YAVP! Cornac Cursed - Normal Adventure [1.2.5]

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LordKarasuman
Halfling
Posts: 82
Joined: Mon Jul 22, 2013 12:33 am

YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#1 Post by LordKarasuman »

Came back to ToME4 due to the release of Ashes of Urh'Rok. Though I've had a few Easy wins under my belt, I decided to make an earnest attempt at Normal. Unusually enough, I was getting nowhere with Doombringers despite all the hype, and both the Corrupter and Sun Paladin I made got their butts kicked by random bosses in Dreadfell. So I decided to go back to my old standby, Cornac Cursed.

Vault Dump: http://te4.org/characters/17335/tome/0f ... 1dae923283
Image Dump: http://imgur.com/aKo70TT

Code: Select all

  [ToME4 @ www.te4.org Character Dump]

Sex              : Female       STR:  132
Race             : Cornac       DEX:  51
Class            : Cursed       MAG:  21
Level            : 50           WIL:  92
Exp              : 855%         CUN:  77
Gold             : 3079.98      CON:  98
Times died       : 0
Lifes left       : 7

Accuracy(Main Hand):  69        Life             :     1659/1659Encumbrance      : 424/802
Damage  (Main Hand): 270                                        Difficulty       : Normal
Permadeath       : Adventure
APR     (Main Hand):  44        
Crit    (Main Hand):  45%       
Speed   (Main Hand): 1.00       
                                
                                Equilibrium      :     45
                                

Fatigue          : 0%           Spellpower       : 5.125
Armor            : 77.2         Spell Crit       : 23.2%
Armor Hardiness  : 93.924050632911%Spell Speed      : 1
Defense          : 41.05        
Ranged Defense   : 41.05        
All damage       : 9%

Physical Save    : 69.93125
Spell Save       : 57.258333333333
Mental Save      : 69.59375

All Resists:  25%
Poison Resistance:  20%
Disease Resistance:  24%
Confusion Resistance: 100%
Disarm Resistance:  32%
Pinning Resistance:  42%
Stun Resistance: 100%
Fear Resistance: 100%
Knockback Resistance:  98%
Instadeath Resistance: 100%

Number of NPC killed: 4931
Most killed NPC: orc soldier (149)

  [Winner!]

Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.


  [Talents Chart]

 - Technique / Combat training        (mastery 1.30)
    Thick Skin (generic)              5/5
    Armour Training (generic)         5/5
    Combat Accuracy (generic)         5/5
    Weapons Mastery (generic)         5/5
    Dagger Mastery (generic)          0/5
 - Wild-gift / Call of the wild       (mastery 0.80)
    Meditation (generic)              1/5
    Nature's Touch (generic)          5/5
    Earth's Eyes (generic)            0/5
    Nature's Balance (generic)        0/5
 - Wild-gift / Antimagic              (mastery 1.20)
    Resolve (generic)                 5/5
    Aura of Silence (generic)         1/5
    Antimagic Shield (generic)        5/5
    Mana Clash (generic)              0/5
 - Wild-gift / Fungus                 (mastery 1.00)
    Wild Growth (generic)             1/5
    Fungal Growth (generic)           1/5
    Ancestral Life (generic)          5/5
    Sudden Growth (generic)           1/5
 - Cursed / Slaughter                 (mastery 1.30)
    Slash (class)                     5/5
    Frenzy (class)                    5/5
    Reckless Charge (class)           1/5
    Cleave (class)                    0/5
 - Cursed / Endless hunt              (mastery 1.50)
    Stalk (class)                     5/5
    Beckon (class)                    1/5
    Harass Prey (class)               5/5
    Surge (class)                     5/5
 - Cursed / Strife                    (mastery 1.30)
    Dominate (class)                  5/5
    Preternatural Senses (class)      5/5
    Blindside (class)                 1/5
    Repel (class)                     0/5
 - Cursed / Gloom                     (mastery 1.50)
    Gloom (class)                     5/5
    Weakness (class)                  5/5
    Dismay (class)                    1/5
    Sanctuary (class)                 5/5
 - Cursed / Rampage                   (mastery 1.00)
    Rampage (class)                   5/5
    Brutality (class)                 5/5
    Tenacity (class)                  5/5
    Slam (class)                      0/5
 - Cursed / Cursed form               (mastery 1.00)
    Unnatural Body (generic)          1/5
    Relentless (generic)              5/5
    Seethe (generic)                  1/5
    Grim Resolve (generic)            1/5
 - Uber / Strength                    (mastery 1.00)
    Flexible Combat (class)           0/1
    You Shall Be My Weapon! (class)   0/1
    Massive Blow (class)              0/1
    Steamroller (class)               0/1
    Irresistible Sun (class)          0/1
    I Can Carry The World! (class)    1/1
    Legacy of the Naloren (class)     0/1
    Superpower (class)                1/1
 - Uber / Dexterity                   (mastery 1.00)
    Through The Crowd (class)         0/1
    Swift Hands (class)               0/1
    Windblade (class)                 0/1
    Windtouched Speed (class)         0/1
    Giant Leap (class)                0/1
    Crafty Hands (class)              0/1
    Roll With It (class)              0/1
    Vital Shot (class)                0/1
 - Uber / Constitution                (mastery 1.00)
    Draconic Body (class)             0/1
    Bloodspring (class)               0/1
    Eternal Guard (class)             0/1
    Never Stop Running (class)        0/1
    Armour of Shadows (class)         0/1
    Spine of the World (class)        0/1
    Fungal Blood (class)              0/1
    Corrupted Shell (class)           0/1
 - Uber / Magic                       (mastery 1.00)
    Spectral Shield (class)           0/1
    Aether Permeation (class)         0/1
    Mystical Cunning (class)          0/1
    Arcane Might (class)              0/1
    Temporal Form (class)             0/1
    Blighted Summoning (class)        0/1
    Revisionist History (class)       0/1
    Cauterize (class)                 0/1
 - Uber / Willpower                   (mastery 1.00)
    Draconic Will (class)             0/1
    Meteoric Crash (class)            0/1
    Garkul's Revenge (class)          0/1
    Hidden Resources (class)          0/1
    Lucky Day (class)                 0/1
    Unbreakable Will (class)          0/1
    Spell Feedback (class)            0/1
    Mental Tyranny (class)            0/1
 - Uber / Cunning                     (mastery 1.00)
    Fast As Lightning (class)         0/1
    Tricky Defenses (class)           0/1
    Endless Woes (class)              0/1
    Secrets of Telos (class)          0/1
    Elemental Surge (class)           0/1
    Eye of the Tiger (class)          0/1
    Worldly Knowledge (class)         0/1
    Tricks of the Trade (class)       0/1

  [Inscriptions (5/5)]

Infusion: Healing
Infusion: Healing
Infusion: Regeneration
Infusion: Movement
Infusion: Regeneration

  [Current Effects]

- Antimagic Shield
- Wild Growth
- Gloom
- Surge
- Stalk

  [Character Equipment]

 In main hand
a) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)
   [Unique]
Type: weapon / greatsword ; tier 4
It must be held with both hands.

Base power: 60.0 - 96.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +19
Physical crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* 10% chance to send the wielder into a killing frenzy
Damage against: +20% Living
When wielded/worn:
Changes stats: +15 Str / +5 Dex / +15 Con
Reduced damage from: +20% Living
Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed weapons 

 In off hand
 On fingers
b) Hettederek the Shimmeredge
   [Unique]
Type: jewelry / ring ; tier 5

When wielded/worn:
Accuracy: +33
Effects on melee hit: 
* 30% chance to daze
Changes stats: +7 Cun / +13 Dex
Changes resistances: +9% blight / +11% nature / +15% lightning
Changes damage: +15% lightning
Poison immunity: +20%
Disease immunity: +24%

c) mule's voratun ring of tenacity
   Type: jewelry / ring ; tier 5

When wielded/worn:
Fatigue: -7%
Maximum encumbrance: +25
Disarm immunity: +32%
Pinning immunity: +42%
Knockback immunity: +48%
Maximum life: +30.00

 Around neck
d) grounding gold amulet of constitution (+4)
   Type: jewelry / amulet ; tier 3

When wielded/worn:
Changes stats: +4 Con
Changes resistances: +15% lightning
Stun/Freeze immunity: +20%

   Dropped by brittle clear ooze
 Light source
e) Salakira the dwarven lantern
   [Unique]
Type: lite / lite ; tier 5

When wielded/worn:
Defense: +12
Changes stats: +10 Cun / +5 Wil
Changes resistances: +3% all
Changes damage: +9% mind
Physical save: +18
Spell save: +29
Mental save: +17
Mindpower: +8
Light radius: -6
Infravision radius: +6

   Dropped by Neryda the orc berserker
 Main armor
f) Plate of the Blackened Mind (15 def, 40 armour)
   [Unique]
Type: armor / massive ; tier 5

When wielded/worn:
Armour: +40
Defense: +15
Fatigue: +17%
Effects when hit in melee: 
* 20% chance to cause random insanity
Changes stats: +6 Wil / +4 Cun / +3 Con
Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness
Talent mastery: +0.20 Cursed / Gloom 
Physical save: +15
Mental save: +25
Confusion immunity: +100%
Fear immunity: +100%
Mindpower: +10
Light radius: -2
Infravision radius: +4
It can be used to activate talent Dominate (costing 15 power out of 25/25) :
Effective talent level: 2.6
Power cost: 15 out of 25/25.
Range: 2
Travel Speed: instantaneous
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 16 Armour, 23 Defense and your attacks will gain 47% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower.
   Dropped by orc fighter
 Cloak
g) Carstine's Garb (17 def, 0 armour)
   [Unique]
Type: armor / cloak ; tier 5

When wielded/worn:
Accuracy: +10
Armour penetration: +10
Defense: +17
Damage when hit (Melee): 4 mind
Changes stats: +4 Dex / +3 Wil / +6 Cun
Changes resistances: +9% acid / +6% temporal / +9% light / +8% lightning / +17% cold / +3% nature / +9% fire
Physical save: +14
Maximum life: +58.00
Mindpower: +6

 On head
h) Steel Helm of Garkul (0 def, 6 armour)
   [Unique]
Type: armor / head ; tier 2

It is part of a set of items.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery 
Physical save: +12
Spell save: +12
Mental save: +12

 Around waist
i) Carstine's Hipguard
   [Unique]
Type: armor / belt ; tier 5

When wielded/worn:
Physical crit. chance: +13.0%
Effects on melee hit: 
* Slows global speed by 15%
Damage when hit (Melee): 8 nature
Changes stats: +6 Dex / +6 Cun / +6 Con
Changes resistances: +15% acid / +3% light / +15% fire / +6% lightning / +15% cold
Physical save: +15
Spell save: +6
Mental save: +15
Mindpower: +22
Mental crit. chance: +15%
Light radius: +2

 On hands
j) storm rough leather gloves of the verdant (0 def, 1 armour)
   Type: armor / hands ; tier 1

When wielded/worn:
Armour: +1
Damage (Melee): 6 lightning
Changes resistances: +6% blight / +7% darkness / +7% arcane / +6% lightning
Changes damage: +4% lightning
Damage affinity(heal): +6% nature
Talent mastery: +0.20 Wild-gift / Antimagic 
Spell save: +10

   Dropped by Xanoma the orc cryomancer
 On feet
k) Boots of the Hunter (2 def, 12 armour)
   [Unique]
Type: armor / feet ; tier 4

When wielded/worn:
Armour penetration: +15
Physical power: +12
Armour: +12
Defense: +2
Fatigue: +8%
Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator 
Spell save: +10
Mental save: +10
Stun/Freeze immunity: +40%
Maximum life: +80.00
Activating this item is instant.
It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32.
 Tool
l) psionic dwarven-steel torque of psychoportation [power 35]  (30 cooldown)
   Type: charm / torque ; tier 3

It can be used to teleport randomly (rad 35), placing all other charms into a 30 cooldown.
When used:
100% chance to regenerate 5 psi.

 Quiver
m) psychokinetic pouch of dwarven-steel shots of persecution (20/20, 28-33.6 power, 3 apr)
   Type: ammo / shot ; tier 3

Base power: 28.0 - 33.6
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Mastery: Sling Mastery
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +3
Physical crit. chance: +5.0%
Capacity: 20
On weapon hit:
* disrupts spell-casting
* 10% chance to knock the target back
Damage (Ranged): +24 physical
Damage against: +13% Unnatural

   Dropped by skeleton warrior

  [Player Achievements]

'A dangerous secret' was achieved for Found the mysterious staff and told Last Hope about it. At 2014-11-04 21:56:09
'A different point of view' was achieved for Learned the five chapters of Orc history through loremaster Hadak's tales. At 2014-11-05 18:21:47
'Antimagic!' was achieved for Completed antimagic training in the Ziguranth camp. At 2014-11-04 17:23:51
'Arachnophobia' was achieved for Destroyed the spydric menace. At 2014-11-04 23:06:43
'Are you out of your mind?!' was achieved for Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order. At 2014-11-05 16:36:57
'Back and there again' was achieved for Opened a portal to the Far East from Maj'Eyal. At 2014-11-05 17:57:13
'Brave new world' was achieved for Went to the Far East and took part in the war. At 2014-11-04 22:39:48
'Catch that Plumpkin!' was achieved for Finish the Plumpkin event. At 2014-11-04 21:26:04
'Curse Lifter' was achieved for Killed Ben Cruthdar the Cursed. At 2014-11-03 19:10:13
'Destroyer's bane' was achieved for Killed Golbug the Destroyer. At 2014-11-04 22:23:11
'Evil denied' was achieved for Won ToME by preventing the Void portal from opening. At 2014-11-05 22:58:07
'Exterminator' was achieved for Killed 1000 creatures. At 2014-11-03 21:04:29
'Eye of the storm' was achieved for Freed Derth from the onslaught of the mad Tempest, Urkis. At 2014-11-04 17:27:38
'Fear me not!' was achieved for Survived the Fearscape! At 2014-11-04 21:10:25
'Fear of Fours' was achieved for Killed all four bosses of the Slime Tunnels. At 2014-11-05 22:00:48
'Home sweet home' was achieved for Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage. At 2014-11-04 17:21:46
'Level 10' was achieved for Got a character to level 10. At 2014-11-03 18:35:57
'Level 20' was achieved for Got a character to level 20. At 2014-11-03 21:29:31
'Level 30' was achieved for Got a character to level 30. At 2014-11-04 21:15:36
'Level 40' was achieved for Got a character to level 40. At 2014-11-05 17:55:54
'Level 50' was achieved for Got a character to level 50. At 2014-11-05 22:54:37
'Orcrist' was achieved for Killed the leaders of the Orc Pride. At 2014-11-05 21:07:59
'Race through fire' was achieved for Raced through the fires of the Charred Scar to stop the Sorcerers. At 2014-11-05 19:37:20
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2014-11-03 21:14:45
'Size is everything' was achieved for Did over 1500 damage in one attack. At 2014-11-05 21:22:12
'Size matters' was achieved for Did over 600 damage in one attack. At 2014-11-04 21:22:52
'Sliders' was achieved for Activated a portal using the Orb of Many Ways. At 2014-11-04 22:30:05
'Tactical master' was achieved for Fought the two Sorcerers without closing any invocation portals. At 2014-11-05 22:57:57
'The Arena' was achieved for Unlocked Arena mode. At 2014-11-03 18:25:31
'The Legend of Garkul' was achieved for Learned the five chapters of the Legend of Garkul. At 2014-11-05 21:50:23
'The Sun Still Shines' was achieved for Aeryn survived the last battle. At 2014-11-05 22:58:07
'There and back again' was achieved for Opened a portal to Maj'Eyal from the Far East. At 2014-11-05 16:45:05
'Treasure Hoarder' was achieved for Amassed 3000 gold pieces. At 2014-11-04 22:24:14
'Treasure Hunter' was achieved for Amassed 1000 gold pieces. At 2014-11-04 17:05:59
'Vampire crusher' was achieved for Destroyed the Master in its lair of the Dreadfell. At 2014-11-04 21:46:23
[*] I more or less followed Nate's guide for Cursed in terms of stat and skill allocation up to a point. I think I may have stopped Strength pumping at 50 (pre-equipment boosts) to dip into Constitution enough for either Thick Skin 1 or 2. I also might have pumped Relentless before the entire Combat Training tree was maxed. Furthermore, I ended up maxing Weakness right after Rampage got 5/5/5/0'd; even a chance at reduced damage does wonders to prop up a Cursed's defenses in the face of their fragility. Then there was the investment into Wild-Gift for the extra healing, though that ended up being less for me towards the end.

[*] My prodigy choices were I Can Carry the World! (due to the strength boost that hadn't been implemented at the time when Nate's guide was written) and Superpower (obvious choice). Doing 2200 with Slash or Frenzy is great.

[*] Hit and run, hit and run! Unless you're tanking through things through sheer infusion nonsense or use of copious resistance %'s. Of course, doing so can definitely lead to cockiness-- so I always kept my Movement Infusion at the ready.

[*] Getting Bill's Tree Trunk early means you get to cruise through the grand majority of the West.

[*] IMO, immunity importance is in order of Stun/Freeze >= Confusion > Blindness > Pinning. You can survive without Blindness immunity, but holy crap is it annoying.

[*] Didn't die once in my game, despite oftentimes losing lives as early as the Tier 2 western dungeons. Kind of proud of that. Although... does dying to the Ambush count as a death in anyone's eyes? It's funny, because I totally lost to that battle, and I've typically demolished it with nearly every character who's made it there. On this attempt, however, I think I somehow got destroyed in two hits before I could even get myself set up. But as it's a scripted-to-lose battle, and I didn't lose a life...? :D

[*] First time I destroyed all the Orb Guardians. That was fun; typically I avoid the one who spawns from Destruction since that a-hole can have Fearscape on him.

[*] Managed to nab an Elixir of Invulnerability; was forced to use it during the final battle. E really sucks with the damage he can do. Fortunately, Aeryn makes a fine tank especially if you have a way of directly healing her. Thanks, Nature's Touch!

[*] Not gonna go for Atamathon. Maybe on my next character.

All in all, I'm proud of this first "real" win! Next time I want to try stuff like the Melinda quest, doing riskier optional dungeons like Spellblaze and that one where you have to help the Sunwall jeweler, and maybe do an Arcane and/or 1H Cursed.

amuletofyendor
Higher
Posts: 46
Joined: Wed Sep 03, 2014 10:44 pm

Re: YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#2 Post by amuletofyendor »

Congrats on the win! When I looked at your character, I was very surprised to see you using some "green" items, and I was even more surprised when the amulet you were wearing was made out of gold! A strange choice, but I guess it all worked out in the end. About Atamathon, you should try, if you have a means of dispersion. If you do, simply hit once, movement infusion+rampage away, maneuver yourself behind some trees, rest, repeat. Unless you're unlucky, you should have enough trees to have at least two stops to shift between. It also helps if you have some way of sensing where Atamathon is. A lantern with track on it is usually my solution.

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

Re: YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#3 Post by Red »

Spellscar is optional? *Thinks back on all the runs that died in it.* Well shit.

Congratulations, my Lord Karasuman. I assume saving the world was enough for them to grant you a title of nobility. :P
Good luck on all your future runs, and may Atamathon and Linaniil cower before your wrath.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

LordKarasuman
Halfling
Posts: 82
Joined: Mon Jul 22, 2013 12:33 am

Re: YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#4 Post by LordKarasuman »

Compiled a list of why I think Cornac Cursed is one of the easiest combos to win with in Normal/Easy:

1) Cornac gives you access to that sweet Rampage tree immediately due to the extra Cat point to start
2) Cornac levels up so damned fast so you get online and acquire access to sick Prodigies that much more quickly
3) Cornac doesn't have a special racial tree, which makes spending Generic Cat skill points easier
4) Cursed crowd control is almost entirely automated
5) Cursed can get away with only cycling through like 5 skills (I seriously kept forgetting to use Beckon and still got stupid far)
6) Cursed have a million ways to GTFO of danger
7) Cursed have skills that aren't restricted by whether your melee weapon is 2H or 1H, and can even go Mindstars
8) Cursed Class Cat skills are often one-point wonders, so other than 5/5/5/x Rampage you have a lot of wiggle room
9) Cursed have Relentless which smooths out what you need from equipment drops a TON in my opinion
10) Cursed can get Surge+Iron Acorn, which can act as both a pseudo-escape AND let you dance around Orc/Adventurer parties in the World Map forever

Most of these advantages make life convenient, but mean way less in Madness and beyond, from personal experience. There's a reason virtually everyone considers them low-mid (if that) past Normal.

I never realized how much I appreciated having so much movement speed out on the World Map until I finished up my Sun Paladin run today. Seriously, it got annoying real fast, especially since World Map encounter exp peters off into nothing, eventually.
amuletofyendor wrote:Congrats on the win! When I looked at your character, I was very surprised to see you using some "green" items, and I was even more surprised when the amulet you were wearing was made out of gold! A strange choice, but I guess it all worked out in the end. About Atamathon, you should try, if you have a means of dispersion. If you do, simply hit once, movement infusion+rampage away, maneuver yourself behind some trees, rest, repeat. Unless you're unlucky, you should have enough trees to have at least two stops to shift between. It also helps if you have some way of sensing where Atamathon is. A lantern with track on it is usually my solution.
This is partly why I'm wary about doing Atamathon. Fighting him requires a grasp of every facet of playing ToME4, including using scouting/tracking to know where enemies are. I'm more a leap-before-looking guy, so I have difficulty even thinking about using Track before I run out to slaughter. ... and then get slaughtered. Still, I've been thinking of scumming purple equipment from Orcs/Adventuring Parties in order to get what I need for the battle. It was funny, I think I was using those equipment pieces for the immunities. In particular, I never found a Stun Immunity piece so one of those Greens just sat in there forever. It sucked.
Red wrote:Good luck on all your future runs, and may Atamathon and Linaniil cower before your wrath.
Thanks.

Spellscar is optional, yeah. I never, ever do it if I don't have a good combination of Blight and Fire resistance, and Grand Corruptor, IME, is very good at disavowing you of the notion that you can come at him without both. Not to mention crony Corruptors keep running away from you. Annoying as hell.
Last edited by LordKarasuman on Tue Dec 09, 2014 4:12 am, edited 1 time in total.

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

Re: YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#5 Post by Red »

Atamathon is not so hard as you think. (Or my Sun Paladin build just happens to be really good at taking him down.) I have the exact same look before you leap idea, and I slew the beast that is Atamathon. Admittedly, I died twice and won because the second death was with Ring of the Dead which does not reset enemy HP, but a win's a win.

And good point on Cursed stuff. I never get far with them because I dislike Hate, and it didn't really help I was doing a Yeek Mindstar build.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

LordKarasuman
Halfling
Posts: 82
Joined: Mon Jul 22, 2013 12:33 am

Re: YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#6 Post by LordKarasuman »

I just don't pay attention to Hate, personally. Though you probably (definitely?) don't have that luxury with the first ten levels of Yeek. Then there's the fact that Mindstars don't get started very quickly at all, and that's murderous combined with the slow start of a Cursed and the slower start of a Yeek. :cry:

I wish I had read that guide during my Sun Paladin's progress; was mostly playing it blind. I mean, I've completed as a Sun Paladin before, but that was on Easy and before it got the huge overhaul that it did. Had little idea of its new strengths.

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

Re: YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#7 Post by Red »

Thanks. I like to think my guide is pretty decent, but considering I wrote it after my first (and only so far) win, I wasn't sure. Not that you can tell from the guide, the way I assure you it's totally 100% the best advice ever. :P

Honestly, the real issue is just that I hear a cool build and want to try it, even if it's insanely hard. Much easier to solve theoretical problems, like making you totally immune to everything except three abilities in the entire game.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

dukereg
Thalore
Posts: 120
Joined: Thu Dec 26, 2013 2:31 am

Re: YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#8 Post by dukereg »

Congratulations! I think winning with a Cursed is quite an achievement. (I say that as someone who loves Cursed thematically but has died again and again and again trying to get to the far east on normal with them. Maybe I should learn to do the "run" part of hit and run.)

LordKarasuman
Halfling
Posts: 82
Joined: Mon Jul 22, 2013 12:33 am

Re: YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#9 Post by LordKarasuman »

Forgetting I have so many escape methods as a Cursed is one of the main ways I die. Always run either a Psychoportation Torque or, if you're going Magic, a Teleportation Rune. In Normal, you can get away with reckless play by knowing when and how to run if escape is necessary.

Is there an open path of travel?
Movement Infusion or Rampage.

Are you blocked on all sides but there's a faraway enemy?
Blindside to the far enemy and flee/re-maneuver.

Are you blocked on all sides and there's no way to Blindside?
Psychoportation or Teleportation.

Is there an open path of travel but Movement Infusion is on cooldown and you're somehow out of Hate?
Reckless Charge out and hope for the best.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#10 Post by Doctornull »

Hell yeah, Cursed are really great when you actually know how to use all their fun buttons in creative ways. I usually fail this and try to eke every last bump-attack out of my Rampage.

Congrats on the win!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

LordKarasuman
Halfling
Posts: 82
Joined: Mon Jul 22, 2013 12:33 am

Re: YAVP! Cornac Cursed - Normal Adventure [1.2.5]

#11 Post by LordKarasuman »

Thanks. Cursed look like they don't have much going on, and that's somewhat true, but it feels goooood when you have even a halfway understanding of their attack suite.

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