Sheet: http://te4.org/characters/126735/tome/a ... 346a8ce5a5
Well after hours of playing I finally managed to beat the game on Madness. The main tactic was using dig where possible and making good use of shield stacking, with utility spells such as stone wall granting very strong options when needed. Overall there were spikes in difficulty in various parts of the run, but with patience I was eventually able to get through them all (Beginning of T2, Vor Armory, High Peak [which I dug through] come to mind). Final fight was fairly easy (but extremely long) once I got down the positioning and damage potential.
One for the mages!
-Mex
p.s I may write a guide if there is interest for it
[1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmage
Moderator: Moderator
[1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmage
<shesh> cursed is fine
Re: [1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmag
Congrats again, and yeah, I'd like to hear what you have to say about mages.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: [1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmag
Nice.
I'd read your guide.
I'd read your guide.
Re: [1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmag
Yeah, what they said, congrats. I didn't think they were viable on madness, since my temporal warden regularly gets hit for 6k+. Maybe arcane blades are the best class? Guide plz!
Re: [1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmag
Guide at: http://tinyurl.com/mexmageguide
I wasn't receiving that much damage per turn consistently. Staying away from stuff that can do that to you in melee is part of the play style for Archmage.
In the final fight I was surrounded by a "ghoul wall" which blocked off melee attackers, meaning I was only taking around 1k damage per turn, which slowly depleted my shields but was not any issue. Teleporting away and keeping a solid rotation going is part of the play style. Of course in the early game you simply stay the hell away and snipe. Later on making zig zag tunnels, as you're familiar with, works great as you can bounce fireflash to kill stuff or force 1v1.
As for Arcane Blades, I also had the same thought after completing the run. Not having temporal shield shouldn't be that much of a big deal. Tomisgo says that he hard time with them though.
I wasn't receiving that much damage per turn consistently. Staying away from stuff that can do that to you in melee is part of the play style for Archmage.
In the final fight I was surrounded by a "ghoul wall" which blocked off melee attackers, meaning I was only taking around 1k damage per turn, which slowly depleted my shields but was not any issue. Teleporting away and keeping a solid rotation going is part of the play style. Of course in the early game you simply stay the hell away and snipe. Later on making zig zag tunnels, as you're familiar with, works great as you can bounce fireflash to kill stuff or force 1v1.
As for Arcane Blades, I also had the same thought after completing the run. Not having temporal shield shouldn't be that much of a big deal. Tomisgo says that he hard time with them though.
<shesh> cursed is fine