Insane Adventure - Shalore Anorithil

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Furey
Higher
Posts: 79
Joined: Mon Dec 16, 2013 4:06 pm

Insane Adventure - Shalore Anorithil

#1 Post by Furey »

After seeing some discussion about how anorithil were not so great (and checking the vault to find very few insane winners) I took it upon myself to win with one of these guys, since I remembered my nightmare win being a piece of cake with these laser beamers of doom.

Here's the link.
http://te4.org/characters/110965/tome/8 ... df7cc4a8cf

Start is slow, you have to make do with just beaming things down, and be very cautious, making heavy use of the tedious, but wonderful, jumpgate. My first death was a T1 crazy poison bolt from an oozemancer, so no harm, no foul there.

I found Crystal's Bindings very early, which was awesome, and had no trouble getting decent staves all game. My drowning adventures netted me a +100 HP robe that I wore till post dreadfell. I found the lunar shield early and *never found a shortstaff*. Go figure. I didn't do Telos', but I should have. But it scares me.

Points priority was of course Mag-Cunning, and I snagged any and all gear of crit and +darkness to get to a respectable 60% crit rate by mid 20s. I burned myself to get cauterize at level 30, a must have for this class on insane.

The T2's were tough, no lie. Lots of jumpgating back, corner blasting, etc...but once I hit mid 20's, the corona engine was firing and all circles were up. Once I hit 30 I had timeless maxed and cauterize, and the gloves were off. I autoexplored *everything* from then on. Cauterize procced probably 20 times throughout the whole game, so to call it important would be a huge understatement.

I took swift hands as my other prodigy, and ended up with every pair of footwear in the game, both dispersion *and* spellhunts (and used both), and the wonderful mnemonic ring, as well as...well let's just say I had to wear the mighty girdle to lug all my junk around. Swift hands was...so amazing.

I had no more deaths (the prides were laughable) until the climb. On maybe the third level I saw an orc stair boss...gave him a cursory glance...no biggie, some berzerker or something....knockback resist zero. Ok, piece of cake. Oh, and there is a rare next to him...hmm...flames or urhok. Must be a ... yep...doombringer. Oh well, he's low on HP and I should be able to ... no.

I put up shields, hero, speed, etc, and took one step in and *BAM* cauterize. Abduction of course. I was one hit, through full shield, full heroism for a cauterize that was now ticking for 400 and I was massively debuffed. No problem, jumpgated away to heal...he's there before the cauterize is off cooldown...wraithform and 250% global speed. Nice. Well, I'm back to full, have my other heroism and a shield back up and .... *BAM*. One shot again. Obliterating smash hit me for 4500. Through full shield, and full heroism. Wow.

I rest up and return, not to try to fight him, which is clearly insane, but to run past to the stairs. But he's fast. And walks through walls...and *Bam* another one shot proc of cauterize. I use all my fancy boots, end up teleporting to a safe (but nowhere near the stairs) spot, and he finds me again before cauterize is off CD. *BAM* another one shot. I almost quit TOME right there.

Finally managed to get a lucky teleport landing me near the stairs, and run up to change my underwear. The rest of the climb is a roflstomp of course. In my previous two final fights on insane, Aeryn stayed alive for the whole fight (in one she solod Argoniel). Not so lucky this time. Argonial was a Corruptor Ooozemancer on top of his other annoyances, so he actually hit really hard this time. Aeryn went down like she had been poleaxed, but I got really lucky on my dispels and cleared off Elander's nasty sustains with a dispersion-spellhunts combo. After that, I stood in the middle, put a jumpgate there, dropped all circles, and by cycling timeless and totality managed to keep pretty much 100% uptime on my circles. They just sorta stood there and got whittled away. When my boots were all off cd I would port-run over and close a portal and then jumpgate back for more corona fun. Never really threatened, no harder than normal actually.

In short, Anorithil are amazing. They have awesome CC, circles are super powerful, and with proper rotation have zero resource issues post level 30. The complaint I've heard about them is that they are range 6, but I'm not sure why this is an issue. The mobs that kill you in this game either do it at range 10, or range 1. Range 6 is just as powerful as range 10 in my opinion. I got my corruptor to the prides and he ran out of steam. Simply cannot compete with Anorithil. Once you get the rod of spydric poison, the only enemies that can hurt you need both pin *and* knockback immunity. Do you know how rare that is? I'll tell you. Patchwork Trolls. Some random named rares. Maybe...4 guys in my entire run could actually get at me.

Only thing I'll do different on my next insane run is turn of Ashes to get rid of Doombringers. :)

Red
Uruivellas
Posts: 892
Joined: Sat Oct 04, 2014 8:03 pm

Re: Insane Adventure - Shalore Anorithil

#2 Post by Red »

For me, it is range 6 that gets me. But it's not that it's less effective-you've got decent defenses, so you can close to that range and unleash murder without too much trouble.

No, the issue is I freaking hate that extra ten seconds it takes to kill an enemy you find at range 10. I try to keep light radius at 6, just so I don't have to deal with it, but then I start getting murdered by stuff I can't see, and it's just a mess. I should be more patient. :P

Congrats on kicking ToME's ass, though. Insane wins are worthy of being a point of pride. *Salutes Furey*
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

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