Seriously, i
ve been playing this game for a month and my best run were my first character, a Cornac Bulwark. I Came to Dreadfell and died. Since then i've come to Dreadfell and died 4 times. Can anyone PLEASE give me some tips on a good char. build and perhaps some tips this early in the game?
Oh yeah, my level on the first character was 26, which is my "highscore"
Play alchemist, max the first 3 alchemist bomb skills and an infusion of your choice, unlock the advanced golem tree to get the instant revive. One point in the skill that lets you shoots with your staff to do something while alchemist bomb is on cooldown. Save the +25 arcane damage bomb gems for difficult areas / bosses.
Use stone alchemy to imbue resist all gems in your and your golems armor ( dont forget to give him good armor and weapons ).
Put all points in magic and constitution, learn the generic tree with Thick Skin in Last Hope and max that.
Dont forget to buy a good regen or heal infusion with ~200 heal from a shop early on if you have problems.
Around level 15 I think you can go to the hidden compound and win the Ring of Blood arena for the life leech ring.
Pick items and other infusions that allow you to clear negative effects like stun and confusion or get away like teleport.
I'm not sure why alchemist is considered a beginner class. The golem is probably the trickiest thing to handle outside the necromancer and anorthil since you have to muck about with two equipment sets and the pet commands system and keep reviving the blasted thing.
To not just complain, though:
Learn to love inscriptions.
Teleport is golden. You might want two if you have good healing from talents.
Regeneration will save your life against early bosses, but don't forget to hunt better versions. Most classes will probably want two or a regeneration and a heal.
This is my physical wild infusion. There are many like it, but this one is mine.
My wild infusion is my best friend. It is my life. I must master it as I must master my life.
My wild infusion, without me, is useless. Without my wild infusion, I am useless. I must use my physical wild infusion to remove stuns. I must remove stuns before other effects accumulate that prevent me from removing the stun...
The wild infusion you start with may only remove one kind of condition and do far less damage mitigation than later wilds, but it has the minimum cooldown possible and because it only removes physical conditions it's easier to remove the condition you actually need to remove. Stun is, by far, the most dangerous condition to have. Do not replace this infusion unless you have 100% stun resist and know you will continue to have 100% stun resist for the rest of the game. Stun is that bad. Stun puts your talents on cooldown and prevents those cooldowns from dropping until the stun ends, which ruins your ability to escape, and it cuts all your damage in half so you can't fight through. If you get another wild infusion it should probably do physical and whichever of mental or magical you have worse saves against. Because sometimes you get hit with another physical effect after stun and that's bad. Not quite bad enough to make Spine of the World a great prodigy, but still bad enough to want double stun removal.
The only other conditions you might waste your physical wild clearing in combat are Disarmed and Pinned. Pinned prevents non-teleport escapes and disarmed completely ruins your offense if you use weapons. If you are blind boost defenses and walk away from where you remember your enemies or spam area attacks. If you're poisoned counter with regen or wait it out and heal. Flameshock and Spydric Poison are Stun and Pin plus damage over time and should be treated like Stun and Pin.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
Atarlost wrote:This is my physical wild infusion. There are many like it, but this one is mine.
My wild infusion is my best friend. It is my life. I must master it as I must master my life.
My wild infusion, without me, is useless. Without my wild infusion, I am useless. I must use my physical wild infusion to remove stuns. I must remove stuns before other effects accumulate that prevent me from removing the stun...
Well others have already covered infusions mostly, but also be aware that Angolwin and Last Hope sell much better infusions even very early, always check all the shops, with the possible exception of your weapon, infusions are your most important purchases.
For a bulwark I recommend pumping shield offense (overpower is optional), but in defense you may only want Shield Wall and maybe 1/5 repulsion. Get an inscription at 10, and at 20 unlock battle tactics and get Step-Up. Bulwarks can do a ton of damage with counterstrike Assaults. For bosses and some casters try stunning them to put their skills on cooldown, then block, then assault. Don't skimp on Combat Accuracy. I would skip Precise Strikes, lower speed means enemies occasionally get to take two turns, and that can go very badly. get 4-5 points in Unflinching Resolve, Vitality is good as well.
Keep track of whatever kills you or gives you trouble, pretty much anything can be countered in some way. You can right click enemies and view their character sheet, view their status immunities, damage, and a list of talents. This can help a lot in dealing with rares and some elites. You can also mouse over their talents as well as their buffs and debuffs to see exactly what they do.
Don't fight groups of enemies, lure them around corners where you can fight one at a time and limit line of sight from casters and other ranged threats. When you encounter an enemy your first inclination should be to back away to a strong position, not to rush into an unexplored room. Movement infusions are great here, if there is no safe area within 1-2 turns and you are overwhelmed use it to retreat around a corner and regen there.
Also get a good light, a rod of illumination is very useful so that you aren't fumbling in the dark against a Skeleton Master Archer, or a swarm of Wights that confuse you. Light up the dungeon as you explore, and retreat into the light if you are uncertain. Other charms are also very useful, psychoportation torques give you an escape if you are surrounded, physical torques can buy you a few turns. Wands of conjuration, if they do enough damage can be really useful, especially against enemies who try to kite you, or to soften targets up while you lure them to a safe corner. Charms never get disrupted by stuns and never fail due to confusion, so have something equipped for emergencies.
Great, thanks for the advice guys (and gals?). Last night i made it to the boss in Dreadfell with a Cornac Berserker, but the sod just wouldn't drop dead. So now i'm really gonna try and just grind for levels, don't care how much time it will take. If you have any tips on how to take him out, feel free to enlighten me!
I rushed him and used as many attacks as possible, included Skullbreaker which did about 515 Physical damage. But that didn't go very well....
I'm pretty sure the zones scale with level, so grinding may not help you much unless you need a specific skill for the fight.
The Master is a long, tough fight. There are two strategies that are common, one is digging zigzag corridors which block LoS to his summons so you can fight them one at a time without The Master and all his skeletal mages shooting you. The other is to hit and run with a teleport, either a torque of psychoportation, an amulet of teleportation, or a teleport rune, and just constantly teleport away when he summons. Be prepared to retreat repeatedly to recover, The Master doesn't heal, but he will revive during the fight so he usually has around 6k HP effectively.
He has a couple nasty spells to look out for:
Create Minions: His pet summon, probably the nastiest part of the fight. Always be thinking about how to escape if he summons on top of you. His summon can block your escape path which is why teleports are recommended. I have at times overwritten my movement infusion with a teleport for The Master fight since the summons can trap you.
Freeze: Massive damage and it can put you in an ice block, he likes to open with this spell, it has range 10 and is instant. Have a physical infusion ready, get stun immunity and cold resist.
Rigor Mortis: It's a slow which lets him potentially take two actions in a row against you. It also makes his summons hit you harder. Don't ever fight his summons while you have Rigor Mortis up. I believe it actually gives two separate debuffs, the slow being physical and the pet damage being magic. It also does a large amount of darkness damage, so darkness resist helps. It's range 7.
Congeal Time: It's another slow, it's a projectile which moves rather slowly, so try to dodge it and save your wild infusions for the other stuff.
He has partial stun immunity, but it's something like 50-60%, so you can try to hit and run until you land a stun. Slows are also very effective since he has no immunity. Weapons of crippling or slime, or the Cripple talent in cunning/dirty fighting are all good. I think he is also susceptible to confusion, but I'm not positive, he might have partial immunity as with stun.