Difference between revisions of "User:Vyn/Anorithil"

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(Added section for tactical examples)
(Tactical Examples: How to save Yeek Wayist)
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==Tactical Examples==
 
==Tactical Examples==
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* It is possible to distract [[Subject Z]] from the [[Yeek Wayist]] by casting {{t|Shadow Simulacrum}} on it. After that, using a movement infusion or the speed bonus from cancelling {{t|Hymn of Shadows}} with {{t|Hymn Adept}}, one can circle around to displace the [[Yeek Wayist]] away from [[Subject Z]], then push [[Subject Z]] back through the door with a torque of gale force. Standing in the doorway will prevent the [[Yeek Wayist]] from getting anywhere near [[Subject Z]], and allow you to finish him off.
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: Beware that many [[Anorithil]] talents will damage neutral units like the [[Yeek Wayist]], so they cannot be used in this encounter. Among these are all the {{c|Circles}} talents and {{t|Mind Blast}}.
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: {{t|Sun Flare}} is a usable CC talent in this encounter, but [[Subject Z]] can still kill the [[Yeek Wayist]] even while blinded.

Revision as of 04:01, 29 September 2021

The following notes based on the character below:

Satz: Drem Anorithil (insane/adventure)

General Impressions

Deaths and Threats

  • First death was due to opening a chest in the Dark Crypt, which spawned a random boss elven guard, with Gunslinger and Archer classes. I managed to trap the boss in my circles and push it away, after which it started to shoot at me. I kept back peddling to dodge the projectiles, but then got hit with a critical Volley (not a projectile?) for 1143 damage and was one-shot killed. This could have been a survivable shot, given that my health was at 964, a shield on top of that would have saved my life, but I must've let it lapse while dodging the projectiles earlier.
Aside from the tactical issue above, there is also the strategic issue that entering the Dark Crypt at early levels on insane difficulty, even after acquiring one's first prodigy (Adept in this case), is still a very dangerous affair. I had actually made plans to go hide in Dreadfell at level 23 due to a similar death on my previous character, but I got greedy and killed the Sandworm Queen on level 23 for more talent points, gained a level, and that made it impossible to travel any distance on the world map without triggering the Dark Crypt.
One issue that may have to be resolved before hiding inside Dreadfell is storage. It would be convenient to rebind the Rod of Recall to the Sher'Tul Fortress in order to camp out Dreadfell for any extended period of time, especially on casters with low strength. To make this possible, it would be important to save up a stash of high value loot in a vault somewhere, clear out the Weirdling Beast in the Sher'Tul Fortress at level 23, then go back and transmogrify the stash to quickly charge up the requisite fortress energy.
These preparations are pretty important for a full clear run, given that The Godfeaster is another forced encounter on the world map at level 30, and one will almost certainly get caught up in that immediately after a full clear of the Dark Crypt.

Tactical Examples

Beware that many Anorithil talents will damage neutral units like the Yeek Wayist, so they cannot be used in this encounter. Among these are all the Circles talents and Mind Blast.
Sun Flare is a usable CC talent in this encounter, but Subject Z can still kill the Yeek Wayist even while blinded.