[git] Cornac Arcane Blade, first winner

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Thasero
Cornac
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Joined: Sun Jul 21, 2013 4:49 pm

[git] Cornac Arcane Blade, first winner

#1 Post by Thasero »

My first winner in ToME! I've been playing off of the latest development changes to see what they're like, so no online profile, just a text dump.

Some of the notable differences compared currently released 1.0.4:

- A number of artifacts reworked to be more balanced.
- Many egos similarly reworked.
- Prodigies changed to buff rarely used ones and tamp down exploits.

Dual wielding as an Arcane Blade is a bit rough at the start, since you have to split stat points 4 ways to get all the class skills you want. I started by maximizing Flame and Lightning to clear early enemies, with a point in Flurry as soon as possible. An early escort let me pick up Celestial / Light at level 10 for bonus healing. Probably my biggest piece of luck was finding the Spellblaze Shard, which is still a ridiculously powerful offhand weapon, especially for crit builds.

The changes to egos have made the average merchant artifact quite a bit stronger, and I got an extremely useful cloak and ring out of the deal.

I evened out my stats by getting a base of 36 in STR, DEX, MAG, and CUN, then spent the rest in CON until the end of the game. That left me with low life and split stats for an uncomfortably long time, but I picked up Inner Power and the Corrupted Shell prodigy to eventually have my revenge.

Windblade. Windblade was the other prodigy I took at level 30, and it's buffed in development to deal 320% damage in a 4 radius with a 10-turn cooldown. It's astonishingly useful, and absolutely brutal as an Arcane Blade - the explosions from Arcane Destruction overlap to deal massive area damage to a crowded room. My standard operating procedure from level 30 onwards was to shield up, Rush to the middle of a pack of enemies, and then use Windblade to unleash havoc. I later added Step Up and a movement infusion so I could position more easily, and make smaller mass attacks with Sweep and Whirlwind.

Defense was handled by Aegis and the Light category I picked up from escorts. Both spellpower and HP were low for some time because of my spread out stats, but that turned around later when I was able to find artifact weapons with good spellpower boosts. By the endgame, Arcane Reconstruction on a critical (with an 85% crit rate) would heal 90% of my maximum health and grant a 1k shield, and I usually didn't need to use it. I put points in Stone Wall very late in the game (around mid-40s) to have an extra defensive option just in case, but never needed it. High elemental resistances and 3 strong shields saw me through almost all fights.

The final fight ended up being very easy; I trapped one of the sorcerers in a Stone Wall, then rushed the other and started blasting away with Flurry and all my abilities. I finished the first one off without real difficulty, then Rush'd back to the portal to join Aeryn in walloping the second sorcerer. The worst that happened was running out of stamina before I ran out of sorcerers to use it on.

Random thoughts from the playthrough:
- I'm not sure if the new Windblade is overpowered. I could deal outrageous damage to a group, but at the same time, Arcane Blades specialize in blasting out area damage from melee attacks, and I lucked into an extremely useful cloak and gloves for a crit build. If you use your best attack in its most advantageous tactical situation while wearing very good equipment, then yes, you will usually do pretty well.
- Although the character build was very successful, I find that a high-level Arcane Blade has disappointingly little interaction once it's running. It's optimal to pick 1 or 2 spells that can be proc'd by Arcane Combat and then mostly ignore the spell trees, since a plain bump attack will often deal more damage and proc a spell anyway. There's not much variety in the moment-to-moment tactical gameplay.
- Arcane Destruction is also rather ridiculous as a passive talent that only needs 1 point to become a linchpin of your damage output.
- The changes to egos are all very positive; there were far more times when I looked at different egos and had to think carefully on what I wanted. Randarts were also much more likely to be interesting and useful.
- Spellblaze Shard: Definitely an overpowered dagger.
- The ring "Elemental Fury" gives you cold, lightning, fire, and arcane damage, while the hat "Crown of the Elements" gives you cold, lightning, fire, and acid damage. Given that they're both artifacts with "Element" in the name and no flavor other than boosting the "Elements", shouldn't they use the same 4 damage types?
- The daze effect of Shock Hands is rather useless, given that you'll almost always immediately cure the daze with another proc effect that damages the enemy.
- Thunderstorm deals friendly fire damage, making it a terrible spell for Arcane Blades; if you're adjacent to multiple enemies, you can hit yourself multiple times, and of course it still spends your mana like poisoned water on a class that doesn't have Disruption Shield.

Code: Select all

  [ToME4 @ www.te4.org Character Dump]

Sex              : Male         STR:  87
Race             : Cornac       DEX:  71
Class            : Arcane Blade MAG:  96
Level            : 50           WIL:  61
Exp              : 1527%        CUN:  104
Gold             : 232.86       CON:  94
Times died       : 3
Lifes left       : 4

Accuracy(Main Hand):  69        Life             :     1777/1777Encumbrance      : 140/196
Damage  (Main Hand): 144        Stamina          :     304/304  Difficulty       : Normal
Permadeath       : Adventure
APR     (Main Hand):  34        Mana             :     415/415
Crit    (Main Hand):  92%       Positive         :     0/177
Speed   (Main Hand): 1.11       
                                
                                
                                

Accuracy(Off Hand):  69
Damage  (Off Hand):  49
APR     (Off Hand):  43
Crit    (Off Hand): 100%
Speed   (Off Hand): 1.11

Fatigue          : 22%          Spellpower       : 85.710974102924
Armor            : 63.93        Spell Crit       : 97.837176872636%
Armor Hardiness  : 69.102564102564%Spell Speed      : 1
Defense          : 60.670833333333
Ranged Defense   : 60.670833333333
All damage       : 7%
Physical damage  : 25%
Arcane damage    : 29%
Fire damage      : 57.332501592782%
Cold damage      : 10%
Lightning damage : 15%
Acid damage      : 30%
Nature damage    : 17%
Blight damage    : 22%
Light damage     : 25%
Darkness damage  : 42%

Physical Save    : 71.372729232756
Spell Save       : 70.272729232756
Mental Save      : 69.145833333333

All Resists:  22%
Physical Resist(cap):  45%( 70%)
Arcane Resist(cap):  39%( 75%)
Fire Resist(cap):  70%( 70%)
Cold Resist(cap):  53%( 70%)
Lightning Resist(cap):  69%( 70%)
Acid Resist(cap):  69%( 70%)
Nature Resist(cap):  42%( 70%)
Blight Resist(cap):  46%( 70%)
Light Resist(cap):  34%( 70%)
Darkness Resist(cap):  70%( 70%)
Temporal Resist(cap):  34%( 70%)
Confusion Resistance:  30%
Blind Resistance:  90%
Stun Resistance: 100%
Knockback Resistance:  50%
Instadeath Resistance: 100%

Number of NPC killed: 5673
Most killed NPC: cold drake hatchling (351)

  [Winner!]

Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.


  [Talents Chart]

 - Technique / Dual techniques        (mastery 1.00)
    Dual Strike (class)               1/5
    Flurry (class)                    5/5
    Sweep (class)                     1/5
    Whirlwind (class)                 1/5
 - Technique / Battle tactics         (mastery 1.20)
    Greater Weapon Focus (class)      3/5
    Step Up (class)                   5/5
    Bleeding Edge (class)             0/5
    True Grit (class)                 0/5
 - Technique / Combat techniques      (mastery 1.10)
    Rush (class)                      5/5
    Precise Strikes (class)           5/5
    Perfect Strike (class)            0/5
    Blinding Speed (class)            0/5
 - Technique / Combat training        (mastery 1.10)
    Thick Skin (generic)              5/5
    Armour Training (generic)         3/5
    Combat Accuracy (generic)         2/5
    Weapons Mastery (generic)         5/5
    Dagger Mastery (generic)          1/5
 - Technique / Magical combat         (mastery 1.30)
    Arcane Combat (class)             5/5
    Arcane Cunning (class)            3/5
    Arcane Feed (class)               5/5
    Arcane Destruction (class)        1/5
 - Cunning / Dirty fighting           (mastery 1.20)
    Dirty Fighting (class)            0/5
    Backstab (class)                  0/5
    Switch Place (class)              0/5
    Cripple (class)                   0/5
 - Cunning / Survival                 (mastery 1.10)
    Heightened Senses (generic)       1/5
    Charm Mastery (generic)           0/5
    Piercing Sight (generic)          1/5
    Evasion (generic)                 0/5
 - Spell / Fire                       (mastery 1.20)
    Flame (class)                     5/5
    Flameshock (class)                0/5
    Fireflash (class)                 0/5
    Inferno (class)                   0/5
 - Spell / Earth                      (mastery 1.20)
    Stone Skin (class)                1/5
    Pulverizing Auger (class)         1/5
    Mudslide (class)                  1/5
    Stone Wall (class)                5/5
 - Spell / Air                        (mastery 1.20)
    Lightning (class)                 5/5
    Chain Lightning (class)           0/5
    Feather Wind (class)              0/5
    Thunderstorm (class)              0/5
 - Spell / Enhancement                (mastery 1.20)
    Fiery Hands (class)               5/5
    Earthen Barrier (class)           1/5
    Shock Hands (class)               1/5
    Inner Power (class)               5/5
 - Spell / Conveyance                 (mastery 1.20)
    Phase Door (generic)              1/5
    Teleport (generic)                1/5
    Displacement Shield (generic)     0/5
    Probability Travel (generic)      0/5
 - Spell / Aegis                      (mastery 1.10)
    Arcane Reconstruction (generic)   5/5
    Shielding (generic)               5/5
    Arcane Shield (generic)           3/5
    Aegis (generic)                   2/5
 - Celestial / Light                  (mastery 0.80)
    Healing Light (generic)           5/5
    Bathe in Light (generic)          1/5
    Barrier (generic)                 5/5
    Providence (generic)              5/5
 - Uber / Strength                    (mastery 1.00)
    Flexible Combat (class)           0/1
    You Shall Be My Weapon! (class)   0/1
    Massive Blow (class)              0/1
    Steamroller (class)               0/1
    Irresistible Sun (class)          0/1
    I Can Carry The World! (class)    0/1
    Legacy of the Naloren (class)     0/1
    Superpower (class)                0/1
 - Uber / Dexterity                   (mastery 1.00)
    Through The Crowd (class)         0/1
    Swift Hands (class)               0/1
    Windblade (class)                 1/1
    Windtouched Speed (class)         0/1
    Giant Leap (class)                0/1
    Crafty Hands (class)              0/1
    Roll With It (class)              0/1
    Vital Shot (class)                0/1
 - Uber / Constitution                (mastery 1.00)
    Draconic Body (class)             0/1
    Bloodspring (class)               0/1
    Eternal Guard (class)             0/1
    Never Stop Running (class)        0/1
    Armour of Shadows (class)         0/1
    Spine of the World (class)        0/1
    Fungal Blood (class)              0/1
    Corrupted Shell (class)           1/1
 - Uber / Magic                       (mastery 1.00)
    Spectral Shield (class)           0/1
    Aether Permeation (class)         0/1
    Mystical Cunning (class)          0/1
    Arcane Might (class)              0/1
    Temporal Form (class)             0/1
    Blighted Summoning (class)        0/1
    Revisionist History (class)       0/1
    Cauterize (class)                 0/1
 - Uber / Willpower                   (mastery 1.00)
    Draconic Will (class)             0/1
    Meteoric Crash (class)            0/1
    Garkul's Revenge (class)          0/1
    Hidden Resources (class)          0/1
    Lucky Day (class)                 0/1
    Unbreakable Will (class)          0/1
    Spell Feedback (class)            0/1
    Mental Tyranny (class)            0/1
 - Uber / Cunning                     (mastery 1.00)
    Fast As Lightning (class)         0/1
    Tricky Defenses (class)           0/1
    Endless Woes (class)              0/1
    Secrets of Telos (class)          0/1
    Elemental Surge (class)           0/1
    Eye of the Tiger (class)          0/1
    Worldly Knowledge (class)         0/1
    Tricks of the Trade (class)       0/1

  [Inscriptions (5/5)]

Infusion: Movement
Infusion: Healing
Rune: Manasurge
Rune: Reflection Shield
Rune: Shielding

  [Current Effects]

- Arcane Feed
- Arcane Combat
- Chant of Fortitude
- Arcane Shield
- Inner Power
- Precise Strikes
- Premonition
- Shielding
- Fiery Hands

  [Character Equipment]

 In main hand
a) Spellblade (50-70 power, 2 apr)
   Type: weapon / longsword ; tier 5

Base power: 50.0 - 70.0
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Armour Penetration: +2
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Str / +4 Mag
Changes damage: +18% physical / +18% fire / +18% light
Spellpower: +20
Spell crit. chance: +9%
Light radius: +1

   Dropped by Grushnak, Battlemaster of the Pride
 In off hand
b) Life Drinker (42-54.6 power, 11 apr)
   Type: weapon / dagger ; tier 5

Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Mastery: Dagger Mastery
Armour Penetration: +11
Physical crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +25
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 40 power out of 50/50) :
Effective talent level: 2.0
Power cost: 40 out of 50/50.
Range: 6.00
Travel Speed: 600% of base
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 6 turns.  Each turn the disease will remove a beneficial physical effect and deal 21.50 acid and 20.18 blight damage.
If not cleared after five turns it will inflict 285.94 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
 On fingers
c) conjurer's voratun ring of power
   Type: jewelry / ring ; tier 5

When wielded/worn:
Physical power: +7
Changes stats: +6 Wil / +6 Mag
Spellpower: +22
Mindpower: +9

   Dropped by Vor, Grand Geomancer of the Pride
d) Warbringer
   Type: jewelry / ring ; tier 5

When wielded/worn:
Accuracy: +22
Armour penetration: +15
Armour: +20
Defense: +32
Changes stats: +11 Str / +1 Mag / +2 Wil
Changes resistances: +40% darkness
Changes damage: +20% darkness
Grants telepathy: Demon/Minor Demon/Major 
Allows you to breathe in: water 
Infravision radius: +2
Movement speed: +25%
It can be used to activate talent Disengage, placing all other charms into a 30 cooldown :
Effective talent level: 2.0
Power cost: 30 out of 30/30.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.
 Around neck
e) Fiery Choker
   Type: jewelry / amulet ; tier 3

When wielded/worn:
Changes stats: +5 Mag / +4 Wil / +3 Cun
Changes resistances: -20% cold / +20% fire
Changes damage: -5% cold / +10% fire
Damage affinity(heal): +30% fire
Blindness immunity: +40%
Spellpower: +7
Spell crit. chance: +8%
Talent on hit(spell): Volcano (10% chance level 3).

 Light source
f) Eldritch Pearl
   Type: lite / lite

When wielded/worn:
Physical power: +12
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck
Allows you to breathe in: water 
Spellpower: +12
Light radius: +6
It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) :
Effective talent level: 4.0
Power cost: 80 out of 150/150.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 45.88 cold damage and 52.14 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 7 turns.
The damage and duration will increase with your Spellpower.
   Dropped by Slasul
 Main armor
g) Chromatic Harness (10 def, 14 armour)
   Type: armor / heavy ; tier 5

When wielded/worn:
Armour: +14
Defense: +10
Fatigue: +16%
Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck
Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid
Grants telepathy: Dragon 
Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns)
Blindness immunity: +50%
Stun/Freeze immunity: +25%
Knockback immunity: +50%

 Cloak
h) Aetherwrap (14 def, 10 armour)
   Type: armor / cloak ; tier 5

When wielded/worn:
Accuracy: +6
Armour penetration: +10
Armour: +10
Defense: +14
Changes stats: +6 Cun / +5 Dex
Damage when the wearer hits(melee): 4 darkness / 4 blight
Changes resistances: +10% fire / +10% cold / +10% lightning / +10% acid / +6% blight / +6% darkness
Changes resistances penetration: +15% arcane
Changes damage: +22% arcane
Critical mult.: +30.00%
Physical save: +21
Spell save: +25
Mental save: +24
Maximum mana: +91.00
Spellpower: +10
Spell crit. chance: +6%

 On head
i) Crown of the Elements (0 def, 5 armour)
   Type: armor / head ; tier 5

When wielded/worn:
Armour: +5
Fatigue: +5%
Changes stats: +3 Wil / +5 Con
Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid
Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid
Changes damage: +8% fire / +8% cold / +8% lightning / +8% acid
See invisible: +15

   Dropped by Vor, Grand Geomancer of the Pride
 Around waist
j) Girdle of Preservation
   Type: armor / belt ; tier 5

When wielded/worn:
Changes stats: +5 Wil / +5 Con
Changes resistances: +10% physical / +10% arcane / +15% fire / +15% cold / +15% lightning / +15% acid / +15% nature / +15% blight / +15% light / +15% darkness / +15% temporal
Physical save: +15
Spell save: +15
Mental save: +15
Confusion immunity: +20%

 On hands
k) heroic voratun gauntlets of war-making (0 def, 8 armour)
   Type: armor / hands ; tier 5

When wielded/worn:
Physical crit. chance: +20.0%
Armour: +8
Critical mult.: +35.00%
Mental save: +10
Maximum life: +62.00
Spell crit. chance: +16%
Mental crit. chance: +13%

   Dropped by orc cryomancer
 On feet
l) Aetherwalk (6 def, 0 armour)
   Type: armor / feet ; tier 4

When wielded/worn:
Defense: +6
Fatigue: +1%
Changes stats: +8 Cun / +8 Mag
Changes resistances: +12% arcane
Changes resistances cap: +5% arcane
It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24.
   Dropped by Krogar
 Tool
m) Tree of Life
   Type: charm / totem ; tier 4

When wielded/worn:
Changes stats: +6 Con / +7 Wil
Damage when the wearer is hit: 10 nature
Changes resistances: +10% nature / +10% blight
Changes damage: +10% nature
Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony 
Mindpower: +7
Healing mod.: +20%

   Dropped by Slasul
 Quiver

  [Player Achievements]

'A dangerous secret' was achieved for Found the mysterious staff and told Last Hope about it. At 2013-07-28 14:11:03
'A different point of view' was achieved for Learned the five chapters of Orc history through loremaster Hadak's tales. At 2013-07-27 18:59:05
'Against all odds' was achieved for Killed Ukruk in the ambush. At 2013-07-28 01:53:25
'Anti-Antimagic!' was achieved for Destroyed the Ziguranth camp with your Rhaloren allies. At 2013-07-28 14:21:06
'Arachnophobia' was achieved for Destroyed the spydric menace. At 2013-07-28 17:05:13
'Are you out of your mind?!' was achieved for Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order. At 2013-07-28 17:26:57
'Back and there again' was achieved for Opened a portal to the Far East from Maj'Eyal. At 2013-07-28 18:51:58
'Brave new world' was achieved for Went to the Far East and took part in the war. At 2013-07-28 15:14:45
'Bringer of Doom' was achieved for Killed a Bringer of Doom. At 2013-07-28 14:28:17
'Clone War' was achieved for Destroyed your own Shade. At 2013-07-28 18:58:16
'Curse Lifter' was achieved for Killed Ben Cruthdar the Cursed. At 2013-07-27 14:46:50
'Destroyer of the creation' was achieved for Killed Slasul. At 2013-07-28 21:35:49
'Destroyer's bane' was achieved for Killed Golbug the Destroyer. At 2013-07-28 15:04:16
'Earth Master' was achieved for Killed Harkor'Zun and unlocked Stone magic. At 2013-07-27 18:14:14
'Evil denied' was achieved for Won ToME by preventing the Void portal from opening. At 2013-07-29 00:02:36
'Exterminator' was achieved for Killed 1000 creatures. At 2013-07-27 18:34:26
'Eye of the storm' was achieved for Freed Derth from the onslaught of the mad Tempest, Urkis. At 2013-07-27 22:38:36
'Fear of Fours' was achieved for Killed all four bosses of the Slime Tunnels. At 2013-07-28 23:18:55
'Genocide' was achieved for Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race. At 2013-07-28 21:19:24
'Home sweet home' was achieved for Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage. At 2013-07-27 18:57:02
'I cleared the room of death and all I got was this lousy achievement!' was achieved for Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury. At 2013-07-28 19:13:08
'Level 10' was achieved for Got a character to level 10. At 2013-07-27 14:38:49
'Level 20' was achieved for Got a character to level 20. At 2013-07-27 18:29:20
'Level 30' was achieved for Got a character to level 30. At 2013-07-28 01:06:24
'Level 40' was achieved for Got a character to level 40. At 2013-07-28 18:11:13
'Level 50' was achieved for Got a character to level 50. At 2013-07-28 21:59:00
'Orcrist' was achieved for Killed the leaders of the Orc Pride. At 2013-07-28 22:57:32
'Race through fire' was achieved for Raced through the fires of the Charred Scar to stop the Sorcerers. At 2013-07-28 21:08:05
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2013-07-27 15:45:25
'Savior of the damsels in distress' was achieved for Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan. At 2013-07-28 00:31:07
'Size is everything' was achieved for Did over 1500 damage in one attack. At 2013-07-28 23:15:24
'Size matters' was achieved for Did over 600 damage in one attack. At 2013-07-28 14:41:00
'Sliders' was achieved for Activated a portal using the Orb of Many Ways. At 2013-07-28 15:05:40
'Tactical master' was achieved for Fought the two Sorcerers without closing any invocation portals. At 2013-07-29 00:02:26
'Tales of the Spellblaze' was achieved for Learned the eight chapters of the Spellblaze Chronicles. At 2013-07-29 00:28:19
'The Arena' was achieved for Unlocked Arena mode. At 2013-07-27 14:20:58
'The Legend of Garkul' was achieved for Learned the five chapters of the Legend of Garkul. At 2013-07-27 18:59:04
'The Right thing to do' was achieved for Did the righteous thing in the ring of blood and disposed of the Blood Master. At 2013-07-27 19:03:59
'The secret city' was achieved for Discovered the truth about mages. At 2013-07-27 14:20:22
'There and back again' was achieved for Opened a portal to Maj'Eyal from the Far East. At 2013-07-28 17:50:08
'Treasure Hoarder' was achieved for Amassed 3000 gold pieces. At 2013-07-28 01:52:24
'Treasure Hunter' was achieved for Amassed 1000 gold pieces. At 2013-07-27 19:03:48
'Vampire crusher' was achieved for Destroyed the Master in its lair of the Dreadfell. At 2013-07-28 01:46:06

(character inventory snipped)

b0rsuk
Halfling
Posts: 91
Joined: Tue Feb 26, 2013 8:39 am

Re: [git] Cornac Arcane Blade, first winner

#2 Post by b0rsuk »

Do you even need positioning skills anymore for Windblade when it has radius 4 ?

Yes, Arcane Blades remind me of Marauders in that they're a mixture of talent trees extracted from other classes. They don't work very well together. Arcane Blade is actually worse in this regard, but apparently you can navigate your way through the build minefield to a very powerful combination.

I have similar experience with Daze, not just from Arcane Blade but also from Bulwark. Later on, it's extremely hard not to get some damage-on-hit ability, especially once you start dressing in orange artifacts. Other thing that annoys me is an enemy getting a counterstrike on me due to my damage-on-hit.
Can you choose the order in which your damage is applied ? For example sustain Fiery Hands first, and Shocking Hands later ?

Yes, I also think classes shouldn't rely on any single talent so heavily. I can live with Shield Wall and Berserker, but even with those I would prefer them to have shorter cooldowns so that a bulwark can turn off his Shield Wall for an enemy with no sources of stun. Arcane Blade nominally has so many options, but in practice it's all about criticals one way or another.

Thasero
Cornac
Posts: 37
Joined: Sun Jul 21, 2013 4:49 pm

Re: [git] Cornac Arcane Blade, first winner

#3 Post by Thasero »

b0rsuk wrote:Do you even need positioning skills anymore for Windblade when it has radius 4 ?
You do if you're a bloodthirsty maniac! Radius 4 means that you can often hit every enemy in a room as long as you're standing in the middle of the room.

For example, when clearing the Orc Prides, there's the level entrances where you're facing one tough rare enemy in the middle and 2 flanks of 3 enemies each to the north and south. I would activate a shield, GWF, Aegis, and a movement infusion, then walk to a point where Windblade could hit the rare enemy in the center and all 3 northern enemies. The 3 top guys invariably die, and often the rare does too. Then I Rush to the center of the 3 enemies on the bottom and hit Whirlwind to repeat it on a smaller scale. By game turn 3, the entire welcoming committee is dead or about to be.

Same order of battle for opening a vault - use a movement infusion to get 5 steps in the door, then Windblade to blenderize everything in the room. I once wiped out all 20 of the horrors and demons in a greater vault's final treasure room in a single turn by doing that. The more crowded it is, the more damage you get from overlapping explosions. I annihilated all of the melee orc grunts on turn 1 of the Orc ambush; the Orc captain survived to turn 2 with 50% health, and the archers survived by being at range 6 from your starting point.

Like I wrote above, I'm not sure if Windblade is overpowered now - after all, it's supposed to be the most powerful area-of-effect melee attack you can possibly get, and Arcane Blades do bonus area-of-effect magic damage on a melee attack, so putting them together is the perfect storm of room-clearing attacks. I would have to use Windblade on a different class to make up my mind.

b0rsuk
Halfling
Posts: 91
Joined: Tue Feb 26, 2013 8:39 am

Re: [git] Cornac Arcane Blade, first winner

#4 Post by b0rsuk »

Thasero wrote:
b0rsuk wrote:Do you even need positioning skills anymore for Windblade when it has radius 4 ?
You do if you're a bloodthirsty maniac! Radius 4 means that you can often hit every enemy in a room as long as you're standing in the middle of the room.
Sign me in ! I lost my Temporal Warden because I used... Switch Position instead of the usual Dimensional step to get into a group of enemies in spider caves (including 2 rares). I lived at least 10 more turns, and would survive if I got out earlier. But with Windblade, Whirlwind and Sweep I didn't want to ! TWs are surprisingly sturdy if you learn to be careful with stun, I killed the Ukruk ambush without breaking a sweat.

I'm a bit jealous, because the main downsides of Windblade - requirement for good positioning and long cooldown - are now removed. Now everyone will be able to enjoy Windblade. On the other hand, I will be able to have 2 Windblades in 10 turns.

It likely needed a buff - but 4 squares seems one square too far.

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