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Randomizer

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  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 1 hour ago, TriRodent said:

    Rereading through this years later and it seems like many of all your issues would go away if you just switched away from Apple products...

     

    😛

    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.

  6. The weapon to hit bonus works for that weapon and there is a similar one on missile weapons.

     

    It does make it easier to hit enemies and it was way worse in beta testing before it got added. You are simply fighting something that probably has a higher level than you. Right clock on your target to see its level and resistances.

  7. Agents start out weak because heir spell damage is lower than weapon or creation damage.  But after a while they are much stronger than all but a Shaper with several creations. The main drawback is that when stunned or slowed, you can't do anything that round unlike a Shaper that usually has several active creations.

     

    Guardians are now much stronger with weapon shaping giving them reliable area attacks. Still not as powerful as an agent or Shaper, but one on one they'll beat an enemy and can deal with even a swarm.

  8. 10 hours ago, Slawbug said:

    That's not just Tuldaric; every sect head trainer operates that way.  Tyallea, Tuldaric, Burham, Salgurdar.  They just need you to be modified.

    Only the factions require being modified. Phariton (advancd creation), KLayos in Hermit's Crossing (Leadership 5) (high level spells), and Gaas (Outer Gaza-Uss) (highest creations and spells) all will do unmodified character. 

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