Favorite game breakers
Posted: Sun May 22, 2011 3:48 am
Over the course of playing, I have found several strategies/combinations that seem a little bit...overpowered. Many are probably exploiting bugs, but I think some are intentional. Here's my favourites that I've done, what are everyone else's? EDIT: also, in your opinion, which are smart combinations, and which are bugs that need fixing?
Stone Touch (from escort) + Feed Strengths: If you cast Feed while the target is Stoned, their current resistances (including the bonuses from Stoned) are used to calculate the amount of resistances stolen. When Stoned wears off, their resistances can go negative. Does not work with Frozen anymore, but this still works with enemy Wild Infusions.
Elemental Harmony (fire) + Speed effect (eg. Haste) + Invigorate, Essence of Speed, or even Borrowed Time: Very high global speed, around +150%, or +400% for Borrowed Time. EDIT: apparently speed is multiplicative, leading to ~300%/800% for normal/Borrowed Time
Door to the Past + new levels: cast it before entering a new level. If you get an escort, cast Revision until you get the right one. Can also be done with new towns, getting second chances at store inventories. Can be done to kill bosses if you are a Sustains build Temporal Warden. Can also be used in conjunction with Deja Vu/high powered Vision Rune to check a good part of the level for vaults. EDIT: fixed
Borrowed Time + Timeless: gain an extra 10 actions (total of 15) over 5 turns. EDIT: fixed
Borrowed Time + Movement infusion: go 3x as far.
Mindpower/Heroism infusion + Elemental Harmony (lightning) + equipment: reset all of your sustains at higher power.
Precognition + Borrowed Time + Movement Infusion: explore a good part of the level at negligible risk.
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And some I want to try out some time.
Damage Smearing + Providence: removes the DoT before it can hurt you for more than 1/5 as much as it should. EDIT: shouldn't work, still not sure if it does. EDIT 2: doesn't work
Bathe in Light + Healing Nexus + many surrounding monsters: huge amount of healing (max of over 1000 hp/turn) and huge Equilibrium recovery (theoretical max of ~350 equilibrium per turn) when you are surrounded by the maximum amount of monsters.
Relentless Strikes + Speed + every other positive effect + Timeless: Try to get Relentless Strike cooldown reduction fast enough to allow you to cast Timeless every 5 turns, maintaining all positive effects forever. Untested, don't know if it can be done. EDIT: doesn't work.
Door to The Past + Alchemist's Quest: Choose which other potion gets completed each time, allowing you to get pretty much any 5 potions and any main reward as well. Untested, the random elements may be determined at a different time.
Summon Control + Yeek Wayist/Minotaur/Elder Vampire (amulet): control them, get to drop their inventory, get free items. EDIT: works, can even be used to randomly get artifacts. EDIT: fixed
Stone Touch (from escort) + Feed Strengths: If you cast Feed while the target is Stoned, their current resistances (including the bonuses from Stoned) are used to calculate the amount of resistances stolen. When Stoned wears off, their resistances can go negative. Does not work with Frozen anymore, but this still works with enemy Wild Infusions.
Elemental Harmony (fire) + Speed effect (eg. Haste) + Invigorate, Essence of Speed, or even Borrowed Time: Very high global speed, around +150%, or +400% for Borrowed Time. EDIT: apparently speed is multiplicative, leading to ~300%/800% for normal/Borrowed Time
Door to the Past + new levels: cast it before entering a new level. If you get an escort, cast Revision until you get the right one. Can also be done with new towns, getting second chances at store inventories. Can be done to kill bosses if you are a Sustains build Temporal Warden. Can also be used in conjunction with Deja Vu/high powered Vision Rune to check a good part of the level for vaults. EDIT: fixed
Borrowed Time + Timeless: gain an extra 10 actions (total of 15) over 5 turns. EDIT: fixed
Borrowed Time + Movement infusion: go 3x as far.
Mindpower/Heroism infusion + Elemental Harmony (lightning) + equipment: reset all of your sustains at higher power.
Precognition + Borrowed Time + Movement Infusion: explore a good part of the level at negligible risk.
=====
And some I want to try out some time.
Damage Smearing + Providence: removes the DoT before it can hurt you for more than 1/5 as much as it should. EDIT: shouldn't work, still not sure if it does. EDIT 2: doesn't work
Bathe in Light + Healing Nexus + many surrounding monsters: huge amount of healing (max of over 1000 hp/turn) and huge Equilibrium recovery (theoretical max of ~350 equilibrium per turn) when you are surrounded by the maximum amount of monsters.
Relentless Strikes + Speed + every other positive effect + Timeless: Try to get Relentless Strike cooldown reduction fast enough to allow you to cast Timeless every 5 turns, maintaining all positive effects forever. Untested, don't know if it can be done. EDIT: doesn't work.
Door to The Past + Alchemist's Quest: Choose which other potion gets completed each time, allowing you to get pretty much any 5 potions and any main reward as well. Untested, the random elements may be determined at a different time.
Summon Control + Yeek Wayist/Minotaur/Elder Vampire (amulet): control them, get to drop their inventory, get free items. EDIT: works, can even be used to randomly get artifacts. EDIT: fixed