Noob's Lesson in Life of Maj'Eyal
Posted: Tue Oct 08, 2013 12:33 pm
I decided to write this little thing - a so-called guide if you will - or rather "Avoid these to survive" collection of tips, for few reasons: 1) I'm bored at work, 2) to better concentrate my thoughts after actually "saying" things out loud and 4) to gain valuable feedback and tis from more experienced players.
#3 was intentionally left blank. If you come here and gain any new insight into anything you can call that a #3.
So, that out of the way it's time for yet another prologue. Since I'm writing this from the top of my head I'm bound to forget the most important stuff and other stuff will jump from topic to another instead of following a straight line.
At first this might seem a little short but I plan on wiriting new stuff constantly when I have something to tell, so fear not, my keyboard will eventually break and I will stop bothering you.
I've mostly played melee characters so this will be mainly melee point of view but I'll add some magery stuff eventually once I get comfortable with the classes.
SPOILER ALERT!!! Just a reminder that you're in spoiler section and the tips below WILL be spoilers. While possibly helpful they will also spoil the fun of finding and discovering things yourself.
Helpful tips & Oservations top100:
- Get some proper means to get the f out effing fast. This spells Teleport, be it either controlled or not, at times you will want to get away from certain death. In some occasions I've found my teleport runes fizzling without having status anomalities, but psychoportation has never failed me. Once you find a tool with psychoport it will be your friend. No matter how much luck that little furry feet will bring you or how much armor penetration you get from a nice digger, they won't save you from death like psychoport. Learning that took me a lot of time and deaths of dear characters.
- Get some means to get close to the enemy and fast before it'll kill you from range. This means Rush, or at worst - a movement infusion. Why I don't like movement infusion as my first attack tool is that some enemies have higher speed than others so if I pop that 500% move infusion I can't be entirely certain I will move 5 squares before anyone else gets a chance. This is why Rush is a friend. I prefer to max it rather soon. Movement infusion will act as a secondary tool, for both attacking faraway enemies and fleeing dangerous situations.
- Learn to differentiate instantaneous usage speed vs. 1 turn usage speed. When you run into an oh shite situation there's a pretty little difference in popping that regeneration infusion and hoping for the best and popping Thaloren racials for damage resistance, few ent bodyguards, a movement infusion and finally popping that regeneration behind the corner. Sure the ents and damage resist might sound a little overkill, especially if you run behind an empty corner, but doing that you've just lost around 30 rounds of waiting for cooldowns but also avoided a possible death.
- Explore all levels. At times you will get a message saying the area is too easy and that you will trample straight down to boss level. This effectively means that for a Cornac character doing the Tier1 dungeons in order of Trollmire, Norgos, Heart of Gloom, Scintillating Caves, Rhaloren Camp and Ruins of Kor'Pul you start trampling down stairs in Scintillating Caves effectively missing around 9 levels (depending on alt layouts) worth of things to kill which will gain you two extra levels alone, not to mention the loot that'll turn to money or in the best case scenario - worthy items.
If you're wondering if it's safe to do that it is. If you've been able to beat the boss you can do the earlier levels too. If you can't then you've had it coming anyways sooner or later and realizing that early is going to save you time and lives.
- How about them pesky bosses that'll get you killed every time, like Urkis, The Master and Shardskin? Just one little trick and your chances of surviving those encounters will raise by quite a bit. Think I might have mentioned this little thing called teleport. When you explore the boss level and run into him earlier than expected just teleport out. Most likely the place you'll end up is safer than the boss himself, especially if you do that while still in full health instead of being killed to near death by the boss. Just remember not to use Phase Door since it'll teleport you next to the boss, unless you can control it to other side of the wall or something.
By teleporting out whenever you see the boss you will eventually have cleared all the level except for the boss that'll make an unknown battlefield into nice and easy game of cat & mouse and we all know a smart mouse will win. You will want to be the smart mouse.
- Know your enemies. If you're in a corridor and come into a big room in where you see a skeleton, don't rush it unless you know there's no skeleton mages waiting behind the corner. You can show yourself to the skeleton, possibly shoot it with something and lure it away from the room to be killed safely.
- Earlier I pointed out your best tool friend. Hope you didn't throw away that pickaxe when reading that, since there's still use for it. Back in the days they were called the anti-summoning corridors and I guess they still are. In some levels where you know are summoners or a lot of ranged attackers it's good to dig this zig-zag pattern in a wall, kinda like a checker board thing in which you can dive so that only one enemy at a time can attack you. Unless you have a spell to do so it's better to dig them early since you won't be able to dig if there's an enemy in sight.
- Don't stare blindly at just one stat or ability. I learned this the hard way when I played a lot of Dwarf Berserkers. Money is Power they say and that holds very true, especially for dwarves because of their racial that grants amazing saving throws.
Just recently I played a Thalore Berserker, a very different kind of character. My saves around lv30 were around 30-40 whereas with a dwarf they were nearly 70 at lv 20+. With Thalore I had this nice resist all and few meat shields to call in to stop ranged attackers from pummeling me with whatever they could throw at me. This was a lesson of humility I should say. Instead of concentrating on one thing it was better to be moderate in just about everything. Needless to say that Thalore character fared a lot better than a dwarf.
- Learn your enemy. More than once I've been surrounded by enemies and knowing who to hit first has saved my life often. Status anomalities causing enemies are my top priority. After than the mages and such who fall easily but can hurt you a lot if not taken down fast. Also AoE clouds spewing enemies, like Shivgoroths and some horrors are starting to hurt in the long run if you're forced to stay inside the cloud. That bear gnawing on your feet isn't gonna surprise you by casting impending doom, unless of course it's a purple one.
- Purple enemies, oh so wonderful way to get yourself killed. Whenever you see one be sure to mouse over it and check what it can do. If you keep that ant behind other enemies you might suddenly have a ritch flamespitter tossing flames at you or if you rush that wolf head on you might be in for a surprise in the form of some nasty damage shield.
- Your enemies are more like you than you might imagine. They have cooldowns too. That absolutely horrendous many-headed wyrm can't cast armageddon every turn. Use this to your advantage.
#3 was intentionally left blank. If you come here and gain any new insight into anything you can call that a #3.
So, that out of the way it's time for yet another prologue. Since I'm writing this from the top of my head I'm bound to forget the most important stuff and other stuff will jump from topic to another instead of following a straight line.
At first this might seem a little short but I plan on wiriting new stuff constantly when I have something to tell, so fear not, my keyboard will eventually break and I will stop bothering you.
I've mostly played melee characters so this will be mainly melee point of view but I'll add some magery stuff eventually once I get comfortable with the classes.
SPOILER ALERT!!! Just a reminder that you're in spoiler section and the tips below WILL be spoilers. While possibly helpful they will also spoil the fun of finding and discovering things yourself.
Helpful tips & Oservations top100:
- Get some proper means to get the f out effing fast. This spells Teleport, be it either controlled or not, at times you will want to get away from certain death. In some occasions I've found my teleport runes fizzling without having status anomalities, but psychoportation has never failed me. Once you find a tool with psychoport it will be your friend. No matter how much luck that little furry feet will bring you or how much armor penetration you get from a nice digger, they won't save you from death like psychoport. Learning that took me a lot of time and deaths of dear characters.
- Get some means to get close to the enemy and fast before it'll kill you from range. This means Rush, or at worst - a movement infusion. Why I don't like movement infusion as my first attack tool is that some enemies have higher speed than others so if I pop that 500% move infusion I can't be entirely certain I will move 5 squares before anyone else gets a chance. This is why Rush is a friend. I prefer to max it rather soon. Movement infusion will act as a secondary tool, for both attacking faraway enemies and fleeing dangerous situations.
- Learn to differentiate instantaneous usage speed vs. 1 turn usage speed. When you run into an oh shite situation there's a pretty little difference in popping that regeneration infusion and hoping for the best and popping Thaloren racials for damage resistance, few ent bodyguards, a movement infusion and finally popping that regeneration behind the corner. Sure the ents and damage resist might sound a little overkill, especially if you run behind an empty corner, but doing that you've just lost around 30 rounds of waiting for cooldowns but also avoided a possible death.
- Explore all levels. At times you will get a message saying the area is too easy and that you will trample straight down to boss level. This effectively means that for a Cornac character doing the Tier1 dungeons in order of Trollmire, Norgos, Heart of Gloom, Scintillating Caves, Rhaloren Camp and Ruins of Kor'Pul you start trampling down stairs in Scintillating Caves effectively missing around 9 levels (depending on alt layouts) worth of things to kill which will gain you two extra levels alone, not to mention the loot that'll turn to money or in the best case scenario - worthy items.
If you're wondering if it's safe to do that it is. If you've been able to beat the boss you can do the earlier levels too. If you can't then you've had it coming anyways sooner or later and realizing that early is going to save you time and lives.
- How about them pesky bosses that'll get you killed every time, like Urkis, The Master and Shardskin? Just one little trick and your chances of surviving those encounters will raise by quite a bit. Think I might have mentioned this little thing called teleport. When you explore the boss level and run into him earlier than expected just teleport out. Most likely the place you'll end up is safer than the boss himself, especially if you do that while still in full health instead of being killed to near death by the boss. Just remember not to use Phase Door since it'll teleport you next to the boss, unless you can control it to other side of the wall or something.
By teleporting out whenever you see the boss you will eventually have cleared all the level except for the boss that'll make an unknown battlefield into nice and easy game of cat & mouse and we all know a smart mouse will win. You will want to be the smart mouse.
- Know your enemies. If you're in a corridor and come into a big room in where you see a skeleton, don't rush it unless you know there's no skeleton mages waiting behind the corner. You can show yourself to the skeleton, possibly shoot it with something and lure it away from the room to be killed safely.
- Earlier I pointed out your best tool friend. Hope you didn't throw away that pickaxe when reading that, since there's still use for it. Back in the days they were called the anti-summoning corridors and I guess they still are. In some levels where you know are summoners or a lot of ranged attackers it's good to dig this zig-zag pattern in a wall, kinda like a checker board thing in which you can dive so that only one enemy at a time can attack you. Unless you have a spell to do so it's better to dig them early since you won't be able to dig if there's an enemy in sight.
- Don't stare blindly at just one stat or ability. I learned this the hard way when I played a lot of Dwarf Berserkers. Money is Power they say and that holds very true, especially for dwarves because of their racial that grants amazing saving throws.
Just recently I played a Thalore Berserker, a very different kind of character. My saves around lv30 were around 30-40 whereas with a dwarf they were nearly 70 at lv 20+. With Thalore I had this nice resist all and few meat shields to call in to stop ranged attackers from pummeling me with whatever they could throw at me. This was a lesson of humility I should say. Instead of concentrating on one thing it was better to be moderate in just about everything. Needless to say that Thalore character fared a lot better than a dwarf.
- Learn your enemy. More than once I've been surrounded by enemies and knowing who to hit first has saved my life often. Status anomalities causing enemies are my top priority. After than the mages and such who fall easily but can hurt you a lot if not taken down fast. Also AoE clouds spewing enemies, like Shivgoroths and some horrors are starting to hurt in the long run if you're forced to stay inside the cloud. That bear gnawing on your feet isn't gonna surprise you by casting impending doom, unless of course it's a purple one.
- Purple enemies, oh so wonderful way to get yourself killed. Whenever you see one be sure to mouse over it and check what it can do. If you keep that ant behind other enemies you might suddenly have a ritch flamespitter tossing flames at you or if you rush that wolf head on you might be in for a surprise in the form of some nasty damage shield.
- Your enemies are more like you than you might imagine. They have cooldowns too. That absolutely horrendous many-headed wyrm can't cast armageddon every turn. Use this to your advantage.