[1.0.4] Higher Archmage (fire)

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achoice
Halfling
Posts: 83
Joined: Mon Jun 30, 2008 7:14 pm

[1.0.4] Higher Archmage (fire)

#1 Post by achoice »

Archmage was the first char I won with. So now I returned to do the same again after playing other combos a while.
This archy, http://te4.org/characters/19211/tome/f4 ... c9d15fbf5d, become some what over power after level 30 or so.

Wildfire is almost too good - and cool. I had fireflash on auto cast, that is a one "bad ass of fire ball". Combine with a lucky finds of http://te4.org/wiki/Fiery_Choker and http://te4.org/wiki/Lost_Staff_of_Archmage_Tarelion is almost sick. Reached 95% fire resist penetration - ouch.

Was able to choose http://te4.org/wiki/Corruption_(category_type)#Hexes instead of some other classic archmage talent. Pacification is niice. This also led to an abundant of talent points. Dished out 8 talent points I'd saved before final battle.

Couple of deaths to bosses/guardians when escape was unsuccessful.
Noteworthy: my first character to kill ALL pillar-guys in the slime tunnel. I have always skipped one of those before.

Last, thanks again for a great fun game! It keeps ruining my life though! Is there a refund in hours spent killing and clearing east and west time after time?
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Cleaning a tower room mid-game.
Cleaning a tower room mid-game.
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tylor
Wyrmic
Posts: 285
Joined: Thu Mar 07, 2013 5:18 am

Re: [1.0.4] Higher Archmage (fire)

#2 Post by tylor »

Only 2 in disruption shield and no light? How did you survive?

achoice
Halfling
Posts: 83
Joined: Mon Jun 30, 2008 7:14 pm

Re: [1.0.4] Higher Archmage (fire)

#3 Post by achoice »

tylor wrote:Only 2 in disruption shield and no light? How did you survive?
- Extra in disruption shield "only" makes it "less mana+ per hit" and a tiny bit more arcane res. I could cast expensive spells to keep my mana low if needed. I often ran out of the 10 turns limit instead.
- Light - I chose "Healing Light" directly from an escort - not the entire talent. That way I didn't have to waste a category point to get it.

So often like this;
1 basic shield, autocast at sight.
Fireflash.
1 displacement shield (on the boss/elite)
Zap-zap spells & fireflash.
- then after a few turns, use one of my many heals - and get another shield.
- then "Shielding" to boost & get another turn.

If any monster still alive after ~5-8 turns, another heal which gives shield. And about then disruption kicks in due to low mana (auto cast when availible) . Normal fights seldom brought mana down that far.
If it keeps going bad, Cauterize always (well, almost..) saved me - and not until THEN it is time to teleport & heal. :)

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