Synergies: What are your favorite synergies? ...combos?
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Synergies: What are your favorite synergies? ...combos?
What are some of your favorite synergies? Which skills work well together. Which skills follow others well? Which skills are awesome when using a particular sustained talent? If not powerful, what are some of the effects you enjoy with certain spell/skill combinations?
I am pretty new and ....under knowledged ...so I have a lot to learn. But with my Doombringer it sure is fun, when I get an item that has a push ability, to Rush a target, push them with something like Willful Strike, then bring em back in with Abduction before I start hammering on them. It's not real powerful but it's almost like it's own fighting style to focus on the enemie's movement instead of my own. Maybe I'm just a control freak.
It could be cool to put together a list (if there is enough input) that might help some folks determine their next (or first!) character type.
I am pretty new and ....under knowledged ...so I have a lot to learn. But with my Doombringer it sure is fun, when I get an item that has a push ability, to Rush a target, push them with something like Willful Strike, then bring em back in with Abduction before I start hammering on them. It's not real powerful but it's almost like it's own fighting style to focus on the enemie's movement instead of my own. Maybe I'm just a control freak.
It could be cool to put together a list (if there is enough input) that might help some folks determine their next (or first!) character type.
Last edited by seattlesid on Wed Mar 18, 2015 11:49 pm, edited 1 time in total.
Re: What are your favorite synergies? ...combos?
fiery hands, if maxed, almost completely pays flurry, and whirlwind so you can use the freely, if you get maximum number of hits.
whirlwind can hit up to 8 targets twice, so with 2stamina restore it easily gets up to the needed 32. assuming all hits connect.
actually, who even needs arcane combat?!
whirlwind can hit up to 8 targets twice, so with 2stamina restore it easily gets up to the needed 32. assuming all hits connect.
actually, who even needs arcane combat?!
Re: What are your favorite synergies? ...combos?
With the new Paradox Mage coming in 1.3, there are a ton of synergies between the Gravity tree and the Spatial Folding tree, using Replusion Blast and Gravity Spike to reposition an enemy into mines or away from its Tether. There's also Gravity and Matter, because it's great fun to build a wall behind an enemy to cut him off from a larger group, then Repulsion Blast him into the wall to do extra damage. Creating a group of innocents with an anomaly and then using Gravity Spike for increased damage ties together Gravity and Flux.
Basically, I'm saying that the new Gravity tree is rather tremendous.
Basically, I'm saying that the new Gravity tree is rather tremendous.
Re: What are your favorite synergies? ...combos?
That sounds quite attractive.Isotope-X wrote:Basically, I'm saying that the new Gravity tree is rather tremendous.
One bit of fun I've been having with the new Temporal Warden is that, with as many teleports as it has, you can maintain an Out of Phase buff for entire fights.
Combine that with a late-game phase door rune, and that's a whole lot of resist all and duration reduction.
Re: What are your favorite synergies? ...combos?
It absolutely sucks on rares, though, especially with the low CD on repulsion blast. You get knocked around all over the place.
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Re: What are your favorite synergies? ...combos?
OH man. I'm going to have to try one of those soon. Probably the Paradox Mage. I like the whole gravity idea. Besides, I couldn't quite get my head around the "Out of Phase" thing.
Re: What are your favorite synergies? ...combos?
Arcane Blade tree + Brawler trees + Stone magic.
Very common adventurer build. Very fun.
Very common adventurer build. Very fun.
A little bit of a starters guide written by yours truly here.
Re: What are your favorite synergies? ...combos?
Corrupter Strength and Bone Grab (from item)
Corrupted Strength and Light Shield auto-casted when enemy adjacent.
Anorithil's criticals and Celestial Light tree. Both power and duration can crit on those spells making them ridiculously powerful.
Corrupted Strength and Light Shield auto-casted when enemy adjacent.
Anorithil's criticals and Celestial Light tree. Both power and duration can crit on those spells making them ridiculously powerful.
Re: What are your favorite synergies? ...combos?
Brawlers + Flexible Combat + some gloves with on-hit and on-crit procs is awesome by itself, but if you can get your critrate to >100% and take Eye of the Tiger as your second prodigy, you get a cooldown reduction on every single turn. Quite sweet.
A bus station is a place where buses stop.
A train station is a place where trains stop.
On my table, there is a workstation ...
A train station is a place where trains stop.
On my table, there is a workstation ...
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Re: Synergies: What are your favorite synergies? ...combos?
Rune of Reflection and Sun Paladins. That rune is amazing on any magic class, but on a paladin it's an absolute game changer. Not only do you buff it by leveling your magic stat, you can also stack on more shielding with Bathe in Light and Weapon of Light, all of which will reflect damage back to your opponents. It sort of negates the downside of Bathe in Light. Early game, the biggest problem paladins are likely to have is a strong ranged attacker, but if you find this rune, the archers just kill themselves. If you happen to be an ogre (already a good race for paladin), then you can abuse this rune to absurd levels. I have mine reflecting ~700 damage at the end of the game, depending on what I was wearing, and I refreshed it's cooldown so fast that if threw down a Light Barrier right when the Rune of Reflection went down, I usually had Rune back by the time it broke.
Re: Synergies: What are your favorite synergies? ...combos?
While I know this is necrothreading, I am quite surprised that this thread didn't gain more popularity. There are a lot of things to learn for mid-experienced players, who do have a grasp of the game mechanisms but still are learning how to use them effectively.
I am only familiar with two classes: berserkers and stone wardens.
For the latter, I find Elemental Split (http://tometips.github.io/#talents/wild ... ven-nature) of crucial importance. Combined with Earthen Vines (http://tometips.github.io/#talents/wild ... then-vines) it enable to drop nukes wherever it is necessary. You would rockswallow pesky enemies, call your halves, retreat to the safe spot. By the midgame, the halves are buffed enough to deal with most bosses or at least to soften them enough so that you would be able to deal with them by yourself.
Rockwalk (from Earthen Vines) is good way to deal with the crowd -- should it happen that one of vines catches a mob few grids away, you may safely escape using the rockwalk. Cool!
As for berserkers, it is beneficial to invest at least 3 points in Stunning Blow (http://tometips.github.io/#talents/tech ... on-assault) -- the stun effect would last then as long as the CD, enabling to keep your enemy stunned all the time (provided you do hit and he is not immune). Also, Bloodbath (http://tometips.github.io/#talents/tech ... loodthirst) works well with Execution, which grants you a critical hit; I would invest many points is Bloodbath. And while it's enough to have 1 point in Execution, that's as many as I spend on that.
EDIT: this might be a bug but Execution will not trigger off Bloodbath. Or I just might have been missing.
I am only familiar with two classes: berserkers and stone wardens.
For the latter, I find Elemental Split (http://tometips.github.io/#talents/wild ... ven-nature) of crucial importance. Combined with Earthen Vines (http://tometips.github.io/#talents/wild ... then-vines) it enable to drop nukes wherever it is necessary. You would rockswallow pesky enemies, call your halves, retreat to the safe spot. By the midgame, the halves are buffed enough to deal with most bosses or at least to soften them enough so that you would be able to deal with them by yourself.
Rockwalk (from Earthen Vines) is good way to deal with the crowd -- should it happen that one of vines catches a mob few grids away, you may safely escape using the rockwalk. Cool!
As for berserkers, it is beneficial to invest at least 3 points in Stunning Blow (http://tometips.github.io/#talents/tech ... on-assault) -- the stun effect would last then as long as the CD, enabling to keep your enemy stunned all the time (provided you do hit and he is not immune). Also, Bloodbath (http://tometips.github.io/#talents/tech ... loodthirst) works well with Execution, which grants you a critical hit; I would invest many points is Bloodbath. And while it's enough to have 1 point in Execution, that's as many as I spend on that.
EDIT: this might be a bug but Execution will not trigger off Bloodbath. Or I just might have been missing.
Re: Synergies: What are your favorite synergies? ...combos?
Since I'm already logged in and I happened by this thread I will give you my favourite one. It's nice because it is available to a variety of classes using things that are fairly easy to find: rune of phase door + void walker gear. You might be thinking, "Oh, that's not that interesting", but actually it's quite OP even into the end game.
The key is that when you have void walker gear, if you have an out of phase bonus currently going and you teleport, it *extends* the duration of the out of phase bonuses you currently have if they are better than what you were going to get. The max power is 50, which is not that hard to get (although I believe the max resist is 40%). So you get +50 defence, +40% resist and the duration of new bad effects is reduced by 50%. Usually you can get one for 5 or 6 turns. If in that 5 or 6 turns you teleport again (say with a phase door spell) it can be extended for another 5 turns. If you teleport again (say with the teleport in a void walker's cloak) it can be extended for another 5 turns. In principle your can stay out of phase permanently.
You might be thinking... "OK, +40% resist all is pretty compelling"... but there is more! It's not just +40% resist all. It's +40% to *all* your resists -- including "all". So if you already have 30% resist fire, then you will have 70% resist fire, in addition to the 40% resist all! This gives you an effective reduction in fire damage of 82%! I have tried this, and it appears to work. If you can find enough resist equipment, then you are almost untouchable.
If that's not enough, there is even more! If you happen to have Time Shield, then it will reduce the duration of negative effects by a maximum of 35%. This seems to stack with the out of phase bonus. So pretty much no matter what situation you come into, with out of phase plus time shield, you are going to have almost no negative effects on you ever.
It is a pain in the backside, though, because you need to have an uncontrolled teleport for your first use, so having something like a movement infusion to get you into position is useful. Things that let you walk through walls (like probability travel) is also really useful.. Obviously range characters can use it more effectively than others. Archmages are in good position to use it and it even makes displacement shield useful (75% chance to displace an attack, but even if it gets through it's going to do almost no damage).
The key is that when you have void walker gear, if you have an out of phase bonus currently going and you teleport, it *extends* the duration of the out of phase bonuses you currently have if they are better than what you were going to get. The max power is 50, which is not that hard to get (although I believe the max resist is 40%). So you get +50 defence, +40% resist and the duration of new bad effects is reduced by 50%. Usually you can get one for 5 or 6 turns. If in that 5 or 6 turns you teleport again (say with a phase door spell) it can be extended for another 5 turns. If you teleport again (say with the teleport in a void walker's cloak) it can be extended for another 5 turns. In principle your can stay out of phase permanently.
You might be thinking... "OK, +40% resist all is pretty compelling"... but there is more! It's not just +40% resist all. It's +40% to *all* your resists -- including "all". So if you already have 30% resist fire, then you will have 70% resist fire, in addition to the 40% resist all! This gives you an effective reduction in fire damage of 82%! I have tried this, and it appears to work. If you can find enough resist equipment, then you are almost untouchable.
If that's not enough, there is even more! If you happen to have Time Shield, then it will reduce the duration of negative effects by a maximum of 35%. This seems to stack with the out of phase bonus. So pretty much no matter what situation you come into, with out of phase plus time shield, you are going to have almost no negative effects on you ever.
It is a pain in the backside, though, because you need to have an uncontrolled teleport for your first use, so having something like a movement infusion to get you into position is useful. Things that let you walk through walls (like probability travel) is also really useful.. Obviously range characters can use it more effectively than others. Archmages are in good position to use it and it even makes displacement shield useful (75% chance to displace an attack, but even if it gets through it's going to do almost no damage).
Re: Synergies: What are your favorite synergies? ...combos?
This is the best I have found, use it constantly on insane roguelike, with Paradox Mage:
Instant:
Hidden Resources
Rune: Shielding
Time Shield
Seal Fate
Webs of Fate
Haste
Time Stop
this leaves your paradox unchanged (:-)), 6 turns still of hidden resources, and 3+ free turns from Time Stop, which we will use this way:
Entropy (if required)
Redux (so that your clones also have redux active
)
Temporal Fugue
Cease to Exist
And you haven't done a single thing yet.
Or, without Fugue:
Entropy
Cease to Exist
Redux
Stop etc
This combo is unbelievably good. At this stage you have weakened bosses, set shields etc, and have not used any paradox
Instant:
Hidden Resources
Rune: Shielding
Time Shield
Seal Fate
Webs of Fate
Haste
Time Stop
this leaves your paradox unchanged (:-)), 6 turns still of hidden resources, and 3+ free turns from Time Stop, which we will use this way:
Entropy (if required)
Redux (so that your clones also have redux active

Temporal Fugue
Cease to Exist
And you haven't done a single thing yet.
Or, without Fugue:
Entropy
Cease to Exist
Redux
Stop etc
This combo is unbelievably good. At this stage you have weakened bosses, set shields etc, and have not used any paradox

MADNESS rocks
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Re: Synergies: What are your favorite synergies? ...combos?
With my Ogre Berserker Steamroller + Never Stop Running is great. I can pretty much always set up another Rush because with NSR, I can walk to another tile without using a turn and get re-positioned. There is a stamina drain when it's active but it's very manageable since I've had to focus on stamina regen already. Also, with Never Stop Running in my toolbox, I have been able to swap out my movement inscription (so far) because I've been able to use it to get away when needed.
Last edited by seattlesid on Wed Oct 12, 2016 9:46 pm, edited 1 time in total.