[1.0.0]Nightmare Yeek Doomed Winner
Posted: Tue Jan 01, 2013 2:51 pm
Welp, unlocked insane difficulty. Used a doomed for this purpose: http://te4.org/characters/21602/tome/fb ... 6a322a7b7f. Note: the numbers are off because I'm under the effect of heroism, spellshocked and burning hex (which influences talent/infusion cooldowns).
Deads:
1) Heart of the Gloom boss. I knew his Shadows are completely unfair on nightmare, yet I still tried so it's my fault. (on nightmare he has more shadows, has more levels in the shadow warrior and shadow mage talents and the shadows themselves get an additional boost to their talents).
2) The Master. No idea what happened, first turn got hit by a blind effect (and other enemy attacks), after second turn was dead from 600 health or so. Later the Master critted me with frozen again doing 500+ damage, so that's probably what happened.
3) Vor armoury bone giant. One of these "he killed me, I resurrected and kicked his ass" situations. I should have done easier dungeons and got more levels before coming here.
4) Warrior pride entrance. Call out chaining (that talent that teleports you to next to them) messed me up. Died while heroism was active, maybe I'd have survived if I had kept better track of damage since I thought I had plenty of (negative) health left when I died. My fault since I should have done easier dungeons first.
5) Necro pride entrance. Got blinded which normally isn't much of a problem for doomed (since except for dark torrent none of his talents can fail to hit the target) but it prevented me from killing the necromancers fast enough and died.
6) Mage pride floor 2. Had heroism up, overestimated my health, died because of overconfidence.
7) Winning the game as Yeek.
Anyway, lategame I was forced to rotate 2 heroism infusions to have a chance at surviving. My 2 heroism infusions had long enough durations (12 and 13 turns) and low enough cooldowns (21 and 22) that I could theoretically chain them one after another 24/7, but since I used other infusions as well I needed a way to clear infusion saturation. Which is also the main reason why I put my cat point into harmony. I honestly tried to keep my health positive, but it's just not doable with a healthpool of 1100 (and I only have so much max health because of tons of +con on items/heroism) so I needed to be able to go -900 health and still survive. The +21 constitution, willpower and cunning was of course also really useful.
Took a few screenshots:
- Shows why heroism chaining is absolutely necessary. Had quite a few of such situations. Note that I have 25% resist all and 30% cold resistance from items/talents and I still got hit by those numbers.
- Shows why enemy summons are completely broken in nightmare difficulty. Yes, it's an unfair setting, but summons shouldn't deal 5 times more damage than all other enemies around. The way the +50% talent level works both on the talent used to summon and on the talents of the summons themselves makes them hit way too hard.
I'm really dissapointed that I didn't get special nightmare achievements by the way.
Deads:
1) Heart of the Gloom boss. I knew his Shadows are completely unfair on nightmare, yet I still tried so it's my fault. (on nightmare he has more shadows, has more levels in the shadow warrior and shadow mage talents and the shadows themselves get an additional boost to their talents).
2) The Master. No idea what happened, first turn got hit by a blind effect (and other enemy attacks), after second turn was dead from 600 health or so. Later the Master critted me with frozen again doing 500+ damage, so that's probably what happened.
3) Vor armoury bone giant. One of these "he killed me, I resurrected and kicked his ass" situations. I should have done easier dungeons and got more levels before coming here.
4) Warrior pride entrance. Call out chaining (that talent that teleports you to next to them) messed me up. Died while heroism was active, maybe I'd have survived if I had kept better track of damage since I thought I had plenty of (negative) health left when I died. My fault since I should have done easier dungeons first.
5) Necro pride entrance. Got blinded which normally isn't much of a problem for doomed (since except for dark torrent none of his talents can fail to hit the target) but it prevented me from killing the necromancers fast enough and died.
6) Mage pride floor 2. Had heroism up, overestimated my health, died because of overconfidence.
7) Winning the game as Yeek.
Anyway, lategame I was forced to rotate 2 heroism infusions to have a chance at surviving. My 2 heroism infusions had long enough durations (12 and 13 turns) and low enough cooldowns (21 and 22) that I could theoretically chain them one after another 24/7, but since I used other infusions as well I needed a way to clear infusion saturation. Which is also the main reason why I put my cat point into harmony. I honestly tried to keep my health positive, but it's just not doable with a healthpool of 1100 (and I only have so much max health because of tons of +con on items/heroism) so I needed to be able to go -900 health and still survive. The +21 constitution, willpower and cunning was of course also really useful.
Took a few screenshots:
- Shows why heroism chaining is absolutely necessary. Had quite a few of such situations. Note that I have 25% resist all and 30% cold resistance from items/talents and I still got hit by those numbers.
- Shows why enemy summons are completely broken in nightmare difficulty. Yes, it's an unfair setting, but summons shouldn't deal 5 times more damage than all other enemies around. The way the +50% talent level works both on the talent used to summon and on the talents of the summons themselves makes them hit way too hard.
I'm really dissapointed that I didn't get special nightmare achievements by the way.