Page 1 of 1
Anorithil questions
Posted: Wed Jul 28, 2010 8:21 pm
by undead_lemming
Hi there,
First of all - DG and all that worked on this - thanks a lot for T4. I've been a long time player of Tome 2.X and the new version hooked me up immediately.
Recently I've been been trying out the Anorithil class - seems really fun, but there's somethings I don't get in it:
1) The way the sun damage is calculated. E.g. the description of the searing sun talent tells me that I do XX damage, while almost all the creatures I hit get hit with much less damage. Is it that all of them have sun resistance or something?
2) The sunburt spell - the level 1 description states that in a radius of 4 it does ... 1.3 sun damage. Is that correct? Seems kinda low for a spell costing 20 energy with a 15 cooldown. Am I missing something?
3) The Bathe in light spell - I've bought a point in this, but I don't see the use of it. I cast it, but it doesn't heal me at all.
4) The description of the Anorithil class states that it's most important stats are magic and cunning - I get the magic part, but where's the cunning stat used? All the skills I have are magic dependent.
5) Is there any penalty in exceeding the max positive energy amount? I mean if my positive energy amount is 65 out of 70 and I cast anything costing me like 10 positive energy?
Thanks
Re: Anorithil questions
Posted: Wed Jul 28, 2010 11:08 pm
by Mushroomhermit
undead_lemming wrote:
1) The way the sun damage is calculated. E.g. the description of the searing sun talent tells me that I do XX damage, while almost all the creatures I hit get hit with much less damage. Is it that all of them have sun resistance or something?
You are probably noticing the first tick of the residual damage from the spell. When you cast searing light at an enemy, the spell first hits it in the face and then leaves a spot on the ground that hits enemies when they walk over it. This spot damages the enemy immediately AFTER the first damage is calculated so the initial hit might get pushed off your text box and leave only the smaller, secondary hit.
undead_lemming wrote:
2) The sunburt spell - the level 1 description states that in a radius of 4 it does ... 1.3 sun damage. Is that correct? Seems kinda low for a spell costing 20 energy with a 15 cooldown. Am I missing something?
This is due to a typo in the talent description. The number you're seeing is actually the spells skill level after being modified by the category multiplier. If its a big deal to you, PM me and I'll show you how to fix it. The actually damage is a bit higher than the initial hit from Searing Light.
undead_lemming wrote:
3) The Bathe in light spell - I've bought a point in this, but I don't see the use of it. I cast it, but it doesn't heal me at all.
Dunno, I'll test this and get back to you.
*EDIT*
I had to change 2 things to get this working the way I assume it should (heals me but not monsters). The first was to add the friendlyfire effect to the talent itself and second I had to rework the .HEAL damage type some.
The original looks like
Code: Select all
-- Heals
newDamageType{
name = "healing", type = "HEAL",
projector = function(src, x, y, type, dam)
local target = game.level.map(x, y, Map.ACTOR)
if target then
target:heal(dam, src)
end
end,
}
I changed that to the following.
Code: Select all
-- Heals
newDamageType{
name = "healing", type = "HEAL",
projector = function(src, x, y, type, dam)
local target = game.level.map(x, y, Map.ACTOR)
if target == src then
src:heal(dam)
end
end,
}
That kept it from healing anything besides the caster. Not sure if this will generate issues with minion classes but it'll work fine with anorithils.
undead_lemming wrote:
4) The description of the Anorithil class states that it's most important stats are magic and cunning - I get the magic part, but where's the cunning stat used? All the skills I have are magic dependent.
The only benefit I can find from cunning is increased spell crit rates. My guess is DG is planning on adding something that will scale with cunning.
undead_lemming wrote:
5) Is there any penalty in exceeding the max positive energy amount? I mean if my positive energy amount is 65 out of 70 and I cast anything costing me like 10 positive energy?
Nope
Re: Anorithil questions
Posted: Thu Jul 29, 2010 5:44 pm
by Dr Who
4) The description of the Anorithil class states that it's most important stats are magic and cunning - I get the magic part, but where's the cunning stat used? All the skills I have are magic dependent.
I would recommend maxing magic, spending just enough points in strength and dexterity so that you can wear the artifacts, perhaps placing enough points into cunning to get some trap detection, and then putting the rest of your stat points into constitution. Health is your friend in this game, so I would work on constitution immediately after magic.
Re: Anorithil questions
Posted: Sun Oct 17, 2010 3:48 am
by greycat
Well, I'm finally playing one (didn't unlock it until quite recently). It seems that their biggest drawback is the lack of any kind of monster detection. (And no, line-of-sight infravision does not count. I mean real monster detection!) Even Fighters have monster detection capability now, with their Track talent.
I'm just entering Tol Falas, and I'm wondering how on earth I'm supposed to survive. Am I missing something? Do I just have to pump Con and walk into ambushes every 20 seconds and pray I don't die?
Re: Anorithil questions
Posted: Sun Oct 17, 2010 1:34 pm
by Shoob
just take it slowly, use sun flare often, and retreat back to a known location and wait for it to recharge before you go around the next corner.
Anorithil are pretty good despite not having a innate means of detection, but you can use sense for that.
Re: Anorithil questions
Posted: Sun Oct 17, 2010 3:26 pm
by edge2054
Fighters can't move back to a safe spot every ten turns.
In other words keep jumpgate active on what ever level you're on and drop it as soon as you find a safe spot. When you find a safer spot drop a new one. If you get over whelmed jump back and rest (as long as it wasn't a boss they shouldn't be able to track you).
Also.. there's no reason not to pump CON. Cunning doesn't seem to do a thing for them (aside from increase crits).
And I'll have to disagree with Shoob about Sun Flare. It's great in a lot of spots but I think he missed the part where you said just entering Tol Falas.
Re: Anorithil questions
Posted: Sun Oct 17, 2010 6:26 pm
by greycat
Well, I died in Tol Falas. An armored skeleton used stunning blow on me, which I survived. So I dropped a star (?!) on him, which is supposed to stun him. He must have resisted it. Then he used overpower on me, and maybe some other special move before that, and I died.
The jumpgate thing is wonderful if you're staying on a single level. I was trying to leave the dungeon. The armored skeleton was the only monster in the room I popped into when I went up the stairs. (Or maybe it entered from a hallway after I'd stepped away from the stairs... don't remember.)
Also, that shadow simulacrum thing. It's supposed to make a copy of a monster. I tried it a few times, and it was resisted. Every single time. Even by snakes, jellies, etc. So eventually I stopped trying it. It sounded really good, though....
Re: Anorithil questions
Posted: Mon Oct 18, 2010 5:24 am
by yufra
greycat wrote:Also, that shadow simulacrum thing. It's supposed to make a copy of a monster. I tried it a few times, and it was resisted. Every single time. Even by snakes, jellies, etc. So eventually I stopped trying it. It sounded really good, though....
Thanks for mentioning that greycat, otherwise I don't know how long this bug would have gone unnoticed. DG, when you added the passing of targets between NPCs you broke shadow simulacrum (all NPCs have a seen_by function now). I don't know how to fix it and still protect against special seen_by functions, though...
Re: Anorithil questions
Posted: Fri Oct 22, 2010 6:48 pm
by Susramanian
Does anybody find Bathe in Light useful? I suppose it might be handy for healing allies, but it doesn't seem to do enough healing to make it worth the points. I hope I'm missing something here. While I'm on the subject of healing, I was surprised to find that divine classes don't seem to be any better at healing than mages. I haven't checked the numbers, but my Archmages with regeneration felt way more healy.
For the most part, I'm loving my Anorithil. I'd say that it feels the most complete of any of the classes so far besides the Archmage. I did, however, get Sense from an escort quest, so that's a pretty big deal. I'd probably be dead several times over without it. I'd also be dead several times over without Jumpgate, which is a great spell.
Re: Anorithil questions
Posted: Fri Oct 22, 2010 6:54 pm
by yufra
The Light tree is still missing its fourth level talent Second Life, but otherwise I think it feels quite complete. I haven't used Bathe in Light a lot, but it can be useful on particularly difficult escort quests. I agree that Anorithil should be the best healers in the game, so maybe Healing Light should be regeneration + healing?
Re: Anorithil questions
Posted: Sun Oct 24, 2010 10:31 pm
by greycat
Susramanian wrote:Does anybody find Bathe in Light useful?
It could be better, but when it's all you've got, you learn to make use of it. It's a weak regeneration spell with bonus +Positive Energy. There're plenty of times when you have a 1-turn gap to fill, and you might as well cast it then.
I've only done a couple Anorithil so far, and while I like the concepts, I think the class is significantly underpowered at the moment. Comparing them to Archmages is probably unfair, because NOTHING is anywhere near as powerful as the Archmage, but still....
Re: Anorithil questions
Posted: Sat Oct 30, 2010 7:46 pm
by Shoob
actually try comparing them with fighters and rogues and they will seem much more powerful. it really just depends on your build I guess, but mine almost always make it to the prides.
Re: Anorithil questions
Posted: Sat Oct 30, 2010 7:51 pm
by yufra
I agree with Shoob, my Anorithils generally make it to the Far East.
Re: Anorithil questions
Posted: Thu Nov 04, 2010 7:57 am
by overtrix
The variety of shots available to archers in T4 makes them a lot more interesting than in T2, give one a try too - you don't go round picking your arrows back off the floor as in T2, which makes things less fiddly. Replacement of explicit ammo creation with 'forage' means it's best not to be too precious about a character until they start one/two-shotting the baddies, or maybe nip back to town for a couple more batches before leaving the first level or two. If you make it through near the ending, will be outspanking a mage's namby-pamby spells by about 4-to-1.
Archers even had an arrow-based thaumaturgy spell, but I bet that's been nerfed - should still have e.g. the radius-5 or so 'slow monsters' bomb though

Re: Anorithil questions
Posted: Mon Nov 08, 2010 3:59 pm
by paboperfecto
Finally got around to playing an anorithil and I must say that I love this class. This is the first time that I beat the Master without stunning him first. With the glyph of fatigue slowing him 65% combined with jumpgate and two scrolls of controlled phase door it was a fun fight but ultimately unfair to the Master (I tried to stun him with my star but he resisted every time). The combination of beams, area attacks and single points is fun to use. It's interesting trying to swap out the hymns and chants depending on what area I'm heading into and having to keep up my negative energy keeps me constantly aware of what is going on.
I gained sense from an escort quest but this is the one class that I could probably do without that skill. I use it so rarely that enemy detection scrolls would work fine for me. Go around a corner and too much trouble? Jumpgate....safety! The most tense moments are going down a stairs and needing to clear out that initial room to establish my jumpgate for the level. This was especially challenging in tol falas with several banshees coming through the walls with 100% darkness resits, but it was very doable with several light attacks (I focused on the moon talents with hymn of shadows maximized so that moonlight ray and shadow blast or my main forms of attack).
This is a class I'm really looking forward to playing in the prides (fingers crossed that I didn't just jinx myself for the mines).