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Jerakeen

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Everything posted by Jerakeen

  1. Hm, I did better than that, but it was on Normal. I haven't unlocked it on Torment yet.
  2. I dispute this. Caustic Grenade damage can range above 400, plus corruption. It's just that with a 13-turn cooldown, it doesn't compete with the damage output of an offensive turret. Can't dispute this, just don't bother raising any turret skills above 6. Higher levels don't have any effect on them.
  3. A 1:1 ratio of endurance to strength or dex should be plenty, but whatever you're comfortable with. Alcander is decent in melee with enough strength, but he has good missile-based skills too, so dex is a reasonable option, especially since it helps with evasion. Of course, it's not possible to unlock Caustic Grenade without sacrificing some turret skill, and Charged Shot and Netshot are both kind of underwhelming. But the vanilla razordisk attack is pretty good on its own, plus it keeps him somewhat out of the scrum. And Yankshot can be pretty useful for dragging those pesky casters into range, whether you choose strength or dex, but I assume the accuracy would be better with the latter.
  4. I would probably give Yoshiria a bit more endurance, and Alcander a bit less, but otherwise that looks really good.
  5. Plus the arms are curved, not angular.
  6. Uh, what? Anyway, there is no swastika in the image. There are a couple of shapes that I guess could be mistaken for one if you didn't look too closely.
  7. On Torment you do have to put some stat points into endurance or you'll keep dying. For a melee Blademaster, I make a beeline for the top right - he has some of the best buffs in the game. Don't bother raising them above 6, though. Max out the center column, and you can pretty much ignore the left column except for melee. For a missile Shadowwalker, I raise shadowstep to level 3, max out the center column, and then concentrate on the left. ETA: A tinkermage's turrets are not dependent on any stat, so you can give Alcander lots of endurance. Kind of a good idea, since you want him to stay conscious. If you give him some strength, he can wear decent armor too.
  8. I vaguely remember reading something like that, but I didn't take it as serious. More like "I wish someone would just give me millions of dollars so I could retire."
  9. Oh, Miranda is definitely dead. Redbeard will at the very least be absent - it'll be interesting to see who is in charge of Avadon.
  10. Have you tried the Avadon series? It's a wildly different style of storytelling, but the mechanics are the closest to AEFTP of any other Spiderweb game. If that doesn't suit, and could go all the way back to A2. The skill system is totally different and the engine is antiquated, but I seem to remember getting a satisfactory amount of quest xp. The really annoying part was finding someplace to train.
  11. Jerakeen

    Path

    Go through the ogre lair. There's a secret back entrance.
  12. Hi Ronald! Since your other topic was basically a duplicate of this one, I've gotten rid of it. Welcome to the boards, leave your sanity at the door, and so forth!
  13. Try leaving the zone and returning. Anything you killed should stay dead, but it might not be a bad idea to pick up a few more levels before tackling the boss.
  14. It's not as if Jeff could really hire people to do what he does; he's more of a writer than a programmer. He'll create a body of work, and when he's done, that will be it. Someone else could take over the name and continue publishing, but they wouldn't be true Spiderweb games. This would be like telling Frank Herbert that he should invest in the future and hire more writers. Yeah that would suck.
  15. Endurance raises vitality, but not by a dramatic amount. You definitely won't need a turret for every fight, but in any case you can almost always return to a pylon to recharge as necessary. Save your vitality potions for those times when you can't.
  16. I was shocked to discover that Shadowwalkers can leap over mines. Seems like an exploit, but it's pretty useful.
  17. On Torment, items are necessary mainly for healing and reversing status effects, and maintaining Battle Frenzy. Wands are okay if you aren't frenzied; if you are, they're a waste of an action.
  18. If you go all the way down to the tile immediately east of the switch that will happen, yes. But you can reach the switch diagonally from the space north of there. Not that it matters much.
  19. Yes, I think it's pretty obvious that's what he means.
  20. You know, since the OP hasn't replied at all, it's entirely possible that (s)he has successfully followed Randomizer's advice. I think that's the pretty likely, in fact, since I've never seen anything go wrong with a spell tome in AEFTP.
  21. If you want to play melee characters then you don't need to disengage anyway, right? And yes, you will get surrounded. That can work to your advantage; clustered mobs are easier to hit with AoE attacks, including wands, etc. In any case, don't run up to them - let them come to you. You can use the first round to buff (if you build up the right-hand branch, the Blademaster has the best buffs in the game). Challenge is surprisingly good, giving regeneration and shielding for longer times as you level up. Yes, you want strength and endurance. For the tinkermage I'd even go 1:1, since his main damage output will be from his turrets - but only as long as he's alive. I haven't looked deeply into the details of parry, but focusing on the middle branch of the skill trees will give all three classes nice defensive and offensive bonuses. Shields are definitely a good idea, and your high-strength characters will be able to wear good armor. One drawback to an all-melee party is that offensive scarabs won't be at their most effective. For non-magical classes they're keyed to dexterity.
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