obviously doesn't work in vaults.)Mex wrote:I still think they have issues in mobility, which I guess can be compensated with movement infusion (the warp gates are just weird...).
The only other thing they don't have is good long range AoE that can corner snipe.
[1.5.x] Class/Race Tier List
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Re: [1.2.4] Class/Race Tier List
Re: [1.2.4] Class/Race Tier List
Planning to rate donator stuff, too? From what I understand both Wardens and Doombringers are very strong (top tier for the Doombringer, maybe close for the Warden), Demonologists are not-so-good, and don't know about Doomelves.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: [1.2.4] Class/Race Tier List
Doombringers are going to be getting a MAJOR nerf soon. They've got a talent synergy that lets them permenantly shut down anything they can land a few hits on, so that could easily drop them down low. They've got great offense, but I don't know if they've got enough utility and defense to be S rank.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.
Re: [1.2.4] Class/Race Tier List
Even without the Eternal Suffering + Hope Wanes interaction, Mass Hysteria has huge potential as a defensive mechanic. I think Mass Hysteria alone would be enough to place them in tier A, unless you take into account their mandatory start, in which case they would be tier Z- because you are not going to clear that on Madness.
edit: nvm, just tried Insane and it's completely manageable.
edit: nvm, just tried Insane and it's completely manageable.
Last edited by donkatsu on Sun Nov 02, 2014 3:36 am, edited 1 time in total.
Re: [1.2.4] Class/Race Tier List
I wouldn't rate them that bad just for a starting zone. Hard as it might be, it is early enough that you could do it twenty times in a relaitvely short period of time.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.
Re: [1.2.4] Class/Race Tier List
I don't think a twenty thousand attempts would be enough to clear it on Madness. Try giving it a go and you'll see what I mean.
Re: [1.2.4] Class/Race Tier List
I will leave that to people far, far better than I. I've yet to beat the game on normal, let alone Madness, so I'll trust that you have tried and failed.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.
Re: [1.2.4] Class/Race Tier List
On Madnesss: there are several classes that have been placed in Tier A (if not all of them) that can get through the first half of the game if you try hard enough. Eventually however they can't keep up with the scaling of damage/damage required.
Doombringers can do the starting area on Insane, even on pre-pre-nerf I was able to do so with 2h of trying... However, see point above.
I haven't really played Demonologist or Stone Warden, the former and it's brother will probably be subject to several changes as they get tweaked so it would be unrealistic to cement their tiers right now. Doombringer is definitely Tier A currently, although they have a slightly odd play style due to their defensive abilities being very few (if any), but offensively they are at the other end.
Stone Warden I don't really know, but already having dig as a tool puts them at an advantage.
The tiers share several traits with each other so if you have a decent knowledge of each class you can hopefully see for yourself why they are in that tier.
Doombringers can do the starting area on Insane, even on pre-pre-nerf I was able to do so with 2h of trying... However, see point above.
I haven't really played Demonologist or Stone Warden, the former and it's brother will probably be subject to several changes as they get tweaked so it would be unrealistic to cement their tiers right now. Doombringer is definitely Tier A currently, although they have a slightly odd play style due to their defensive abilities being very few (if any), but offensively they are at the other end.
Stone Warden I don't really know, but already having dig as a tool puts them at an advantage.
The tiers share several traits with each other so if you have a decent knowledge of each class you can hopefully see for yourself why they are in that tier.
<shesh> cursed is fine
Re: [1.2.4] Class/Race Tier List
Also, I'm surprised to see Dwarf + Skeleton in the lowest tier. I remember consensus being both were pretty strong (skeleton especially). Hoewver, that was a few releases ago...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: [1.2.4] Class/Race Tier List
Dwarves and Skeletons are really noob friendly, having good starting stats and really useful racials for mitigating mistakes. However, they don't scale so well on higher dificulties.
In addition to that, they both have pretty murderous start areas. Not Doombringer bad, but...
In addition to that, they both have pretty murderous start areas. Not Doombringer bad, but...
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.
Re: [1.2.4] Class/Race Tier List
Which actually gets interesting since undead don't have to do the Fearscape start even if they're of the applicable classes. So Skeleton Doombringers/Demonologists get a better start than most of those of their class.Red wrote:Dwarves and Skeletons are really noob friendly, having good starting stats and really useful racials for mitigating mistakes. However, they don't scale so well on higher dificulties.
In addition to that, they both have pretty murderous start areas. Not Doombringer bad, but...
Re: [1.2.4] Class/Race Tier List
So while Doombringers might not usually be S rank, Skeleton Doombringers...
What was that? Ghoul Doombringers? Shut up, Skeletons might not be the best but at least they aren't basically the worst.
What was that? Ghoul Doombringers? Shut up, Skeletons might not be the best but at least they aren't basically the worst.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.
Re: [1.2.4] Class/Race Tier List
Oh huh, for some reason I thought Undead couldn't be Doombringers.
Re: [1.2.4] Class/Race Tier List
Cornacs characters have won madness on both marauder and adventure classes -yet they are in the tier that implies that they aren't capable of beating madness even in theory.
Is this because madness was buffed after stition's marauder win (and because adventurer is, well, adventurer)?7
I do agree with cornacs being weaker than Shalore, of course, but this isn't the point.
EDIT. And also I think that a cornac archmage could be able to take madness -at least in theory. I'm still very far from winning on madness/roguelike but I've worked with some cornac archmages who are still alive. Based on my experiences I'd say cornac archmages are actually considerable stronger than their shalore counterparts in the early game (i.e. before timeless): Time shield from level 4 onwards is a game changer -even on madnessque damage. Cornacs who can get light (so that they have decent ways to use their generics) are very very strong archmages although I'm not claiming then to be stronger than shalore come endgame.
Another question: Won't halflings luck of the little folk combined with brawlers reflex defense and defense stacking make for a pretty incredible defence for the duration? I'm not claiming they are madnessworthy, this is more like a general question.
Solid work, Mex.
Is this because madness was buffed after stition's marauder win (and because adventurer is, well, adventurer)?7
I do agree with cornacs being weaker than Shalore, of course, but this isn't the point.
EDIT. And also I think that a cornac archmage could be able to take madness -at least in theory. I'm still very far from winning on madness/roguelike but I've worked with some cornac archmages who are still alive. Based on my experiences I'd say cornac archmages are actually considerable stronger than their shalore counterparts in the early game (i.e. before timeless): Time shield from level 4 onwards is a game changer -even on madnessque damage. Cornacs who can get light (so that they have decent ways to use their generics) are very very strong archmages although I'm not claiming then to be stronger than shalore come endgame.
Another question: Won't halflings luck of the little folk combined with brawlers reflex defense and defense stacking make for a pretty incredible defence for the duration? I'm not claiming they are madnessworthy, this is more like a general question.
Solid work, Mex.
Last edited by Mankeli on Sun Nov 09, 2014 11:48 pm, edited 1 time in total.
Re: [1.2.4] Class/Race Tier List
The A and below cannot complete Madness is class only, I believe is what the OP meant.
When you get right down to it, class defines you in ToME. Race is just minor modifications on top of that.
When you get right down to it, class defines you in ToME. Race is just minor modifications on top of that.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.