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Randomizer

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About Randomizer

  • Birthday 07/04/1961

Retained

  • Tormented Battle Mage

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Hatchling Cockatrice

Hatchling Cockatrice (17/17)

  1. Torment starts you in a hole. Lots of easy experience goes away. "Holes are bad." - Thoefinn on "Ghosts"
  2. Wandering Shapers appear to be the bottom of the barrel in terms of no one wants to use them. Some are legacies from Shaper families that received training, but didn't excel enough to get assigned positions. They may have gone through a period like the PC in GF2 traveling with an established Shaper to learn practical experience. Still there might be enough that have no place to go unless there is a problem that needs a large number of Shapers like fighting off a minor rebellion or dealing with an outbreak of disease or rogue creations. Most of the Shapers you deal with are highly experienced or work under the direction of a Shaper leader. These are all pasted the period of the GF2 PC.
  3. MattP hasn't posted recently, at least with his old account. A pity since he did such detailed game guides.
  4. According to MattP's guide, there is a Thad canister in the Warren of the Three which you mentioned that you hadn't finished. Also if you do have money, check out the trainers just to be sure.
  5. It may also be a forgotten reason prohibition to the original war on Such Island that is mentioned in the Standing Sentinels zone where they tried something like that with disastrous consequences. They lacked control over side effects since it was knew to them.
  6. Sorry, I didn't see it was original. You do want to level up creation strength since that does damage and to hit chance.
  7. You didn't mention difficulty level, but on normal level you can get for some suboptimal builds. Also how many creations are in your party. As a Shaper you need more since they do the damage for you. Also having a higher Shaping type skill makes your creations more powerful. Having so high an intelligence is not useful since you don't need as much to buff your party before combat. It would be more useful in essence mastery to have more creations and use the essence to make them have more levels and abilities. You would want searing artilas to be able to their cone acid spray every round so they can hit several targets each round to overlap damage. Using items with mechanics bonus will get you mechanics 7 so you can go through the other Rising Bridge as a non combat way to reach the Loyalist Encampment. Tuldaric is in the north corner of Complex Core. Not that useful unless you are Awakened. But there is plenty of loot in the zone to pick up for money. Experimental Chambers is mostly doable at that level and has some other nice items. Cure for the Serviles quest is long off in Taker Lands so don't think about it.
  8. Purity Agent is more like a neutron bomb in that it kills creations and leaves the buildings standing like most biological warfare.
  9. They appear in the room's four corners at different parts of the fight as Teriel takes damage. Two are glaahk types and two are vlish.
  10. "What are the summoned soul jars? " When you do enough damage to Teriel, he summons a soul jar that heals him and provides some other bonuses.
  11. Some infernal like Teriel are meant to be fought when you are a few levels higher if you want an easier fight. Teriel heals if you aren't near him. This is ti prevent agents from standing out of attack range and using airshock. Same for other foes that are in a fixed position like pylons. Destroying summoned soul jars prevents him from getting bonuses and healing.
  12. It's more after the Geneforge used in GF2, the dragon allies want to limit how much of an upgrade their servile and common man allies get. They realize that giving a full GF1 upgrade will make them too powerful and shift the balance. Just look at how powerful the canister mad Barzites got.
  13. Jeff makes his games first for Apple computers and then makes the Windows version. However he no longer waits months before releasing the Windows ones from captivity.
  14. Tek's Spectral Dagger - Melee Tr 4 gets you +20% physical armor, +25% magical damage resistance, +20% stun resistance Agent starts at melee training 1, canister in Phariton's Hall +1, so you only need two more levels. You probably hate the Takers anyway.
  15. The damage difference isn't much and some weapons may have more useful bonuses at some parts of the game. It's your choice with how you feel about it especially if you play on torment difficulty and need that extra bit of damage.
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