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Delicious Vlish

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Posts posted by Delicious Vlish

  1. Quote:
    Originally written by Ash Lael:
    Quote:
    Originally written by Skippy the bush kangaroo:
    Quote:
    Originally written by Ash Lael:
    Seriously, I can't imagine it would be that hard. Jeff's combat is really easy.
    Expand your mind and be a bit more imaginative - it can be that hard. Particularly if you can't level up...
    Why would I not be able to level up?
    If you look closely at what has already been said about that very issue, you would know.

    A single character will hit the experience cap way to early, and just when they really need experience, they will only be getting 1 experience point per kill.

    As it has been stated many times now, you will be penalised for trying to play a singleton.

    It is just not possible.
  2. It's more than the bugs.

     

    Try invading the Bandit Castle... All those archers hidden behind the murder holes. You can not kill them fast enough. Ugh.

     

    I am finding, and it may be because I haven't figured it out yet, all plans on Torment should include picking out a sacrificial lamb. Who's turn is it to die today?

     

    I have never yet made it to the Castle on Torment.

     

    I did manage to get my self involved in The Ogre Battle. After realising I was hopelessly outmatched, outclassed, and did not have nearly enough firepower, I quit the game in disgust and started over.

     

    Torment now seems to involve enemies with entirely to many hit points.

     

    It's become a war of attrition. I am not sure if I like it or not. I am used to pretty much steam rolling Torment in Geneforge... But this is obviously not Geneforge.

     

    It's going to come down to precise party planning and creation, with a follow through of brilliant and dedicated tactics, executed with a swift brutal assault followed by a hasty retreat.

     

    Been thinking about The Art of War and the idea of a running battle tickles the back of my mind.

     

    I WILL beat the game on Torment. I believe it might mean something now.

     

    Although I have a bad feeling that the Vanatai Lord near the end will most likely be every party's undoing.

  3. It's more than the bugs.

     

    Try invading the Bandit Castle... All those archers hidden behind the murder holes. You can not kill them fast enough. Ugh.

     

    I am finding, and it may be because I haven't figured it out yet, all plans on Torment should include picking out a sacrificial lamb. Who's turn is it to die today?

     

    I have never yet made it to the Castle on Torment.

     

    I did manage to get my self involved in The Ogre Battle. After realising I was hopelessly outmatched, outclassed, and did not have nearly enough firepower, I quit the game in disgust and started over.

     

    Torment now seems to involve enemies with entirely to many hit points.

     

    It's become a war of attrition. I am not sure if I like it or not. I am used to pretty much steam rolling Torment in Geneforge... But this is obviously not Geneforge.

     

    It's going to come down to precise party planning and creation, with a follow through of brilliant and dedicated tactics, executed with a swift brutal assault followed by a hasty retreat.

     

    Been thinking about The Art of War and the idea of a running battle tickles the back of my mind.

     

    I WILL beat the game on Torment. I believe it might mean something now.

     

    Although I have a bad feeling that the Vanatai Lord near the end will most likely be every party's undoing.

  4. There are some rare and exceptionally powerful bows that do not fire regular arrows. They fire blobs of acid or stun enemies or do any number of amazing things.

     

    And these bows do not take arrows.

     

    Edit.

     

    I should add.

     

    What I am finding is that in Torment, stuff is killing me faster than I can kill it.

     

    Things just hit to hard and have to many hit points. The bugs... They are bad. Plated bugs are especially bad. Anything that parries or reposts is bad, because one round of not doing enough damage means it lives a little longer, probably long enough to kill somebody.

     

    It's a very bad situation. Sort of like cutting down the mightiest tree in the forrest with a herring,

  5. There are some rare and exceptionally powerful bows that do not fire regular arrows. They fire blobs of acid or stun enemies or do any number of amazing things.

     

    And these bows do not take arrows.

     

    Edit.

     

    I should add.

     

    What I am finding is that in Torment, stuff is killing me faster than I can kill it.

     

    Things just hit to hard and have to many hit points. The bugs... They are bad. Plated bugs are especially bad. Anything that parries or reposts is bad, because one round of not doing enough damage means it lives a little longer, probably long enough to kill somebody.

     

    It's a very bad situation. Sort of like cutting down the mightiest tree in the forrest with a herring,

  6. I have been debating this one in my mind.

     

    First off, the lead character.

     

    Sword and shield seem the obvious choice. I mean, Demonslayer is so nice, offers so many resistances, hostile effect resistance, etc. It's a good defensive sword. Shields are useful to gain all kinds of special skills, defense, and resists. And yet, there is the appeal of a powerful Slith warrior. And so many traits, so little time.

     

    The archer is an obvious slot. But make him a thief or make him a dedicated and focused archer? A Nephil is the likely character here. Traits? Fast on Feet? Nimble Fingers? Deadeye?

     

    While there are many variables for those two slots, I think it is going to be the casters in the last two slots that make or break the team. I have really been going over what a torment capable party is going to need. Firepower.

     

    Since Jeff assured everybody that tool use does indeed have some effect on unlock doors... It seems obvious now that the best choice for a thief is a mage. This frees up the archer to do nothing but pump dex and sharpshooter for obcene amounts of damage.

     

    What the game really needs is at least two mages and a priest. Which just doesn't seem to work with a four person party.

     

    Yet, you can make a mage priest. I am still undecided if splitting your self is good or bad. Sure, you lose the power of a focused mage, but you gain flexibility. With one mage acting as a thief, and the other building equal levels of priest and mage skills, your rise to power will be slowed, delayed, but possible if you remain dedicated. (And there is an awesome armor for mage / priests.

     

    After a whole lot of thought, I realised, mages have all of the power in the early game, and most of the midgame, but near the end, priests get the real power. Divine Retribution fries everything around you. (Aura of Flames) And the ability to summon very powerful shades, shades that are capable of going toe to toe with endgame enemies, that kind of summoning ability is not to be ignored. I would dare say that the priest's ability to summon shades is better than the mage's arcane summon. Arcane Blow just... Blows. The most common resistance come endgame is magic resistance, and I was bitterly disapointed seeing the big damage mage spell doing 25 damage to endgame enemies, while Divine Retribution was doing well over 100 points of damage to everything on screen. The only downside I found to Divine Retribution was every enemy on the screen suddenly hating my priest and howling for his blood, and making a beeline to destroy him.

     

    So a mage priest would only need a passing dedication to his or her mage skills, just using whatever was available to survive, coming in to full power later as they bring their full destructive abilities in to play. Also, a great deal of defensive ability here, able to cast any buff you could think of to assist the party.

     

    If the front line fighter was your classic sword and shield type, that would mean one of your casters would likely be a Slith if you used one, which could be bad, seeing as how the experience penalty would bite you in the butt for a long time. Sure, in the end, they catch up eventually, but having one character of your party lagging 3 or 4 levels behind everyone else is a real pain for me. So humans become the obvious choice for casters. A Nephil might also work as the thief mage, but archery would only be a passing interest, and you would have to make a human in to a dedicated archer, which would work, but Nephils gain so many free levels of damage with their missile skills. A Slith Lancer does work... Sliths seem to do just fine as javelin chuckers.

     

    Something else to think about is on Torment, ancillary damage becomes better than physical damage. Bows that stun, or drip acid, swords that poison or burn with acid, the delivery of effects is far more important I think than the application of physical damage.

     

    So having everybody have some small training in missile weapons or some such thing to apply these ancillary effects for when the crap his the fan seems like a good idea, at least in practice.

     

    Which brings us back to the front line fighter.

     

    A Slith with the Jade Halbred would indeed, make a good front liner, if you can live with out the defensive bonuses of a good shield.

     

    The other option is to go Slithless... (Is that a word) Which somehow seems wrong to me.

     

    Thoughts?

  7. I have been debating this one in my mind.

     

    First off, the lead character.

     

    Sword and shield seem the obvious choice. I mean, Demonslayer is so nice, offers so many resistances, hostile effect resistance, etc. It's a good defensive sword. Shields are useful to gain all kinds of special skills, defense, and resists. And yet, there is the appeal of a powerful Slith warrior. And so many traits, so little time.

     

    The archer is an obvious slot. But make him a thief or make him a dedicated and focused archer? A Nephil is the likely character here. Traits? Fast on Feet? Nimble Fingers? Deadeye?

     

    While there are many variables for those two slots, I think it is going to be the casters in the last two slots that make or break the team. I have really been going over what a torment capable party is going to need. Firepower.

     

    Since Jeff assured everybody that tool use does indeed have some effect on unlock doors... It seems obvious now that the best choice for a thief is a mage. This frees up the archer to do nothing but pump dex and sharpshooter for obcene amounts of damage.

     

    What the game really needs is at least two mages and a priest. Which just doesn't seem to work with a four person party.

     

    Yet, you can make a mage priest. I am still undecided if splitting your self is good or bad. Sure, you lose the power of a focused mage, but you gain flexibility. With one mage acting as a thief, and the other building equal levels of priest and mage skills, your rise to power will be slowed, delayed, but possible if you remain dedicated. (And there is an awesome armor for mage / priests.

     

    After a whole lot of thought, I realised, mages have all of the power in the early game, and most of the midgame, but near the end, priests get the real power. Divine Retribution fries everything around you. (Aura of Flames) And the ability to summon very powerful shades, shades that are capable of going toe to toe with endgame enemies, that kind of summoning ability is not to be ignored. I would dare say that the priest's ability to summon shades is better than the mage's arcane summon. Arcane Blow just... Blows. The most common resistance come endgame is magic resistance, and I was bitterly disapointed seeing the big damage mage spell doing 25 damage to endgame enemies, while Divine Retribution was doing well over 100 points of damage to everything on screen. The only downside I found to Divine Retribution was every enemy on the screen suddenly hating my priest and howling for his blood, and making a beeline to destroy him.

     

    So a mage priest would only need a passing dedication to his or her mage skills, just using whatever was available to survive, coming in to full power later as they bring their full destructive abilities in to play. Also, a great deal of defensive ability here, able to cast any buff you could think of to assist the party.

     

    If the front line fighter was your classic sword and shield type, that would mean one of your casters would likely be a Slith if you used one, which could be bad, seeing as how the experience penalty would bite you in the butt for a long time. Sure, in the end, they catch up eventually, but having one character of your party lagging 3 or 4 levels behind everyone else is a real pain for me. So humans become the obvious choice for casters. A Nephil might also work as the thief mage, but archery would only be a passing interest, and you would have to make a human in to a dedicated archer, which would work, but Nephils gain so many free levels of damage with their missile skills. A Slith Lancer does work... Sliths seem to do just fine as javelin chuckers.

     

    Something else to think about is on Torment, ancillary damage becomes better than physical damage. Bows that stun, or drip acid, swords that poison or burn with acid, the delivery of effects is far more important I think than the application of physical damage.

     

    So having everybody have some small training in missile weapons or some such thing to apply these ancillary effects for when the crap his the fan seems like a good idea, at least in practice.

     

    Which brings us back to the front line fighter.

     

    A Slith with the Jade Halbred would indeed, make a good front liner, if you can live with out the defensive bonuses of a good shield.

     

    The other option is to go Slithless... (Is that a word) Which somehow seems wrong to me.

     

    Thoughts?

  8. Depends on the Mac. G3s most certianly do not use pc133, seeing as how most G3s have a 50, 66, or 100mhz bus.

     

    You are getting a Yosemite B&W right? You are going to want a pc100 SDRAM DIMM. And that is a 168 pin chip IIRC correctly, but I could be wrong on this part.

  9. Anatomy is quite easy for a Slith priest to get. I mean, a priest needs the int anyway. Sort of a waste on a fighter.

     

    Anatomy provides some sick damage though.

     

    Edit.

     

    Dexterity determines how hard you are to hit.

     

    To see a stunning example of this, have two characters stand naked by some goblins. Have one character with 6 dex, and the other with the base 2.

  10. Anatomy is quite easy for a Slith priest to get. I mean, a priest needs the int anyway. Sort of a waste on a fighter.

     

    Anatomy provides some sick damage though.

     

    Edit.

     

    Dexterity determines how hard you are to hit.

     

    To see a stunning example of this, have two characters stand naked by some goblins. Have one character with 6 dex, and the other with the base 2.

  11. I keep bogging down in Torment.

     

    Which I find annoying.

     

    I have found that I can get through the first area well enough, start having some slight trouble around Formello, and then once I move in to the Eastern Gallery, I am dead meat.

     

    It's very embarassing having my tentacles handed to me time after time.

     

    Edit.

     

    I think more archery is needed. Somehow. Four characters is just not enough. I really need five or six.

     

    I believe dealing with Torment will come down to avoiding going toe to toe with monsters at all costs at some point.

     

    Bugs are bad mmmkay?

  12. I keep bogging down in Torment.

     

    Which I find annoying.

     

    I have found that I can get through the first area well enough, start having some slight trouble around Formello, and then once I move in to the Eastern Gallery, I am dead meat.

     

    It's very embarassing having my tentacles handed to me time after time.

     

    Edit.

     

    I think more archery is needed. Somehow. Four characters is just not enough. I really need five or six.

     

    I believe dealing with Torment will come down to avoiding going toe to toe with monsters at all costs at some point.

     

    Bugs are bad mmmkay?

  13. Strength it seems, only needs to be cranked to a reasonable six at most and the rest made up with items.

     

    I took strength up to 11 I believe it was on a melee fighter. The boost to damage was lackluster and sad.

     

    After much trial and error, I found that adding points to the Blademaster skill return more damage per point spent than adding to strength, melee weapons, or polearms.

     

    Dexterity though, can be cranked. Adds to armor, various resistances, to hit for both melee and missile, and it makes a finely tuned archer fierce.

     

    Which is sad, because in melee, adding to strength adds hardly any noticeable effect, while adding to dexterity and the Sharpshooter skill makes an archer a death dealing machine.

     

    However, Blademaster totally outshines the Sharpshooter skill in damage returns. So it balances out well enough.

  14. Strength it seems, only needs to be cranked to a reasonable six at most and the rest made up with items.

     

    I took strength up to 11 I believe it was on a melee fighter. The boost to damage was lackluster and sad.

     

    After much trial and error, I found that adding points to the Blademaster skill return more damage per point spent than adding to strength, melee weapons, or polearms.

     

    Dexterity though, can be cranked. Adds to armor, various resistances, to hit for both melee and missile, and it makes a finely tuned archer fierce.

     

    Which is sad, because in melee, adding to strength adds hardly any noticeable effect, while adding to dexterity and the Sharpshooter skill makes an archer a death dealing machine.

     

    However, Blademaster totally outshines the Sharpshooter skill in damage returns. So it balances out well enough.

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