[1.0.1] Anaesthesia the level 50 Thalore Solipsist
Posted: Thu Mar 21, 2013 3:44 pm
http://te4.org/characters/38522/tome/36 ... 11d430a113
Solipsists are tanky, AM solipsists are very tanky, AM Thalore solipsists are extremely tanky.
Died twice. Once to crit from Daikara backup guardian - that guy is much harder than any other guard. And once to Oozemancer boss, which is even more imba than solipsists. But both was before I got AM.
Yes, I got AM late, and it was a big mistake. AM helps solipsists a lot, even with minimal point investment, like 1/1/1/0 + 1/1/1/0 in fungus.Resists, dismissal and shield reduce damage to quite small percentage, which can be eaten by AM shield. If you have "equilibrum on hit" gear, AM shield will be practically infinite.
Also I "died" to post-Dreadfell ambush, which is ironic, because all characters before survived it quite well. I blame lack of heavy armor and area damage.
Another mistake (besides late AM) was taking 4 in solipsism. Yes, you die when you go below 0 hp and live if you go to 0 psi, but with less-than-fatal damage, solipsists suffer from losing psi more (global speed hit!). Also, it is easier to raise hp with items and such. Another point is that solipsism skills raise linearly, so it's worth putting cat point to get it at 1, which will also raise Solipsism. So, 2, maximum 3, is enough.
As for damage dealing, I got by most of first half with just Mind Sear and psiblades. It worked (except Ambush), but then I needed something to deal with mobs.
So I got Nightmare. It is great at 5/2/1/2, dealing with anybody non-sleep immune perfectly. And Nightmare covers quite a big area - centeral guy and two of three on one side in Rak'Shor Pride entrance, for example. Inner Demons indeed works with anybody, and even at just 2 points was making a lot of copies.
And lastly I got to Distortion. Skills look not very good (especially compared to Mind Sear), but when I got them to 5/5/1/5 they started to really shine!
Maelstrom - DOT (and not very damaging DOT), but it fixes enemies in place, distorts them for other skills, and has huge range (10 range + 4 radius = 14 range).
Distortion bolt - pathetic by itself (especially projectile speed). But gives very neat explosion when hits someone in Maelstrom (i.e. distorted), and cooldown is very small. Also, you want level 5 to avoid self-damage with distortion skill. I nearly killed myself twice when I got caught in my own critted lvl3 distortion bolt.
Distortion Wave - huge radius of 10, stuns distorted enemies. But "blow away" part of it is also very good - things got much easier in final fight when I putted E-sorc out of sight, so I could deal with A-sorc in peace.
Aaand, ten game ended. None of star guard presented any sort of problem. Slime tunnel guards were actually more nasty.
Got +74 melee damage randart gloves, and later already in High Peak the Core of the Forge mindstar. Together they kicked my melee damage from ~200 all the way to ~600, making it relevant again. Helped with sorcerers.
Infusions helped a lot. Even with my insane saves I got statused several times in final fight, so two Wilds was handy. They also gave a nice Resist All bonus, so I was at 70% most of the time with mostly anything.
Regens - I got two, with 2 in wold growth it was enough to be at 100% health at all time.
Movement - got it mostly for Charred Start (where it cutted speed by half, if not 2/3). Very nice, but I think a little redundant if you already have Wanderer's Nest, dreamwalk and psyhoportation. Also, Movement seem to scale with global speed, because I got ~1200% speed from 900% infusion. Hmm, testing,testing... Woah. 27 steps from one 908% movement infusion and 144% global speed. I don't know how it was possible.
Final fight was indeed hard, especially because I was underleveled a little. Especially when a mob of dragons emerged from nearest portal. But then dragons melted in Maelstrom, I finally destroyed A-sorc, and E-sorc was much easier, probably because this time imba-pearl was in my inventory
Said that, sorcs was not really much different than any other boss before them. They did not even had very high power or saves. But they had a lot of hp, resists, there were two of them, and a nasty mob arriving to help.
Solipsists are tanky, AM solipsists are very tanky, AM Thalore solipsists are extremely tanky.
Died twice. Once to crit from Daikara backup guardian - that guy is much harder than any other guard. And once to Oozemancer boss, which is even more imba than solipsists. But both was before I got AM.
Yes, I got AM late, and it was a big mistake. AM helps solipsists a lot, even with minimal point investment, like 1/1/1/0 + 1/1/1/0 in fungus.Resists, dismissal and shield reduce damage to quite small percentage, which can be eaten by AM shield. If you have "equilibrum on hit" gear, AM shield will be practically infinite.
Also I "died" to post-Dreadfell ambush, which is ironic, because all characters before survived it quite well. I blame lack of heavy armor and area damage.
Another mistake (besides late AM) was taking 4 in solipsism. Yes, you die when you go below 0 hp and live if you go to 0 psi, but with less-than-fatal damage, solipsists suffer from losing psi more (global speed hit!). Also, it is easier to raise hp with items and such. Another point is that solipsism skills raise linearly, so it's worth putting cat point to get it at 1, which will also raise Solipsism. So, 2, maximum 3, is enough.
As for damage dealing, I got by most of first half with just Mind Sear and psiblades. It worked (except Ambush), but then I needed something to deal with mobs.
So I got Nightmare. It is great at 5/2/1/2, dealing with anybody non-sleep immune perfectly. And Nightmare covers quite a big area - centeral guy and two of three on one side in Rak'Shor Pride entrance, for example. Inner Demons indeed works with anybody, and even at just 2 points was making a lot of copies.
And lastly I got to Distortion. Skills look not very good (especially compared to Mind Sear), but when I got them to 5/5/1/5 they started to really shine!
Maelstrom - DOT (and not very damaging DOT), but it fixes enemies in place, distorts them for other skills, and has huge range (10 range + 4 radius = 14 range).
Distortion bolt - pathetic by itself (especially projectile speed). But gives very neat explosion when hits someone in Maelstrom (i.e. distorted), and cooldown is very small. Also, you want level 5 to avoid self-damage with distortion skill. I nearly killed myself twice when I got caught in my own critted lvl3 distortion bolt.
Distortion Wave - huge radius of 10, stuns distorted enemies. But "blow away" part of it is also very good - things got much easier in final fight when I putted E-sorc out of sight, so I could deal with A-sorc in peace.
Aaand, ten game ended. None of star guard presented any sort of problem. Slime tunnel guards were actually more nasty.
Got +74 melee damage randart gloves, and later already in High Peak the Core of the Forge mindstar. Together they kicked my melee damage from ~200 all the way to ~600, making it relevant again. Helped with sorcerers.
Infusions helped a lot. Even with my insane saves I got statused several times in final fight, so two Wilds was handy. They also gave a nice Resist All bonus, so I was at 70% most of the time with mostly anything.
Regens - I got two, with 2 in wold growth it was enough to be at 100% health at all time.
Movement - got it mostly for Charred Start (where it cutted speed by half, if not 2/3). Very nice, but I think a little redundant if you already have Wanderer's Nest, dreamwalk and psyhoportation. Also, Movement seem to scale with global speed, because I got ~1200% speed from 900% infusion. Hmm, testing,testing... Woah. 27 steps from one 908% movement infusion and 144% global speed. I don't know how it was possible.
Final fight was indeed hard, especially because I was underleveled a little. Especially when a mob of dragons emerged from nearest portal. But then dragons melted in Maelstrom, I finally destroyed A-sorc, and E-sorc was much easier, probably because this time imba-pearl was in my inventory
Said that, sorcs was not really much different than any other boss before them. They did not even had very high power or saves. But they had a lot of hp, resists, there were two of them, and a nasty mob arriving to help.