[1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmage

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Mex
Thalore
Posts: 177
Joined: Tue Jul 22, 2014 10:20 pm

[1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmage

#1 Post by Mex »

Sheet: http://te4.org/characters/126735/tome/a ... 346a8ce5a5

Well after hours of playing I finally managed to beat the game on Madness. The main tactic was using dig where possible and making good use of shield stacking, with utility spells such as stone wall granting very strong options when needed. Overall there were spikes in difficulty in various parts of the run, but with patience I was eventually able to get through them all (Beginning of T2, Vor Armory, High Peak [which I dug through] come to mind). Final fight was fairly easy (but extremely long) once I got down the positioning and damage potential.

One for the mages!

-Mex

p.s I may write a guide if there is interest for it
<shesh> cursed is fine

Marson
Uruivellas
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Joined: Thu Jan 16, 2014 4:56 am

Re: [1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmag

#2 Post by Marson »

Congrats again, and yeah, I'd like to hear what you have to say about mages.

Doctornull
Sher'Tul Godslayer
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Re: [1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmag

#3 Post by Doctornull »

Nice.

I'd read your guide.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Stition
Higher
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Joined: Sun Nov 20, 2011 12:21 am

Re: [1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmag

#4 Post by Stition »

Yeah, what they said, congrats. I didn't think they were viable on madness, since my temporal warden regularly gets hit for 6k+. Maybe arcane blades are the best class? Guide plz!

Mex
Thalore
Posts: 177
Joined: Tue Jul 22, 2014 10:20 pm

Re: [1.2.2/1.2.3] Madness Roguelike Shalore Wildfire Archmag

#5 Post by Mex »

Guide at: http://tinyurl.com/mexmageguide

I wasn't receiving that much damage per turn consistently. Staying away from stuff that can do that to you in melee is part of the play style for Archmage.

In the final fight I was surrounded by a "ghoul wall" which blocked off melee attackers, meaning I was only taking around 1k damage per turn, which slowly depleted my shields but was not any issue. Teleporting away and keeping a solid rotation going is part of the play style. Of course in the early game you simply stay the hell away and snipe. Later on making zig zag tunnels, as you're familiar with, works great as you can bounce fireflash to kill stuff or force 1v1.

As for Arcane Blades, I also had the same thought after completing the run. Not having temporal shield shouldn't be that much of a big deal. Tomisgo says that he hard time with them though.
<shesh> cursed is fine

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