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Normal Skeleton Fighter lvl 38 (18b)
Posted: Sat Jan 08, 2011 9:26 pm
by siphal
http://te4.org/characters/59/tome/881af ... 1cc000edf0
Well, a second trip to the East with the same result: death by Orc Patrol after completing 3 Prides without too much problems. The first time I probably had too low resists, I went East as soon as I could (lvl 24ish). So this time around I spent a little more time in the West grinding for a few levels (lvl 32) and some better gear.
Only problem was that I didnt have any controlled mobility, which I did have the 1st time (are controlled phase door infusions even still in the game?). This makes a lot of difference especially against the patrols. Compared to the dungeons the patrols seem to be much tougher, or at least there is a much bigger chance of being almost insta-killed, even with high resists. Now, I do try to evade the patrols as much as possible, also trying to lure them into and let them be killed by elven patrols whenever possible. But sometimes one just cant avoid them (had to meet them 4 times I think). It does feel that, compared to the rest of the content I've seen the patrols are a bit too much of a 'luck' thing: if the mobs spawn badly for you it can be a death trap, even with all the resurrects... Maybe I'm still doing something horribly wrong with them, who knows

Ofcourse the fact that I resurrected 3 times in a row with a negative amount of HP (bug?) didnt really help either

Skill timers werent reset either, but that might be intentional, not sure.
Other than that I'm having a blast with this game, there's a lot of strategy involved and most dungeons are toughish to tough but surely doable. Luckily there's still plenty room for extreme stupidity, like for instance vainly trying to kill off 3 remaining mega damage dealing archers after killing the boss in the Orc ambush. It took me 4 resurrects before realizing I didnt have to kill all remaining Orcs: I just didnt realize that killing the boss in stead of just being overwhelmed caused the stairs to pop up right under me, even resurrecting right on top of them over and over again didnt seem to activate my few remaining brain cells
One other minor thing: it looks like levels 25-30ish might do with a little extra content to avoid having to grind these levels. Great work, DG

Re: Normal Skeleton Fighter lvl 38 (18b)
Posted: Sun Jan 09, 2011 3:24 am
by greycat
siphal wrote:are controlled phase door infusions even still in the game?
Yes. They're not common, but they do spawn at least in the Far East. I don't remember seeing any in the west.
Compared to the dungeons the patrols seem to be much tougher
Yeah. In the dungeons, if you pop into a level with a bad tactical layout, you can generally flee back up the stairs. In an ambush, you get what you get.
Re: Normal Skeleton Fighter lvl 38 (18b)
Posted: Sun Jan 09, 2011 8:35 am
by Grey
I've had controlled phase door runes in the west. However they tend to be of limited use since they have low range and the "targetting" part is distributed - you may end up on one of several squares.
Re: Normal Skeleton Fighter lvl 38 (18b)
Posted: Sun Jan 09, 2011 1:17 pm
by siphal
True enough, though in an ambush with a crowd of high pyro- and cryomancers etc. I'd still prefer a lower range controlled phase door with at least a fair chance of getting to a spot (partially)surrounded by trees. More problematic is the usually longer cooldown (my uncontrolled PD had a cooldown of 5, which is awesome). Next time around I probably will be going for 5 infusions/runes with 1 spot for a low cooldown longer range uncontrolled PD and 1 spot for a higher cooldown low range controlled PD.
Hmm, now that I look at my inventory, I notice that I never did use my wand of healing

I even have no idea how much it heals and if it wouldve helped me to use it in the ambush. Playing fighters I obviously tend to adjust my brain activity to the class I'm playing....
Re: Normal Skeleton Fighter lvl 38 (18b)
Posted: Sun Jan 09, 2011 3:11 pm
by Grey
My arcane blade is getting a tasty 400 or so healing from his wand. No idea if it scales with Magic though... Wands of teleport can be invaluable at times too, as they don't seem to have a min range.
Re: Normal Skeleton Fighter lvl 38 (18b)
Posted: Sun Jan 09, 2011 3:27 pm
by gogis
Antimagic owns orc patrols, it's basically doubles your effective hp. I have similar dwarf fighter in b16 and while patrols still pretty nasty, starting to fight with zero equilibrium is like havenig extra 1k hp vs magic stuff (i also have like 50 willpower for shield boost). Altho I also have dvarwen resilience talent, so my perception could be skewed (skeleton in title and dwarf in report puzzling me too)
Re: Normal Skeleton Fighter lvl 38 (18b)
Posted: Sun Jan 09, 2011 3:44 pm
by greycat
gogis wrote:Antimagic owns orc patrols, it's basically doubles your effective hp. I have similar dwarf fighter in b16 and while patrols still pretty nasty, starting to fight with zero equilibrium is like havenig extra 1k hp vs magic stuff
Which talent? How do you use it effectively? I am still trying to figure out how to use this stuff....
Altho I also have dvarwen resilience talent, so my perception could be skewed (skeleton in title and dwarf in report puzzling me too)
Huh? You're a skeleton AND a dwarf?
Re: Normal Skeleton Fighter lvl 38 (18b)
Posted: Sun Jan 09, 2011 8:43 pm
by siphal
gogis wrote:Altho I also have dvarwen resilience talent, so my perception could be skewed (skeleton in title and dwarf in report puzzling me too)
Haha, I accidentally linked the wrong one, my earlier attempt who was a dwarf. Corrected now.
Hmm, your antimagic suggestion sounds interesting. I might give it a try. Not too sure about willpower though. Sure it will help, but what to sacrifice for it? Not con, maybe it's better to not prioritize maxing strength. After all, fighters are more the tanks not the damage dealers. Anyway, doing enough damage didnt seem to be a problem at all. Enough room for improvement.
Re: Normal Skeleton Fighter lvl 38 (18b)
Posted: Mon Jan 10, 2011 1:42 pm
by gogis
siphal wrote:gogis wrote:Altho I also have dvarwen resilience talent, so my perception could be skewed (skeleton in title and dwarf in report puzzling me too)
Haha, I accidentally linked the wrong one, my earlier attempt who was a dwarf. Corrected now.
Hmm, your antimagic suggestion sounds interesting. I might give it a try. Not too sure about willpower though. Sure it will help, but what to sacrifice for it? Not con, maybe it's better to not prioritize maxing strength. After all, fighters are more the tanks not the damage dealers. Anyway, doing enough damage didnt seem to be a problem at all. Enough room for improvement.
Ok, that my stats
32 level dwarf fighter
1116 base HP (52 con)
with 46 willpower (thats also plenty of stamina and mental saves as a bonus) antimagic shield absorbing as much as 42 ele/magical damage per hit. Every 30 points of damage its a +1 to equilibrium. I never really check it rigorously, but usually shield crumbles after 55-70 eq. points. Activation costs you 30 points. It's looks like 30*(70-30) = up to 1200 extra elemental damage you can take (also, when you wander in wilderness eq. quckly falls to zero and with shield activated its extra 70*30=2100 damage, wow?), it's ALOT, trust me. With retarded amount of defence/armor fighters possess you are walking titanic.
When shield crumbles, you quickly drop equilibrium by poision trap dance or letting stuff to hit you and reactivate.
And btw, after plenty fighters and berserkers i played, i must say that former is SO much better than latter it's not even funny. I don't really see difference in damage output, while fighter is like thrice sturdier.
Shield Wall >>>>> Berserker
Riposte owns Death Dance
...etc
Re: Normal Skeleton Fighter lvl 38 (18b)
Posted: Mon Jan 10, 2011 1:47 pm
by gogis
greycat wrote:gogis wrote:Antimagic owns orc patrols, it's basically doubles your effective hp. I have similar dwarf fighter in b16 and while patrols still pretty nasty, starting to fight with zero equilibrium is like havenig extra 1k hp vs magic stuff
Which talent? How do you use it effectively? I am still trying to figure out how to use this stuff....
Altho I also have dvarwen resilience talent, so my perception could be skewed (skeleton in title and dwarf in report puzzling me too)
Huh? You're a skeleton AND a dwarf?
at 52 willpower
Resolve (19% resist to school you was hit by for 7 turns )
Antimagic Shield (see above post)
Also i use aura of silence vs mages. Mana clash is quite bad, because it's very situational.
>> Huh? You're a skeleton AND a dwarf?
You either misunderstood or this is my bad english
