So, I'm not new to roguelikes (previously played Nethack, DCSS, C:DDA and some ADOM), but i'm very new to ToME. Been playing for about 4 days (1 character a day) and the last one managed to get to the Far East (on adventure mode) and was lvl 31.
So, my question is whether I'm building my character well or am I making any building mistakes? Am I taking the right resistances? The right modifiers on items? Am I piking the right upgrades, stats and abilities? Here's the dump, thanks for any advice
So, I'm not new to roguelikes (previously played Nethack, DCSS, C:DDA and some ADOM), but i'm very new to ToME. Been playing for about 4 days (1 character a day) and the last one managed to get to the Far East (on adventure mode) and was lvl 31.
So, my question is whether I'm building my character well or am I making any building mistakes? Am I taking the right resistances? The right modifiers on items? Am I piking the right upgrades, stats and abilities? Here's the dump, thanks for any advice
The message you posted was way spammy, so I removed it, try linking your character page from https://te4.org instead!
You can access this by logging in and going to the "My characters" option on the right menu, then selecting your character and pasting the url link to that character here.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
Sorry, I thought it would be alright as long as I posted it in code brackets. Did as you told me, but unfortunately I hadn't registered on the client (or on the webpage) yet, so no characters show up in there. Would it we acceptable if I post only the most relevant part (like this)? I mostly want advice on the build itself, but would have also liked to be told if I was wasting equipment slots with useless equipment. Sorry if this is not acceptable either.
It's not necessary to max all the Two-Handed Assault talents. All you're getting is a little extra damage. It's better to spend those points on things that will give utility. For instance, I would put enough points in Warshout to get max radius for disabling casters, and put a couple more points in Rush for increased range. Most of the time, I save Rush as an escape tool and only target enemies with it if I need to jump to a ranged enemy while Movement infusion is on cooldown.
Speaking of Movement infusion, I highly recommend using one. Your inscription choices are pretty solid overall, but I would drop the second Regen for a Movement.
You should definitely get Unflinching Resolve to 4/5 so it can remove the maximum number of effect types with decent trigger chance. Status effects are one of the most dangerous things in the game.
As far as equipment, it's hard to give general suggestions because you are limited by what you can find/buy. As you get more experience with the game, you will have a better understanding of which stats are more important. If you're able to play online, I recommend linking items in chat and asking for suggestions if you're not sure what to use. People will be able to give better advice if they can see the specific items.
I see that you guys recommend heavily that I switch my inscription choices to accommodate either Wild or Movement. I don't know if maybe I'm playing to risky, but I rely heavily on my 2 regens to keep my health bar healthy on long fights involving bosses. What do you suggest? Regen, Wild, Teleport, Movement? Do I need to play more cautious maybe?
I also read in one of the guides not to invest in Rush beyond the first point, because the marginal gain in range is not worth it. It seemed reasonable to me. I use Rush heavily as a mean to get near range shooters and in general to reach enemies rapidly.
Also, is Warshout really useful? I barely use it, haven't noticed much of an effect :-/
I'll take that advise on Unflinching Resolve. Question: If I max it or take it to 4, does that mean I can skip the Wild Inscription? It seems to me that they are redundant.
IMO Movement > Teleportation. Movement is already super good at getting away from scary fights. And it has the double use of also making you stun/pin immune for a few turns after using it. So if you have two Movements you can pop the first to be stun immune and the second to GTFO.
It seemed reasonable to me. I use Rush heavily as a mean to get near range shooters and in general to reach enemies rapidly.
It's often more useful to use Rush to disengage from a fight. (You can target empty spaces with Rush.)
Always leaving one or more escape options open at all times during a fight (Rush or Movement Infusion or otherwise) will drastically lower YASD chances.
It's only worth leaving Rush at 1/5 if you need the points for other things. You're not short on class points, so I would get 3/5.
Wild infusion is good even with Unflinching Resolve. If you get stunned or something like that, you don't necessarily want to wait multiple turns for it to randomly get removed. You can probably get by without Wild if you have 4/5 Unflinching and a Movement infusion though.
I am a fan of teleports in general. If you can get teleport from a talent or item that's generally preferable to the rune, but if not then the rune is worth using IMO.
My opinions on skills: way too many points in 2h Assault. I think 3/1/3/1 should be enough. Max Blinding Speed from the Combat Techniques tree. Drop points from last two Combat Veteran skills entirely. More points in Bloodbath. Drop the last two Conditioning skills and invest in the second (Unflinching resolve) instead. 5/5 Combat accuracy is overkill.
You may want to think about Antimagic.
With 4 inscriptions I would go physical wild/movement/heroism/regen.
One of the things that I discovered / learned was that long fights are not always the best option. The moment you think 'I think I'm going to just survive the next round, let's hit him once more' is the moment you should have teleported out.
Your regeneration is almost always higher than the monsters, so it makes sense to escape, heal up, recover stamina, rest until your favorite talents are available once more, and then hunt the boss down again.
Now you also know why clearing a level before attacking the boss makes sense: it gives you a safe environment to teleport around in.