I played this game for a few hours, got to level 4ish, I enjoyed it - should play more. My name is Alejandro Boompants, which I think is just awesome. I wish I had like a 10 year old kid. he'd be in heaven with this game.
Argh. Just did the Emperor's Retreat instance, was bugged, could only access one of the bosses, one of the gatekeepers we couldn't get to because the door wouldn't let us through.
yeah, this was happening to me. What I did is entered BOTH boss rooms without defeating them. Just walk into the room to make sure they spawned, leave, then go to the other boss room (kill him), then go back to the first bosses room.
there's a quest in the arena in the krokosphinx, where you have to recover the chest of Ako.
There are 6 Obelisks in the room and a book pedestral that says: Remember what your mother told you - patience is a virtue.
Before you go mad like I almost did - you have to light the crocodile, the sun and the moon obelisk and the chest will appear.
So I finished that scarab shit and got another training point!
I don't think I want anything more in Death, so ideas on how to use it?
if you don't have feint, I highly recommend it.
If you've gone that far or just don't want it... you might consider just saving your points. There might be new spells and crap further on to spend points on.
So I finished that scarab shit and got another training point!
I don't think I want anything more in Death, so ideas on how to use it?
if you don't have feint, I highly recommend it.
If you've gone that far or just don't want it... you might consider just saving your points. There might be new spells and crap further on to spend points on.
yeah, there are. hidden trainers out in the world.
I did get sunken city done last night though it took a while. The trick to not aggroing (even on the sidewalk) is to time the rounds. All the mobs make either a clockwise or counter-clockwise ring around the area I just jumped in inbetween two mobs and went at their speed and was fine after I learned that trick.
I'm starting to think I don't like Fire's Damage Over Time Spells. The fire dog for instance gives you 40 points of damage per pip over 3 rounds. This works out to 120 damage over 3 rounds per pip.
Why would anyone want to go this route when they can one off blast with the fire bird for 300 - 400 in one shot (not to mention any added damage modifyer bonuses)?
I'm starting to think I don't like Fire's Damage Over Time Spells. The fire dog for instance gives you 40 points of damage per pip over 3 rounds. This works out to 120 damage over 3 rounds per pip.
Why would anyone want to go this route when they can one off blast with the fire bird for 300 - 400 in one shot (not to mention any added damage modifyer bonuses)?
the only benefit ive seen is that it isn't very easy to protect against dots. the firebird would be eaten up by a fire shield, where the dot would mostly go through it.
then again, traps are the opposite so maybe that's a wash.
Anyone have a nice rundown of the mechanics of the different schools. Take Death/Ice. My death spells seem to do the same damage as my ice, but have 5% less chance to fizzle. Plus I get some healing.
Ice primary gets a stun spell, and ice secondary gives shields or something.
The stun is interesting, it's not particularly accurate (although it seems to be more accurate than it says it is), and is pretty much useless in one on one battles, but it gets better and better depending on how many people are battling. Definitely a support spell though.
I'm starting to think I don't like Fire's Damage Over Time Spells. The fire dog for instance gives you 40 points of damage per pip over 3 rounds. This works out to 120 damage over 3 rounds per pip.
Why would anyone want to go this route when they can one off blast with the fire bird for 300 - 400 in one shot (not to mention any added damage modifyer bonuses)?
Sunbird is 295 - 355 damage. Heck Hound at 3 pips does 360 damage total. Thus, more damage in the long run.
It is slightly worse (240 to 260) than Fire Elf at two pips. But it can also ramp up to way more if you have more pips. Heck Hound is amazing because it's variable cost.
Also, Link is amazing cause it heals.
HamHamJ on
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
+2% to power pip chance you simply aren't going to notice. Wait for items that either give a significant amount of powerpips or include other bonuses (example: my ring I think gives +9% to outgoing heals (+36 more HP to fairy and 7% powerpip chance. I only end up missing out on ~60 HP/MP because I'm storm).
The same goes for accuracy, defense, and offense. HP tends to conquer all until you start finding decent items with +HP AND stats or incredibly stats.
HamHamJ: Lots of shields IMO. I personally don't use the single-school'ed shields unless I know I'll be facing that school of magic. Fire shields in particular are far less attractive because you're much more likely to be running into DoT magic when facing fire users and it only effects in initial damage. Imp is also a pretty worthless summon...
Not going to list all the spells you can learn from everyone. But basically with secondary schools, you can learn their 1-5 (sometimes level 6) spells, which usually includes an AOE. You also learn their "trap" card which casts on the enemy and their "shield" card which shields against 2 elements. All schools usually get 1 spell which is 'unique' to their class (feint/tower shield/etc).
My natural tendency to hoard up and save until I can buy the best item (rather than buying successive upgrades) is starting to hurt. :P Or maybe I'm just going about the quests in the wrong direction.
So close to finishing the Smiths quest and that glorious huge bunch of xp.
OK I have a question regarding training points. Currently I've trained in my secondary up to Absorb (Life). After this, spells in my secondary school are going to cost upwards of 4 pips, and I'm starting to wonder if maybe I should invest some points in balance (or save my training points altogether?)
You can't use power pips on secondary school spells, which means that high cost secondary school spells don't get used near as much as primary. Thinking maybe there might be a cheap balance spell that would be useful?
HamHamJ: Lots of shields IMO. I personally don't use the single-school'ed shields unless I know I'll be facing that school of magic. Fire shields in particular are far less attractive because you're much more likely to be running into DoT magic when facing fire users and it only effects in initial damage. Imp is also a pretty worthless summon...
1) Lots of shields cause I need something to do for 0 pip and I'm going for a control deck, so that I can just sit behind my shields until my DoTs kill things or I but out Meteor or something.
2) Fire Shield combos with Immolate (hurts me and hurts the enemy a shit ton more)
3) I get one Imp free from my pet Imp. Think I should just not equip him? I do kind of like having the option to do just bit more damage on an important turn, and I can always discard him.
Bamelin: It depends on what you want. I have a bunch of Death spells I never use, like Banshee and Skeletal Pirate, but that I had to go through to get the higher level Death spells I wanted like Feint. I do use Vampire now and then though. So... look at each spell Life would give you and see if any are really good?
Also, there are crazier spells you can get from other hidden trainers. Like the Taunts and Pacifies, or the tri-blade things you can get from the Balance tree in Krokotopia. And a bunch of "Sacrifice your minion to do X" cards.
EDIT: And I am seriously considering just buying two decks and having one always built for Soloing and one for Grouping.
EDIT2: Choke is the awesomest thing ever. 2 pips to stun all opponents, 80% chance? Hell yes.
HamHamJ on
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
Is it possible to get minion cards if you're not Myth (that are not treasure cards)? I did notice those sacrifice minion cards on the librarian and (assume that as pyro I'll get the card eventually). The sacrifice minion for 4 pips seems particularly handy.
Is it possible to get minion cards if you're not Myth (that are not treasure cards)? I did notice those sacrifice minion cards on the librarian and (assume that as pyro I'll get the card eventually). The sacrifice minion for 4 pips seems particularly handy.
I think most if not all schools get a minion eventually.
HamHamJ on
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
OK I have a question regarding training points. Currently I've trained in my secondary up to Absorb (Life). After this, spells in my secondary school are going to cost upwards of 4 pips, and I'm starting to wonder if maybe I should invest some points in balance (or save my training points altogether?)
You can't use power pips on secondary school spells, which means that high cost secondary school spells don't get used near as much as primary. Thinking maybe there might be a cheap balance spell that would be useful?
do you get weakness? one of the best spells in the game IMO. i have a friend who built his whole deck around that spell.
3) I get one Imp free from my pet Imp. Think I should just not equip him? I do kind of like having the option to do just bit more damage on an important turn, and I can always discard him.
Wait a second. Are you saying you get a free spell based on your pet? If this is the case I didn't realize that, I thought the pets were just cosmetic.
Bamelin: It depends on what you want. I have a bunch of Death spells I never use, like Banshee and Skeletal Pirate, but that I had to go through to get the higher level Death spells I wanted like Feint. I do use Vampire now and then though. So... look at each spell Life would give you and see if any are really good?
Also, there are crazier spells you can get from other hidden trainers. Like the Taunts and Pacifies, or the tri-blade things you can get from the Balance tree in Krokotopia. And a bunch of "Sacrifice your minion to do X" cards.
There are definately a few life spells I'm interested in, particularly the higher powered heal card (Sylph or something like that, heals for around 800 or so). I've gotten up to Absorb (the 400 barrier shield) so far, and it's probaly one of my favorite life spells.
I'm just unsure when to expect training points, they seem few and far between.
Bamelin on
0
Kane Red RobeMaster of MagicArcanusRegistered Userregular
3) I get one Imp free from my pet Imp. Think I should just not equip him? I do kind of like having the option to do just bit more damage on an important turn, and I can always discard him.
Wait a second. Are you saying you get a free spell based on your pet? If this is the case I didn't realize that, I thought the pets were just cosmetic.
Bamelin: It depends on what you want. I have a bunch of Death spells I never use, like Banshee and Skeletal Pirate, but that I had to go through to get the higher level Death spells I wanted like Feint. I do use Vampire now and then though. So... look at each spell Life would give you and see if any are really good?
Also, there are crazier spells you can get from other hidden trainers. Like the Taunts and Pacifies, or the tri-blade things you can get from the Balance tree in Krokotopia. And a bunch of "Sacrifice your minion to do X" cards.
There are definately a few life spells I'm interested in, particularly the higher powered heal card (Sylph or something like that, heals for around 800 or so). I've gotten up to Absorb (the 400 barrier shield) so far, and it's probaly one of my favorite life spells.
I'm just unsure when to expect training points, they seem few and far between.
Once every four levels early on, then once every five after that. If I recall correctly.
Posts
Edit - well, more like C:\Program Data
yeah, this was happening to me. What I did is entered BOTH boss rooms without defeating them. Just walk into the room to make sure they spawned, leave, then go to the other boss room (kill him), then go back to the first bosses room.
Pain in the ass but it worked.
Killamajig and Scullykel999 on MTGO
If i could connect without forwarding ports on the router, I would be playing it right now.
Character name is Valdus Thunderhammer - Diviner.
If I wasn't getting ready to go out, I would be playing it right now.
there's a quest in the arena in the krokosphinx, where you have to recover the chest of Ako.
There are 6 Obelisks in the room and a book pedestral that says: Remember what your mother told you - patience is a virtue.
Before you go mad like I almost did - you have to light the crocodile, the sun and the moon obelisk and the chest will appear.
I don't think I want anything more in Death, so ideas on how to use it?
if you don't have feint, I highly recommend it.
If you've gone that far or just don't want it... you might consider just saving your points. There might be new spells and crap further on to spend points on.
yeah, there are. hidden trainers out in the world.
Why would anyone want to go this route when they can one off blast with the fire bird for 300 - 400 in one shot (not to mention any added damage modifyer bonuses)?
And the length of their animation for the DoT itself.
the only benefit ive seen is that it isn't very easy to protect against dots. the firebird would be eaten up by a fire shield, where the dot would mostly go through it.
then again, traps are the opposite so maybe that's a wash.
Anyone have a nice rundown of the mechanics of the different schools. Take Death/Ice. My death spells seem to do the same damage as my ice, but have 5% less chance to fizzle. Plus I get some healing.
Why go ice?
The stun is interesting, it's not particularly accurate (although it seems to be more accurate than it says it is), and is pretty much useless in one on one battles, but it gets better and better depending on how many people are battling. Definitely a support spell though.
Woohoo. I just downloaded it and created my character while remoted into my computer from work. I'll be on in a few hours.
Sunbird is 295 - 355 damage. Heck Hound at 3 pips does 360 damage total. Thus, more damage in the long run.
It is slightly worse (240 to 260) than Fire Elf at two pips. But it can also ramp up to way more if you have more pips. Heck Hound is amazing because it's variable cost.
Also, Link is amazing cause it heals.
Steam
I like getting into 4 mans combats, makes finishing quests so much easier. Some folks need to take their turns faster though.
Can someone list what the schools give you if you take them as secondaries?
4x Link
4x Fire Elf
3x Fire Shield
3x Glacial Shield
2x Dream Shield
3x Pixie
2x Ghoul
2x Vampire
1x Feint
2x Immolate
2x Meteor
2x Wyldfire (that is how it's spelt)
1x Imp
2x Weakness
7x Wand
Any suggestions?
The same goes for accuracy, defense, and offense. HP tends to conquer all until you start finding decent items with +HP AND stats or incredibly stats.
HamHamJ: Lots of shields IMO. I personally don't use the single-school'ed shields unless I know I'll be facing that school of magic. Fire shields in particular are far less attractive because you're much more likely to be running into DoT magic when facing fire users and it only effects in initial damage. Imp is also a pretty worthless summon...
Not going to list all the spells you can learn from everyone. But basically with secondary schools, you can learn their 1-5 (sometimes level 6) spells, which usually includes an AOE. You also learn their "trap" card which casts on the enemy and their "shield" card which shields against 2 elements. All schools usually get 1 spell which is 'unique' to their class (feint/tower shield/etc).
Edit: Oops. For whatever reason I thought you meant Dark Pixies.
So close to finishing the Smiths quest and that glorious huge bunch of xp.
Still on level 8, enjoying Death/Life.
You can't use power pips on secondary school spells, which means that high cost secondary school spells don't get used near as much as primary. Thinking maybe there might be a cheap balance spell that would be useful?
1) Lots of shields cause I need something to do for 0 pip and I'm going for a control deck, so that I can just sit behind my shields until my DoTs kill things or I but out Meteor or something.
2) Fire Shield combos with Immolate (hurts me and hurts the enemy a shit ton more)
3) I get one Imp free from my pet Imp. Think I should just not equip him? I do kind of like having the option to do just bit more damage on an important turn, and I can always discard him.
Bamelin: It depends on what you want. I have a bunch of Death spells I never use, like Banshee and Skeletal Pirate, but that I had to go through to get the higher level Death spells I wanted like Feint. I do use Vampire now and then though. So... look at each spell Life would give you and see if any are really good?
Also, there are crazier spells you can get from other hidden trainers. Like the Taunts and Pacifies, or the tri-blade things you can get from the Balance tree in Krokotopia. And a bunch of "Sacrifice your minion to do X" cards.
EDIT: And I am seriously considering just buying two decks and having one always built for Soloing and one for Grouping.
EDIT2: Choke is the awesomest thing ever. 2 pips to stun all opponents, 80% chance? Hell yes.
I think most if not all schools get a minion eventually.
do you get weakness? one of the best spells in the game IMO. i have a friend who built his whole deck around that spell.
magellan
Wait a second. Are you saying you get a free spell based on your pet? If this is the case I didn't realize that, I thought the pets were just cosmetic.
There are definately a few life spells I'm interested in, particularly the higher powered heal card (Sylph or something like that, heals for around 800 or so). I've gotten up to Absorb (the 400 barrier shield) so far, and it's probaly one of my favorite life spells.
I'm just unsure when to expect training points, they seem few and far between.
Once every four levels early on, then once every five after that. If I recall correctly.