Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

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GCar
Yeek
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Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#1 Post by GCar »

This guide will walk you through beating insane with Solipsist. Here's the link to my insane winner: https://te4.org/characters/224640/tome/ ... 49bd7c83c3

1. General Thoughts
2. Skills
3. Strategies and items
4. Full level-up guide
5. Zone order

1. General Thoughts

Let me begin by saying there is many ways to win with solipsist. The objective of this guide is to make an easy to follow walkthrough for players which need help beating insane. You could "optimize" the build by floating points around. I also did not use alchemists to get extra skill points so that whatever happens you can follow this walkthrough all the way to the end.
We will be using Yeek for this build. Many races are ok for Solipsist but the drawback of Yeek (low life) is easy to counter using +Life items and it's fast leveling and skills are quite good for Solipsists
For stats, it will be very easy: Wil>Cun>Str>Con. You will want to hold to +Str items until level 25 for your first prodigy: Superpower. At level 20, I suggest looking what you total Str will be when equipping your +Str items and taking some Str points just to be sure to be able to unlock Superpower at level 25. Then, start holding to +Dex items for your second prodigy: Windtouched Speed. We will be getting 10 levels of equilibrium skills so no need to worry for this.
You should unlock your 4th inscription at level 10 and use Movement + Healing + Regeneration + Wild Physical/Magical (of just physical until you find the dual).
Just a quick word about soplipsism threshold, it's actually a bad thing ! It means that you will lose speed when having under x% Psi. That being said, I was at 70% threshold endgame and couldn't care less. You have plenty of ways to keep that Psi bar full.
I suggest wearing robes with solipsist as you should not make contact (atleast not with dangerous enemies)

2. Skills

You have a more class points than what you really need. Generics on the other hand you would like to have a ton more.

Solipsism: Core 5-1-5-0, Endgame 5-1-5-1
Solipsism: Your main defense which reduces a lot the damage you take and the main reason you will feel invincible with 1300 life in endgame.
Balance: 1 for unlock, not worth building around
Clarity: Very strong speed bonus (as you should stay close to 100% Psi at all time)
Dismissal: Not so great in my opinion as you already have tons of ways to prevent low damage. I still take it endgame but could be passed without problem

Thought-Forms: Core 4-1-1-1, Endgame 4-1-1-5
Thought-Forms: I suggest keeping the defender as first option to have the resist all bonus and summon the archer when he dies
Transcendent Thought-Forms: 1 for unlock
Over Mind: 1 for unlock, not a bad skill but can lead to mistakes, I suggest to be better safe then sorry and not use but feel free to lure use it to lure enemies if you want
Thought-Form Unity: First point is good, I suggest maxing late game when you don't have much better to spend on

Psychic Assault: Core 5-0-0-0, Endgame 5-5-3-4
Mind Sear: Your main damage, this skill is awsome and will have CD1 once you get Windtouched Speed. It will one shot most normal enemies and some rares thoughout the game. Damages your summons except though-Forms
Psychic Lobotomy: Good confuse against unique/bosses
Synaptic Static: Not a skill you will generally use but good to have in case you make a mistake and get surrounded (after being pulled/teleported for instance)
Sunder Mind: Could be passed completely but late game adds another low CD attack although the damage is not great, you should have enough mindpower to not need to lower your enemies mental saves

Distortion: Endgame 4-4-3-5
Distortion Bolt: You need the four points to not damage your summons with distortion skills, this tree is really good once you have many points in but quite useless before, I suggest building it later in the game once your main skills are built
Distortion Wave: Good skill against crowd after Maelstrom distorted everyone
Ravage: Cast against bosses, 3 points is enough
Maelstrom: Very very good skill. We will unlock it late though because you need a lot of points to actually make it strong (will be awesome once you get to 4-1-1-5)

Nightmare: Core 1-5-5-0 (unlock at level 20)
Nightmare: One point is enough
Inner Demons: The reason you take this tree, this skill is awesome against unique/bosses
Waking Nightmare: Also very strong against bosses
Night Terror: Not useful as this is not a sleep build

Slumber: Endgame 1-0-0-0
Slumber: Certainly not mandatory but I suggest taking late game to cast on ennemies with inner demons who woke up as a 3rd sleep option
Restless Night: Not a sleep build
Sandman: Not a sleep build
Dreamscape: Not a sleep build

Dream Smith: 0-0-0-0
Not a bad tree but there is really no need to put points in Psychic Assault, Distortion and Dream Smith. Two of the three is enough. Dream Smiths builds are also fine but won't be used in this guide.

Discharge: 0-0-0-0
Not worth the unlock

Yeek: Core: 1-1-1-4
Dominant Will: Good skill, can give you a 3 turn break against unique/bosses and also makes most vaults trivial (just kill everyone once at a time using this skill)
Unity: Good skill but we lack the generics to put more then 1 point.
Quickened: Hopefully you will never fall under 30% life but if you do, this will probably solve all your problems (giving you a free 1.5 turn to cast regeneration/conversion/healing charm)
Wayist: Those guys are really good (and instant speed), sadly your Mind Sear don't go through them (but distortion will be ok once you have 4 points in the first skill)

Combat Training: Core: 0-1-0-0-0-0, Endgame: 1-1-0-0-0-0
Thick Skin: I often like to max this but there is too many better generics
Heavy Armour Training: Just one point to wear heavy gauntlets, helmets and boots
Light Armour Training: Not worth it as you will not build defense
Combat Accuracy / Weapons Mastery / Dagger Mastery: We don't use that

Antimagic: Core 3-1-2-1 (Unlock at Zigur)
Resolve: Three points for three elements at a time, very good passive
Antimagic Zone: Very strong skill but remember it costs equilibrium so you won't be spamming it, one point is enough
Antimagic Shield: I like putting a second point in this (on your way to 10 points to unlock Windtouched Speed)
Mana Clash: Very good and restores equilibrium, no need for more then 1 point

Mindstar mastery: Core: 5-0-0-0 (Buy in Zigur once you ahve the money)
Psiblades: You don't need to actually attack with your mindstars but the bonuses are fine and it will be 5 of your 10 points to unlock Windtouched Speed
Thorn Grab: Costs equilibrium to use, save it for your Antimagic skills
Leaves Tide: Costs equilibrium to use, save it for your Antimagic skills
Nature's Equilibrium: Costs equilibrium to use, save it for your Antimagic skills

Survival: Core 1-1-1-0
Heightened Senses: Very good at 1 point
Device Mastery: I often like to max this but there is too many better generics
Track: Very good skill, better safe then sorry and prevents bad surprises
Danger Sense: Not needed

Mentalism: Core 1-2-0-0
Psychometry: Not a bad skill but not worth taking more then 1 point
Mental Shielding: Two points here to remove three effects
Projection: I don't like this
Mind Link: I don't like this either

Feedback: Core 1-3-1-1
Biofeedback: One for unlock
Resonance Field: Decent and free shield, I like 3 points for safety
Amplification: One for unlock
Conversion: One point is enough, an extra healing skill for emergencies

Dreaming: Core 1-1-1-0
Sleep: Useful early game when you don't have much skills and nothing better to do
Lucid Dreamer: Not a bad sustain but mostly to unlock the next skill
Dream Walk: Emergency escape, unreliable but lets you get away if you make a mistake and get surrounded
Dream Prison: This is not a sleep build

Fungus: Core 5-1-1-1 (Unlock at level 34)
Wild Growth: Extremely strong for solipsists and solves your main weakness (low HP)
Fungal Growth: Good one pointer
Ancestral Life: Decent one pointer
Sudden Growth: Not necessary to take but gives a very huge heal if regeneration is on, emergency skill (and also one equilibrium using point for Windtouched Speed)

Dreamforge: Endgame 5-0-0-0 (Unlock with Bile)
Forge Shield: If you don't like this skill, you could unlock a 5th inscription instead. I'm honestly not completely sold on this skill but thought for the endgame it would be better defense than a 5th inscription.
Forge Bellows: Probably good if you unlock Dreamforge early, but we don't
Forge Armor: We have no armor hardiness and no defense, not useful
Dreamforge: Not worth the turn to activate

3. Strategies and items

What to do with money: Your first priority is to upgrade your inscriptions, then I suggest just saving money for Mindstar mastery and later on for egress (or merchant if you prefer). You can buy cheap +Str items in stores if you want to help unlock Superpower at level 25. If you really want to spend money in stores early game, +HP items is what you want to buy but not before upgrading inscriptions.

Early game (levels 1-20): You will kill everyone with Mind Sear. Use your Thought-Form and movement to try to stay away from contact. Equip as much +HP items as you can at this point.

Mid game (Levels 20-49): With Inner Demons and Wayist, you now have many "summoning" options. Use Wayist against unique/bosses to keep them away and debilitate them hard using Waking Nightmare, Ravage, Psychic Lobotomy, Antimagic Zone, Distortion Wave. Let your summons do their job and use Mind Sear when you can without damaging them (remember, only Thought-Forms are immune). Once you have Fungus, you can start to let go of some +HP items and aim for 100% stun resist, 70% mind penetration and +damage

Late game (level 50): Time to build your gear (I suggest siding with assassin lord for egress). You want to have 100% mind crits, 100% stun resist, 70% mind penetration. +HP is still good and +Crit Mult and + mind damage too. There are some artefacts you are looking for, here are the four I had equiped endgame:
Spellhunt Remnants: No need to discuss this one
Crimson Robe: This thing is super strong. 15% resist all, 20% penetration all, 15% speed, 9% crits, 4 Psi on crit, 10 cun, 10 wil, +0.1 Solipsism, 8% Agony and Hateful Whisper on mind hit, and some other small bonuses. Very strong, in my opinion a no brainer.
Guise of the Hated: 10% Crit, 4% damage, 8 wil, 6 cun, 10% creeping darkness on hit with dark vision. Not has strong as the robe but will probably be better then your randarts
Nexus of the Way: 20% damage and mind penetration, 9% crit, allows you to cast Wayist a scond time (although at lower level), 6 wil, 3 cun, +0.2 Yeek and some othe small bonuses. I like it a lot but maybe you'll have better randarts.

4. Full level-up guide

L1: Mind Sear (2), Solipsism (2), Thought-Forms, Dominant Will, Heightened Senses, Biofeedback
L2: Mind Sear (3), Sleep
L3: Solipsism (3), Psychometry
L4: Solipsism (4), Mental Shielding
L5: Solipsism (5), Balance
L6: Transcendent Thought-Forms, Resonance Field
L7: Mind Sear (4), Lucid Dreamer
L8: Clarity, Unity
L9: Clarity (2), Mental Shielding (2)
L10: Inscription, Clarity (3), Over Mind
Arena: Dream Walk, Resonance Field (2)
L11: Clarity (4), Amplification
L12: Clarity (5), Conversion
L13: Mind Sear (5), Heavy Armour Training
L14: Thought-Form Unity, Resonance Field (3)
L15: Thought-Forms (3)
L16: Thought-Forms (4), Quickened
L17: Thought-Form Unity (2), Psiblades
L18: Psychic Lobotomy, Device Mastery
L19: Psychic Lobotomy (2), Track
Antimagic: Resolve
L20: Psionic/Nightmare, Nightmare, Inner Demons
L21: Inner Demons (2), Antimagic Zone
L22: Inner Demons (3), Antimagic Shield
L23: Inner Demons (4), Resolve (2)
L24: Inner Demons (5), Wayist
L25: Walking Nightmare (2), Superpower
L26: Waking Nightmare (3), Resolve (3)
L27: Waking Nightmare (4), Wayist (2)
Heart: Waking Nightmare (5), Wayist (3)
L28: Psychic Lobotomy (3), Wayist (4)
L29: Psychic Lobotomy (4), Mana Clash
L30: Psychic Lobotomy (5), Synaptic Static
L31: Synaptic Static (2), Psiblades (2)
L32: Synaptic Static (3), Psiblades (3)
L33: Distortion Bolt, Psiblades (4)
L34: Wild-gift/Fungus, Distortion Bolt (2), Wild Growth
L35: Distortion Bolt (4)
L36: Distortion Wave, Fungal Growth
L37: Ravage, Ancestral Life
L38: Maelstrom, Wild Growth (2)
L39: Maelstrom (2), Antimagic Shield (2)
L40: Maelstrom (4)
L41: Maelstrom (5), Psiblades (5)
L42: Distortion Wave (2), Sudden Growth, Windtouched Speed
L43: Distortion Wave (3), Wild Growth (3)
L44: Distortion Wave (4), Wild Growth (4)
L45: Ravage (3)
L46: Thought-Form Unity (3), Wild Growth (5)
L47: Thought-Form Unity (4), Thick Skin
L48: Thought-Form Unity (5), Forge Shield
L49: Dismissal, Forge Shield (2)
L50: Sunder Mind (4), Slumber, Forge Shield (5)

5. Zone order (for insane)

Murgol's Lair
Ritch Tunnels
Arena
Lumberjack Village
Ruins of Kor'Pul
Scintillating Caves
Derth
Trollmire
Rhaloren Camp
Norgos Lair
Heart of the Gloom
Old Forest
Sandworm Lair
The Maze
Daikara
Unknown Tunnels
Slavers Compound
Tempest Peak
Ruined Halfling Complex
Lake of Nur
Temporal Rift
Golem Graveyard
Dreadfell
Last Hope Graveyard
Mark of the Spellblaze
Ruined Dungeon
Necromancer's Ruins
Reknor
Unremarkable Cave
Vor Armoury
Briagh's Lair
Backup Guardians
Ancient Elven Ruins
Tannen
Ardhungol
Temple of Creation
Shadow Crypt
Vor Pride
Gorbat Pride
Rak'Shor Pride
Eruan
Grushnak Pride
Slime Tunnels
High Peak

belian
Posts: 1
Joined: Wed Jul 21, 2021 10:37 pm

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#2 Post by belian »

A great thanks to you ;)

Zeyphor
Archmage
Posts: 399
Joined: Fri Jan 04, 2013 3:20 am

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#3 Post by Zeyphor »

i dunno how to start this post but I wanna say that your building advice there could use some improvement in some pretty important places

first off, your offenses seem to be fine, with a few exceptions; you only have 1 point in psychometry!

maxing out psychometry and wearing endgame gear will give you over 100 raw mindpower in total by itself, which is more than you'd get from superpower; speaking of which, you'd be better off exchanging superpower for adept, seeing as how you've got so many 1-pointers, and then you can trade 50 str for 50 con, giving you even more hp(even if 25% less effective) and healmod to stay alive with
also, tbh you shouldn't bother with sunder mind; your justification for it being used between cooldowns doesn't work out so well since you've got distortion and waking nightmare to back up the rest of psychic assault, so you could use those 4 points to beef up your thought-forms with that last point and get some more overmind for the damage bonus... you'd be surprised how hard a critsummoned thought-form bowman can hit once you get your critmult and +mind damage going; those things can solo most rares and some randbosses!
also, why get superpower if you can get master of disasters? i'm not saying you should get either, though, since adept is basically better

as for your defenses, however, they lack in many places:
#1: you have 1 point in balance and dismissal by lvl 50: on insane, it's pretty easy to get gear that gives you high mental save; I can easily understand putting these talents off until level 50, but by the time you get to the east, should you not skip non-endgame dungeons before it, you should easily have 80-100 mental save if you've been stocking up on mental save gear... just 90 to all saves is enough to make the vast majority of mind-based and spell-based randbosses(100 in high peak), be basically unable to touch you with debuffs that don't check saves, and then dismissal gets rid of a LOT of chip damage when you pair it with antimagic shield, forge shield, and high resistances(most randbosses have little or no respen; the less danger the better), which brings me to my next point

#2: you only have 2 points into antimagic shield! that talent is amazing and is an easy 5-pointer; my insane solipsist winner with 132 mindpower and lvl 8.5 antimagic shield, without tricky defenses, absorbs up to 166 damage per attack with that thing! and then anything that goes through that also goes through forge shield, which you got, which absorbs up to 58 damage in my case, and then if it goes through that too, then I might be able to dismiss it with my pre-high-peak mental save of 116, which easily could've been 130+, if I wore a different hat, but I didn't feel like I needed that much mental save for even high peak
basically, all that threatens a properly-built solipsist is HUGE burst damage(especially physical damage), and medium hits will barely even touch you, if at all

#3: you have 0 points into dream prison; dream prison is the hardest CC that the solipsist has access to, and it WILL save your life on MANY occasions if you get it, and is basically mandatory for 100% of solipsist builds
dream prison has the amazing power to give you an INFINITE breather, provided that your regen infusion is good enough
get 1 point into dream prison; it's all anyone needs

#4: because you'll be taking adept, you can afford to get less points in alot of talents, such as clear mind, resolve, and distortion bolt; furthermore, you don't need to waste 3 generic points to get a point into track; it should be easy enough to find yourself some nighthunter's gloves or a watchleader's lamp by the time you actually need track, if ever
also, the 2 generic points spent just to get 1 point in conversion really isn't worth the turn it takes to use it; maybe if you had 4 or 5 points it'd be, but not at 1 point, even with adept
furthermore, with all of that extra con from taking adept, you'll be able to afford to swap out 4 points from wild growth to get an extra point or two in fungal growth to get longer regens(it'll hit the hard cap at 3 points+adept if you get enough mindpower) and use the rest of the points elsewhere, such as in antimagic shield, dream prison, and thick skin

#5: you actually don't want too much hp+die at negative compared to your max psi; what use is having a ton of hp if you don't have a ton of psi to back it up with? either you'll never use most of that hp, or if you do use it, then you'll probably have 0 psi left and get doubleturned to death before you have a chance to heal yourself
theres not much point in having more than, say, 40% more hp than you have psi if you've maxed solipsism, which is pretty realistic to make happen as a yeek that maxes wild growth and con

#6: forge armor is NOT useless, and neither is armor; even with just 30% armor hardiness, you can still reduce the weapon damage that you take by up to 30%, which is NOT a small amount... this does mean, however, that armor is only so useful to you
furthermore, the psi when hit from forge armor means that it becomes far easier than it'd otherwise be to keep your psi up(which means you can make use of more hp), especially since forge armor is always active for as long as forge shield is sustained, whether or not it's blocking anything; my winner gets 18.72 psi when hit from forge armor alone, and you'll probably get something closer to 8 if your mindpower isn't super high and you have 1 point with adept
so get at least 1 point into forge armor

#7: forge bellows is potentially a life-saver at every level, but you'll be getting it anyway if you grab forge armor

#8: although spellhunt remnants are nice to have, they aren't as important as they'd used to be since mana clash just dispels 4 magical sustains for free after you kill urkis

#9: to potentially get even more class and generic points, try floating point(s) into mind sear and dream walk(and prison) in case you get good escorts; I know this guide doesn't consider escorts, but floating for at least a loremaster ain't a bad idea

also, don't forget that you can float points to get windtouched speed and then take them out after you've fully confirmed the obtaining of the prodigy
furthermore, you really don't have to be a yeek; you could also be a cornac or dwarf:

cornacs get an extra category point, 6 class points, and 5 generic points, and they don't have to spend points on racials; this allows their builds a LOT of breathing room, allowing you to, for example, max out thick skin and balance

dwarves, on the other hand, get 15% permanent melee evasion in the form of stone skin, in case something gets in melee range, and, more importantly, they get +50 to all saves once by the T3s; an extra 50 to all saves means an extra 50 mental save, which means that it'll be far, far easier than it'd otherwise be to get your saves up and running

yeeks are fine too, though, and I could see someone going for thaloren too

regardless of all of your mistakes, it should still be fairly easy to win with that solipsist build that you posted, but it'll be even easier if this here advice is followed

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#4 Post by Tradewind_Rider »

Hi! Really nice guide, i would like to add a few thoughts, that were not mentioned yet.

GCar wrote: Wed Jul 14, 2021 3:40 pm Leaves Tide: Costs equilibrium to use, save it for your Antimagic skills
Imho, if you go with mindstars & Mindstar Mastery, you should have Leaves Tide.
This is not an early game, but a mid & late-game talent instead.
You can float points here, becasue if you have >100 eff. mindpower, you do not need 5 points to cap
the cancel_damage _chance. (so, late game 3-4 points are enough to cap it)

The chance is capped at 40%, but then it is multiplied by your mindstar power multiplier.
That means, if you have stronger mindstars, the chance can even reach ~50-60%.

So you are right in: this talent costs EQ (20) but then you can have a 40-60% cancel_damage_chance
for 7 turns. (40-60% chance to fully ignore any damage instance)

(And Leaves Tide can negate any damage instances, even ~4000 dmg ones)

GCar wrote: Wed Jul 14, 2021 3:40 pm Nature's Equilibrium: Costs equilibrium to use, save it for your Antimagic skills
This is again: true, it costs 5 EQ
But it heals you and it reduces your EQ wit ha flat amount.

There is a healing Cap in this talent, but this Cap is again, multiplied by your mindstar power multiplier.
That means: even at 1 point, you can heal a raw ~200 - 400 value (affected by Heal Mod) and then your
EQ will be reduced by a ~20 - 40. So you are in net EQ reduction.

GCar wrote: Wed Jul 14, 2021 3:40 pm Dream Walk: Emergency escape, unreliable but lets you get away if you make a mistake and get surrounded
It's unreliable only if you have just 1 point there. The accuracy/error scales with talent level (and not raw level).
That means even at 1.3 mastery & level 5, the teleport error is 1 tile. (Just like Phase Door) This is nice imo.
Furthermore, if you have a +0.3 mastery amulet, the teleport error is 0 tile, so it is fully accurate.
I am not a fan of Adept, but if you take it, you just need a level 4 here for 0 tile error.


These are not necessary to have ofc, but perhaps some of them (e.g. Leaves Tide) can improve a bit the build.

Zeyphor
Archmage
Posts: 399
Joined: Fri Jan 04, 2013 3:20 am

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#5 Post by Zeyphor »

Tradewind_Rider wrote: Sat Jul 24, 2021 11:21 am a buncha stuff
yeah I can see 1-point leaves tide and nature's equilibrium being useful, but even as a cornac, I dunno where you'd get the generics for that as antimagic

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#6 Post by Tradewind_Rider »

Zeyphor wrote: Sat Jul 24, 2021 12:56 pm yeah I can see 1-point leaves tide and nature's equilibrium being useful, but even as a cornac, I dunno where you'd get the generics for that as antimagic
As a Cornac, it is pretty easy. E.g.:

(+2 from elixir is NOT included)

Survival: 1,1,1,0
Antimagic: 3,1,4,1
Fungus: 2,1,1,1
Mindstar Mastery: 5,1,3,1
Dream Forge: 1,3,1,0
Dreaming: 1,1,5,1
Mentalism: 4,2,0,0
Feedback: 1,4,1,1
Combat Training: 1 for Heavy Armour

And as you wrote, if you found an item with Track (or helped a thief escort),
you have +3 generics becasue you do not need those in Survival.


Btw, i am not a fan of antimagic, imo it makes your character weaker.
Yes, it gives you antimagic shield, what is nice against smaller damage instances
but you already have e.g. Dismissal against those.

I also do not like Forge Shield, this is also a very weak reductor imo.

Furthermore, unlocking Fungus is also not that effective imo.
(Ofc, you can go for an infinite-loop, 0% of a turn using solipsist that way, but that is an abuse)

With going for antimagic, you will lack: Stormshield Runes, Mirror Image Rune, Acid Wave Rune.
Also several good items that has arcane power source and good for your mindpower build.
(also Out of Phase items to Cap your All Resistance & makes detrimental effects last shorter)

And you still have Silence anyway, because you are a Mindpower build, so you can use a Mindplast Torque.

Imo:
- Capped All Resistance (from Robe + OOP + a little Thick Skin if you need that)
- Mirror Image Rune
- Stormshield Rune(s) !
- Damage Shield(s)
- 40-60% cancel damage chance from Leaves Tide
- Disarming enemies with Acid Wave AND/OR
- Silencing enemies with Mindblast Torque

Are better defensive layers than:
- Antimagic Shield
- Forge Shield
- extra max life from Wild Growth

Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#7 Post by Erenion »

Back in 1.5 or 1.6 I'd have said that Mentalism is a 5/2/1/0 because Projection is the most broken talent in the game.
I stand by the latter part, but most of the exploits have been fixed.
That said, you can (iirc) still completely break EoR with it, and I'm sure there's another exploit out there that just hasn't been found yet.
Breaking Projection since 1.5

GCar
Yeek
Posts: 10
Joined: Mon Apr 01, 2019 2:16 am

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#8 Post by GCar »

Many good points. Ameliorations are possible of course, feel very free to ameliorate my build ! I just tried to keep the build simple to help newer players get a first insane win, avoiding to float points, and have a build which is very forgiving for mistakes.

The main point for Solipsist is getting him late game, the late game is very very easy with this build, you may tweak it if you want but it is not necessary. I don't think I ever fell under 50% life in prides and high peak, it's too easy keeping ennemies away with all the summons.

Mid game can be a bit annoying because you often end up with all skills on cd. It is definitely the more dangerous part for solipsist. I think Inner Demons + Thought-Forms +Wayis are a safe way to go through mid-game (again by keeping ennemies attacking something else then you.

About Dream Walk, yes it's not a good skill :) but is does give you an extra out though which could very well save you if you do a mistake, again this build is meant to help newer insane players.

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#9 Post by Tradewind_Rider »

GCar wrote: Wed Jul 14, 2021 3:40 pm Dreaming: Core 1-1-1-0
GCar wrote: Wed Jul 14, 2021 3:40 pm Dream Walk: Emergency escape, unreliable but lets you get away if you make a mistake and get surrounded
GCar wrote: Mon Jul 26, 2021 12:47 am About Dream Walk, yes it's not a good skill but is does give you an extra out though which could very well save you if you do a mistake, again this build is meant to help newer insane players.
I agree with you, it can be an emergency escape, but not at 1 point.
Yes, at 1 point it is unreliable and this makes it basically useless as an emergency escape.
You wrote this guide for new insane players, and new/newer players can make more mistakes.
RELIABLE mobility/escape options are invaluable in this game imo.

At level 1, the teleport has a range of 7 tiles with an error of 6 tiles.

Let's say the player made an error & the player is surrounded:
dream_walk_2.png
dream_walk_2.png (93.08 KiB) Viewed 47034 times
There is an orc, 2 tiles to the south and there is a snake, 3 tiles to the west.

With a radius (error) of 6, you can see the possible locations after the teleport with green tiles.

You could only teleport to the south with a level 5 Dream Walk to free yourself, so let's see the west:

It can happen, you will just teleport 1 or 2 tiles to the west, so you will be even in a worse situation,
because you will be closer or next to the snake, still trapped inside and you lost a turn, so the snake will hit you.

While if you would have a level 4 or 5 Dream Walk, you would be totally safe always, after the teleport.


But even if the terrain is fully open:
dream_walk.png
dream_walk.png (141.72 KiB) Viewed 47034 times
With a radius 6 error you can just find yourself still adjacent to the enemy(ies) whom you try to escape away.

By spending a few more talent points on Dream Walk, it will become:
from a totally unreliable & useless talent --> to a reliable teleport that can actually save your life.

swapoer
Wayist
Posts: 21
Joined: Sat Nov 19, 2011 1:16 am

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#10 Post by swapoer »

thanks, this is a very detailed guide. handy for new player.
Very strong too. Cleans the vault in armory without sweat.

Klootje
Wayist
Posts: 28
Joined: Tue Jul 27, 2021 11:30 am

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#11 Post by Klootje »

Erenion wrote: Sat Jul 24, 2021 4:58 pm Back in 1.5 or 1.6 I'd have said that Mentalism is a 5/2/1/0 because Projection is the most broken talent in the game.
I stand by the latter part, but most of the exploits have been fixed.
That said, you can (iirc) still completely break EoR with it, and I'm sure there's another exploit out there that just hasn't been found yet.
How can you break EoR with it? It just seems like a kind of escape tool to me, or at least it looks like that is it was meant to be.

Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#12 Post by Erenion »

With Projection, you can trade in the rewards to the psy-machine an infinite amount of times.
This means arbitrarily large talent levels in all affected talents, a bunch of generic categories unlocked and arbitrarily large stats.
Breaking Projection since 1.5

Klootje
Wayist
Posts: 28
Joined: Tue Jul 27, 2021 11:30 am

Re: Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide

#13 Post by Klootje »

Erenion wrote: Sun Oct 08, 2023 1:58 pm With Projection, you can trade in the rewards to the psy-machine an infinite amount of times.
This means arbitrarily large talent levels in all affected talents, a bunch of generic categories unlocked and arbitrarily large stats.
Wow. That's clearly not working as intended :P

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