Articulate Vlish Genernumlover Posted December 23, 2022 Share Posted December 23, 2022 (edited) Roamers weren't that good in the originals, although they've gotten a bit better in the remake. Pyroroamers, on the other hand, have always been on my default "do not make" list. Edited December 23, 2022 by Genernumlover Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 24, 2022 Share Posted December 24, 2022 In the original games there was an exploit where you sent out pytotoamers and then absorbed the creation so it would intentionally explode. You could do it to a friendly creation and not have it count as an attack that would turn the area hostile. Also if you were far enough away from combat you could quickly exit combat and replace them to send the new ones into a fight. Amira The Hot Potato 1 Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Mechalibur Posted December 25, 2022 Share Posted December 25, 2022 They're way better in Mutagen simply by virtue of creations no longer levelling up from exp. On torment I was struggling with this one fight where as soon as you open up a gate a bunch of ghosts spawn in and immediately attack. Then I tried just siccing a bunch of pyroroamers at them and the chain-death explosions took out pretty much all of them. Amira The Hot Potato 1 Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Genernumlover Posted December 27, 2022 Author Share Posted December 27, 2022 (edited) Huh, I didn't know any of that. I mainly view Pyroroamers as Jeff's prototype for charged creations. I'm still probably not going to use them much though. I dislike having to constantly replace my team. Edited December 27, 2022 by Genernumlover Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Mechalibur Posted December 29, 2022 Share Posted December 29, 2022 (edited) Considering how high damage gets in the higher difficulties, I'm often replacing my team anyway. Definitely encourages changing up my team more often than in the originals. Edited December 30, 2022 by Mechalibur Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall alhoon Posted January 13 Share Posted January 13 On 12/25/2022 at 9:21 PM, Mechalibur said: They're way better in Mutagen simply by virtue of creations no longer levelling up from exp. On torment I was struggling with this one fight where as soon as you open up a gate a bunch of ghosts spawn in and immediately attack. Then I tried just siccing a bunch of pyroroamers at them and the chain-death explosions took out pretty much all of them. I think I had to do something similar in Normal, if I remember the area correct. I also did that on the bridge. Perhaps once or twice more. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Andraste Posted February 14 Share Posted February 14 In the original, yeah I used them all the time to have funny chain reactions, killing blobs of monsters. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Kennedy Posted February 16 Share Posted February 16 There may have been a few battles where I used them, but alas I don't recall the specifics. A possible strategy would be to go into combat and then send them into areas where you know enemies are located to 'soften them up' while you remain a safe distance far away. Quote Link to comment Share on other sites More sharing options...
Curious Artila Elyssaen Posted February 16 Share Posted February 16 (edited) I've just started playing this last week, reminded about the release by a Spiderweb email about the next one's Kickstarter. I fought the Cockatrice very early, and the only way I could find to beat it was to open with Searer and then have Unstable Thahds pounce on it, killing it in one turn and then having my Shaper run for his life from the Battle Alphas. That got me thinking that unstable creations could be useful for excessively powerful enemies, and since I then decided to bee-line straight for the endgame area at level 10–12 for the Cockatrice Research, I figured I'd need that trick a lot and that Pyroroamers would be an upgraded way to do it. So I did use them quite a bit, though I'm doubting they were worth using over Unstable Thahds. I haven't compared the damage output, but the Thahd's ability to leap is really valuable for getting that damage safely onto the enemies and not onto my Shaper. Pyroroamers got me killed a lot, unfortunately. [EDIT: how did I miss that Pyroroamers have a leap too?!] I also liked the idea of Belchblast as an especially powerful cone attack, but the low level and volatile fragility of Pyroroamers means it rarely felt worth using them for anything but immediate suicide. In the end, a brief detour to steal a Glaahk canister from Diarazad gave me a better way of handling things. If stealth failed I'd take enemies one by one and stun lock them with two Ur-Glaahks. On 12/25/2022 at 7:21 PM, Mechalibur said: On torment I was struggling with this one fight where as soon as you open up a gate a bunch of ghosts spawn in and immediately attack. Then I tried just siccing a bunch of pyroroamers at them and the chain-death explosions took out pretty much all of them. If this is the crypt entrance in Diarazad, I just fought that a few minutes ago! I wish I'd thought of going back to unstable creations for it, that would've made my life a lot easier. : ) Edited February 17 by Elyssaen Quote Link to comment Share on other sites More sharing options...
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