Went into the Rift on my lvl.22 Sun Paladin, and died 4 times in 4 turns to an Archmage Telugoroth. Even when I'd TK Leap away/use barrier/etc, I'd get nuked down from 700hp to 10 in one turn, leaving me basically screwed.
Was it just bad luck, or was lvl.22 just not a good enough level for the Rift? Kinda frustrated I lost an entire run because of the first area of Rift(When the previous area, Daikara, was really easy). xP
Temporal Rift: How not to get wrecked?
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- Archmage
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- Spiderkin
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Re: Temporal Rift: How not to get wrecked?
Walking in zero-G zones like the first part of the Temporal Rift takes three times longer than usual. If there are telugoroths on screen, sit around a corner and wait for them to come to you.
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- Archmage
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Re: Temporal Rift: How not to get wrecked?
I tried. Problem was there was this badass Archmage Telugoroth, and the zero-G made escape impossible. Probably was just bad luck, but still frustrating. ;3;stinkstink wrote:Walking in zero-G zones like the first part of the Temporal Rift takes three times longer than usual. If there are telugoroths on screen, sit around a corner and wait for them to come to you.
Re: Temporal Rift: How not to get wrecked?
Whyfor do you not have Path of Light or Rush leveled to a useful point by level 22?
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
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Re: Temporal Rift: How not to get wrecked?
I didn't unlock the Rush tree, and only had 1 in path of light. Mobility was never a huge problem before the rift. >.>;Atarlost wrote:Whyfor do you not have Path of Light or Rush leveled to a useful point by level 22?
Not 100% sure how rush would help, since the problem wasn't gapclosing, but getting away.

Re: Temporal Rift: How not to get wrecked?
Escape should not have been your plan. If you had a gap closer you could kill it in a couple rounds. Maybe just one. If the gap closer you had was rush it would be dazed in between the first and second rounds.
In 1.2.2, paladins are an offensively powerful melee class. At least on normal and probably roguelike, you should be running towards dangerous enemies unless things are hairy enough to bail with a teleport rune. I'm assuming because you mention multiple deaths that you're on normal.
In 1.2.2, paladins are an offensively powerful melee class. At least on normal and probably roguelike, you should be running towards dangerous enemies unless things are hairy enough to bail with a teleport rune. I'm assuming because you mention multiple deaths that you're on normal.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
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- Uruivellas
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Re: Temporal Rift: How not to get wrecked?
Mobility is always important. You need the ability to get in close if you're melee or fall back if you're ranged. With the build you had, you stood no chance against that rare.
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Re: Temporal Rift: How not to get wrecked?
Escape wasn't the plan until it nuked me in one turn.Atarlost wrote:Escape should not have been your plan. If you had a gap closer you could kill it in a couple rounds. Maybe just one. If the gap closer you had was rush it would be dazed in between the first and second rounds.
In 1.2.2, paladins are an offensively powerful melee class. At least on normal and probably roguelike, you should be running towards dangerous enemies unless things are hairy enough to bail with a teleport rune. I'm assuming because you mention multiple deaths that you're on normal.

Then it happened again...and again. >.>;