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Shadow Decoy + Cauterize

Posted: Thu Jan 23, 2014 4:38 am
by omni
So, Shadow Decoy in the new One with Shadows tree takes a fatal blow and switches you with a shadow instead, once every 50 turns. You get a negative life shield in turn.

Cauterize, the prodigy, requires stretching for a Doomed to get. 50 magic, cast 1000 spells (channel staff is your friend!), receive 7500 fire damage. It takes a fatal blow, negates all damage that turn, and deals 80% of the damage back to you over the course of 8 turns.

So the question becomes, what happens when you have both active?

Testing reveals Shadow Decoy activates first, which (imho) is pretty much the ideal case.

Observation of the prodigy also says it's not *listed* as a spell. Which means if an antimagic doomed were to manage to get Cauterize (oh, what a stretch...), well, that'd be just grand at least. Testing may show that it does count as a spell per AM use though, so ymmv.

I'll provide a play report later of how it felt, but right now I'm giddily excited.

Re: Shadow Decoy + Cauterize

Posted: Thu Jan 23, 2014 5:08 am
by Mewtarthio
I'm pretty sure Temporal Form, Revisionist History, and Mystical Cunning are the only prodigies that don't work with antimagic, so you're good.

Re: Shadow Decoy + Cauterize

Posted: Thu Jan 23, 2014 6:20 am
by Valoron
Since you have to cast 1000 spells to get Cauterize, you can't get it with AM...

Re: Shadow Decoy + Cauterize

Posted: Thu Jan 23, 2014 7:06 am
by HousePet
You could cast 1000 spells and then get antimagic.

Re: Shadow Decoy + Cauterize

Posted: Thu Jan 23, 2014 8:07 am
by Doctornull
Runes count as spells.

Use a rune 1000 times.

Bada bing, bada bung.

Re: Shadow Decoy + Cauterize

Posted: Fri Jan 24, 2014 7:13 pm
by Crim, The Red Thunder
Oh god, this sounds... hilariously broken. It must be done.

Re: Shadow Decoy + Cauterize

Posted: Fri Jan 24, 2014 9:32 pm
by Mewtarthio
Assuming you go for fungus, it sounds like the only thing that can threaten you is a blow that leaves you just a few points above dying, followed by a couple of spikes, while inflicted with impending doom or curse of death. Be sure to keep your regeneration cooldowns safe (stun immunity and a spare mental wild to deal with burning hex), and you're golden.

Re: Shadow Decoy + Cauterize

Posted: Tue May 13, 2014 8:26 am
by Mankeli
So, omni, did this work out? Is cauterize considered a spell? Has anyone made this work?

Re: Shadow Decoy + Cauterize

Posted: Thu May 15, 2014 2:53 pm
by parcel
What about corrupted negation and other sustain dropping talents?

Re: Shadow Decoy + Cauterize

Posted: Thu May 22, 2014 3:20 pm
by omni
Per some code divers, it's wholly workable.

I haven't thrown the time at it to do it though, currently Dark Souls and classes have plagued my interests ;)

Re: Shadow Decoy + Cauterize

Posted: Thu May 22, 2014 3:26 pm
by omni
Eh, I need a break from Dark Souls 2 before I burn out anyways. Back to DoooooOOOOMED!

Re: Shadow Decoy + Cauterize

Posted: Wed May 04, 2016 7:40 pm
by omni
Character Link: http://te4.org/characters/2098/tome/bbe ... 0661f43886

It's happening! Not much has threatened this character since fungal blood (besides Shasshii dropping 8 meteors on my head all at once for the BoL use).

Immediate goal: I -need- stun immunity.

Re: Shadow Decoy + Cauterize

Posted: Wed May 04, 2016 10:13 pm
by Radon26
antimagic disrupts actives and sustains.
i am fairly certain, it has no effect on passives.