[1.1.1]Nightmare difficulty Rogue, lvl 50, death final fight

Post about your characters, your deaths, ...
Comments, videos, screenshots welcome!

Moderator: Moderator

Post Reply
Message
Author
Salo
Higher
Posts: 52
Joined: Sun Dec 09, 2012 9:54 am

[1.1.1]Nightmare difficulty Rogue, lvl 50, death final fight

#1 Post by Salo »

Almost won. Sadly, I couldn't play this character online, even though I played on steam (because eduroam blocks all ports except for 80 and 88).

So anyway, after bringing first a berserker and a marauder to the east I decided to try my hand at bringing a rogue east, simply because rogue happens to be my most played class. I even wrote a guide for them: http://forums.te4.org/viewtopic.php?f=53&t=39269 . You would expect me to follow my own guide, but I ended up trying to play a trap rogue for the first time and it worked out wonders.

So, I picked halfling for no particular reason and maxed traps as early as possible and stealth second, and got 5/1/1/5 in both asap (well, traps are 5/1/1/4 because the 5th point in trap launcher is completely useless). Traps are really good, especially when you get the poison trap from the maze. Surprisinly enough, evne though I invested 11 (and later 14 because I brought lure to lvl 4) class points in traps instead of combat oriented skills, I didn't feel my dagger damage was noticeable worse than normal.

Things I learned:
- traps are awesome.
- as a trap rogue, make sure to save enough items that give +magic to get the trap prodigy. I had to put 6 stat points permanently into magic because I forgot to do this until it was almost too late.
- gravity trap is completely, utterly broken. It's the most powerfull skill in the game and simply too good. It might cost a prodigy, but one skill doing 200 (at lvl 30) to 300 (at lvl 50) damage a turn in a radius of 5 for over 12 turns at range 7 while preventing enemies from leaving that radius is simply too good and made nightmare difficulty a lot less of a challenge. I honestly suggest decreasing the damage to 1/3th or 1/4th of current so (or decrease the duration so you can't chain it) since the pull itself alone makes it extremely good already.
- flash bang trap is not worth 3000 gold and merits perhaps a buff (to compensate for nerfing gravity trap?). Letting it deal some damage seems the easiest way to buff it (or let it lower resistance or give vision or something).
- I needed cauterize in nightmare difficulty, see screenshots. I was glad I had put a shield rune on "auto activate when enemy is visible & adjacent" for a big part of the game so I could get it.
- either the log is wrong or I died because of a bug, since I don't think Elandar should be able to deal 1653 damage (+1510 absorbed) with flame.
- stealth is still useful on nightmare difficulty.
- snap works on traps (including gravity trap) and is pretty useful.
- rogues deal way more damage than marauders.

Some screenshots: https://drive.google.com/folderview?id= ... sp=sharing (includes screenshot of me getting literally one shot by a freeze spell while auto exploring and a screenshot from my marauder).

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: [1.1.1]Nightmare difficulty Rogue, lvl 50, death final f

#2 Post by darkgod »

Added damage to flash bang and reduced gravitic trap one
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Post Reply