Doomed: general advice?
Posted: Thu Jan 31, 2013 12:23 am
So... just last night, I finally unlocked the ability to play Doomed... which is something I've been wanting to do literally since they were first coded. Memory fades, but I'm pretty sure that that means it's been years. Last night, I started playing a Doomed... and realized almost instantly that I have *no idea* what I'm doing - or at least very little. I haven't even played Cursed heavily in a long (long) time. I've looked in the wiki for help, but since that's as of beta18, my guess is that it's a bit out of date.
I can sort of see how Doomed are supposed to work in general in the medium-to-endgame, but I have very little idea of how to start one out. The following is what I *have* been able to figure out (combined with what I've heard from others), but I get the feeling doomed are a tch fragile to start, and further insights would be much appreciated
Stats: as far as I can tell, I care about Will, Cunning, and Con, in about that order, and not a whole lot else.
Generics:
- Dark Sustenance: You need drain. Drain is the primary way that you get back Hate. In the early game, I'm guessing that you want to put two points in immediately, and then add poitns as your hate economy requires them. I'm guessing that this is one fo the trees you want to seriously consider taking 5555, and possibly think about throwing a cat point at.
- Gestures: This is your mindstar-buffing tree, and gesture-buffed mindstars serve as your backup weapon when you're out of Hate/cooldowns. The first two look like a go big or go home, depending on whether or not you expect to be reduced to melee attacks with any regularity. The third is just a handy passive that you'll likely want to max if you can spare the generics for it, and the fourth is a potentially handy passive if you are likely to be attacked in melee all that often, that also makes the first two more appealing. Seems like a tree that you could max, if you wanted to actually try to be a solid melee combatant (particularly if you can pick up a point of Mindstar Mastery from escorts) or one that you might take to 115x. You could even ignore it if you were generic-hungry, but Doomed don't really look that generic-hungry.
- Unnatural body: Why would I care when I have Feed and Devour Life? I'm expecting to leave this one at 1. Relentless is awesome and should be maxxed. Seethe and Grim Resolve are kind of odd, and I don't really know what to make of them, though Grim Resolve does look like a potentially nice source of poison/disease defense, which might be nice.
- I'll obviously want to get the Physical Training tree to max Thick Skin, but I'm not sure that I'll even want one level in armor training. Most of the really good mindpower stuff seems to be cloth some day. Probably leave it untrained until and unless something shows up that makes it really appealing
- Cursed Gear (or whatever it's called): I've always found this tree kind of awkward when I've tried it on Cursed. It looks like Doomed have a few more generics than they know what to do with, though, so maybe? I don't even know which curses I'd be going for.
- AM trees: while the inherent penalties to healmod make the fungus/AM shield combo a bit weaker here, it's still essentially 10-18 generics for a *huge* buff to survivability. Probably worth seriously considering
- Racial trees are racial trees.
- Escort trees: meh? Don't know of any that I'd really go for.
Class Skills:
- Force of Will: I'm pretty sure that I'll want at least one of Willful Strike or Reproach early, and Deflection looks like it's likely going to be too good to pass up. aside from that, no idea, other than the bit about the passive buff to crit damage being interesting.
- Darkness: looks like it would reward a solid investment at some point, as a defensive measure, as a damage buff, and for the bits of damage it deals out naturally. When to make that investment, and which ones to invest in, though, i dont' know - except that if I want to put much into the tree, I'll likely want to max dark vision, and if I'm not putting enough in the tree to make dark vision worthwhile, i might not want to put any into the tree at all.
- Shadows: I've heard that these are a serious case fo Go Big Or Go Home. If I'm investing any in here, it should be at least 514x, it probably wants to be 555x, and I may want to dump a cat point in for good measure. As this is one fo the shiny things that drew me to Doomed, I'll be in the "go big" camp.
- Punishments: Similar to Force of Will, actually. I'm pretty sure I'll want at least one fo Willful Strike or Reproach early, and Madness looks awesome and exploitable and I'll want 5 of it. Beyond that, no idea.
- Fears: From what I've heard, it's kind of meh as a tree. Spending a cat point for meh is not something I'm interested in doing.
Prodigies:
- The combination of high mindpower, Madness, and a lot of dink damage makes Mental Tyranny almost a must-have. If you're regularly doing blocks of 150 in there somewhere (I have no idea whether or not I will), that and the high cunning suggests that Endless Woes might have some appeal (and Endless Woes does some nice stuff to Dark damage, too, so that could be nice). Spell Feedback and Tricky Defenses also look like they might be nice, in different ways, probably leaning towards Tricky Defenses. Blighted Summoning - I really have no idea. You'd want to get the stat qualification via gear rather than points, but that's potentially doable. Is Empathic Hex worth it? More interesting for yeeks, in any case (...though keeping one alive long enough might be a trick). Eye of the Tiger would depend on how frustrating the cooldowns are. Certainly, pumping cunning and wielding mindstars will give you a nice high mindcrit, and the Force of Will buff will give you reason to keep pushing it, so it has the potential to be worthwhile.
/*******/
Specific things I *don't* know.
- I'm pretty sure I should be starting with Willful Strike or Reproach, and the more points I put in them at the very beginning, the easier the beginning will be. Do I eventually want to max both of them anyway? If not, how do I choose between them?
- I'm *guessing* that the Punishments tree deals mind damage, and the Darkness tree deals dark damage. aside from that, and the lightning and flames from the shadowcasters, I have no idea which attacks are dealign which damage types.
- If I do go Mental Tyranny, does that extend to my Shadows, too? Would it let them inflict Madness? Are Shadows ever likely to do the 150% damage necessary to make Endless Woes worthwhile?
I can sort of see how Doomed are supposed to work in general in the medium-to-endgame, but I have very little idea of how to start one out. The following is what I *have* been able to figure out (combined with what I've heard from others), but I get the feeling doomed are a tch fragile to start, and further insights would be much appreciated
Stats: as far as I can tell, I care about Will, Cunning, and Con, in about that order, and not a whole lot else.
Generics:
- Dark Sustenance: You need drain. Drain is the primary way that you get back Hate. In the early game, I'm guessing that you want to put two points in immediately, and then add poitns as your hate economy requires them. I'm guessing that this is one fo the trees you want to seriously consider taking 5555, and possibly think about throwing a cat point at.
- Gestures: This is your mindstar-buffing tree, and gesture-buffed mindstars serve as your backup weapon when you're out of Hate/cooldowns. The first two look like a go big or go home, depending on whether or not you expect to be reduced to melee attacks with any regularity. The third is just a handy passive that you'll likely want to max if you can spare the generics for it, and the fourth is a potentially handy passive if you are likely to be attacked in melee all that often, that also makes the first two more appealing. Seems like a tree that you could max, if you wanted to actually try to be a solid melee combatant (particularly if you can pick up a point of Mindstar Mastery from escorts) or one that you might take to 115x. You could even ignore it if you were generic-hungry, but Doomed don't really look that generic-hungry.
- Unnatural body: Why would I care when I have Feed and Devour Life? I'm expecting to leave this one at 1. Relentless is awesome and should be maxxed. Seethe and Grim Resolve are kind of odd, and I don't really know what to make of them, though Grim Resolve does look like a potentially nice source of poison/disease defense, which might be nice.
- I'll obviously want to get the Physical Training tree to max Thick Skin, but I'm not sure that I'll even want one level in armor training. Most of the really good mindpower stuff seems to be cloth some day. Probably leave it untrained until and unless something shows up that makes it really appealing
- Cursed Gear (or whatever it's called): I've always found this tree kind of awkward when I've tried it on Cursed. It looks like Doomed have a few more generics than they know what to do with, though, so maybe? I don't even know which curses I'd be going for.
- AM trees: while the inherent penalties to healmod make the fungus/AM shield combo a bit weaker here, it's still essentially 10-18 generics for a *huge* buff to survivability. Probably worth seriously considering
- Racial trees are racial trees.
- Escort trees: meh? Don't know of any that I'd really go for.
Class Skills:
- Force of Will: I'm pretty sure that I'll want at least one of Willful Strike or Reproach early, and Deflection looks like it's likely going to be too good to pass up. aside from that, no idea, other than the bit about the passive buff to crit damage being interesting.
- Darkness: looks like it would reward a solid investment at some point, as a defensive measure, as a damage buff, and for the bits of damage it deals out naturally. When to make that investment, and which ones to invest in, though, i dont' know - except that if I want to put much into the tree, I'll likely want to max dark vision, and if I'm not putting enough in the tree to make dark vision worthwhile, i might not want to put any into the tree at all.
- Shadows: I've heard that these are a serious case fo Go Big Or Go Home. If I'm investing any in here, it should be at least 514x, it probably wants to be 555x, and I may want to dump a cat point in for good measure. As this is one fo the shiny things that drew me to Doomed, I'll be in the "go big" camp.
- Punishments: Similar to Force of Will, actually. I'm pretty sure I'll want at least one fo Willful Strike or Reproach early, and Madness looks awesome and exploitable and I'll want 5 of it. Beyond that, no idea.
- Fears: From what I've heard, it's kind of meh as a tree. Spending a cat point for meh is not something I'm interested in doing.
Prodigies:
- The combination of high mindpower, Madness, and a lot of dink damage makes Mental Tyranny almost a must-have. If you're regularly doing blocks of 150 in there somewhere (I have no idea whether or not I will), that and the high cunning suggests that Endless Woes might have some appeal (and Endless Woes does some nice stuff to Dark damage, too, so that could be nice). Spell Feedback and Tricky Defenses also look like they might be nice, in different ways, probably leaning towards Tricky Defenses. Blighted Summoning - I really have no idea. You'd want to get the stat qualification via gear rather than points, but that's potentially doable. Is Empathic Hex worth it? More interesting for yeeks, in any case (...though keeping one alive long enough might be a trick). Eye of the Tiger would depend on how frustrating the cooldowns are. Certainly, pumping cunning and wielding mindstars will give you a nice high mindcrit, and the Force of Will buff will give you reason to keep pushing it, so it has the potential to be worthwhile.
/*******/
Specific things I *don't* know.
- I'm pretty sure I should be starting with Willful Strike or Reproach, and the more points I put in them at the very beginning, the easier the beginning will be. Do I eventually want to max both of them anyway? If not, how do I choose between them?
- I'm *guessing* that the Punishments tree deals mind damage, and the Darkness tree deals dark damage. aside from that, and the lightning and flames from the shadowcasters, I have no idea which attacks are dealign which damage types.
- If I do go Mental Tyranny, does that extend to my Shadows, too? Would it let them inflict Madness? Are Shadows ever likely to do the 150% damage necessary to make Endless Woes worthwhile?