Difference between revisions of "Doomed"
Sebsebeleb (Talk | contribs) (Created page with "{{class |name=Doomed |metaclass=Afflicted |starting_life=90 |locked=Yes |life_per_level= +0 |willpower= +4 |cunning = +5 }} ==Description== The Doomed are fallen mages who on...") |
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They feed upon their enemies as they unleash their minds on all who confront them. | They feed upon their enemies as they unleash their minds on all who confront them. | ||
Their most important stats are: [[Willpower]] and [[Cunning]] | Their most important stats are: [[Willpower]] and [[Cunning]] | ||
+ | |||
+ | ==Starting Equipment== | ||
+ | Mossy mindstar | ||
+ | Mossy mindstar | ||
+ | Linen robe | ||
+ | |||
+ | ==Starting Talents== | ||
+ | Unnatural Body | ||
+ | Feed | ||
+ | Gesture of Pain | ||
+ | Willful Strike | ||
+ | Call Shadows | ||
+ | |||
+ | ==Starting Talent Categories== | ||
+ | ;Cunning | ||
+ | :[[Cunning (category type)#Survival|Survival]] (1.0 mastery, locked) | ||
+ | |||
+ | ;Cursed | ||
+ | :[[Cursed (category type)#Dark_sustenance|Dark Sustenance]] (1.3 mastery) | ||
+ | :[[Cursed (category type)#Force_of_will|Force of Will]] (1.3 mastery) | ||
+ | :[[Cursed (category type)#Gestures|Gestures]] (1.3 mastery) | ||
+ | :[[Cursed (category type)#Darkness|Darkness]] (1.3 mastery) | ||
+ | :[[Cursed (category type)#Shadows|Shadows]] (1.3 mastery) | ||
+ | :[[Cursed (category type)#Punishments|Punishments]] (1.3 mastery) | ||
+ | :[[Cursed (category type)#Cursed_form|Cursed Form]] (1.0 mastery) | ||
+ | :[[Cursed (category type)#Fears|Fears]] (1.0 mastery, locked) | ||
+ | |||
+ | ==Strategy== | ||
+ | |||
+ | Their primary stats are [[Willpower]] and [[Cunning]]. Most effects are based off [[Mindpower]], which is affected by both Willpower and Cunning (with Willpower having a larger effect). Some talents have a Willpower prerequisite, others have a Cunning prerequisite. | ||
+ | |||
+ | Buying the generic combat tree in [[Last Hope]] should be a priority. Get some armor on you, because you're going to need it. | ||
+ | |||
+ | Your most effective talent for directly hurting things at first is Willful Strike. This also knocks the monster back a tiny bit, which is certainly welcome. | ||
+ | |||
+ | Later, Reproach starts to become more effective. Emphasize Willpower, Willful Strike and Reproach during the early game. With Madness, Reproach lets you debuff a whole bunch of nearby monsters. In one-on-one situations, Reproach's damage actually starts to become respectable with decent Willpower and additional points invested. Its downfall is its incredibly short range. | ||
+ | |||
+ | Reproach does not hurt any allied NPCs, despite what the description implies. It only targets enemies. | ||
+ | |||
+ | For crowd control, you have Reproach (with or without Madness), Creeping Darkness (highly unpredictable -- it doesn't hit every square in the area you specify), and Blast. | ||
+ | |||
+ | Deflection's description is absolutely worthless. Here's how it works: you turn it on once (sustained), and it stays on forever. Each turn that you aren't damaged, it builds up a point (on the left pane, it will appear as Deflection (26), then Deflection (27), and so on until it has reached its maximum damage absorption based on the talent level and your Willpower). When it absorbs incoming damage, these points are reduced, and it will begin charging again. It's not a particularly strong shield, but it's extremely low-maintenance, and certainly better than nothing. | ||
+ | |||
+ | The Doomed do not fare well against strong enemy spellcasters. Taking antimagic may help with this -- believe it or not, the Doomed are eligible for antimagic, since Hate is actually a perverted form of psionics -- but then that leaves you needing to defeat a strong enemy spellcaster. Catch 22 situation. | ||
+ | |||
+ | Creeping Darkness may help prevent enemy spellcasters from seeing you until you get close. | ||
{{classes}} | {{classes}} |
Revision as of 23:56, 24 May 2013
Doomed | |
---|---|
Metaclass | Afflicted |
Locked | Yes |
Starting Life | 90 |
Life Rating | +0 |
Stat Modifiers | |
Strength | 0 |
Dexterity | 0 |
Constitution | 0 |
Magic | 0 |
Willpower | +4 |
Cunning | +5 |
Contents
Description
The Doomed are fallen mages who once wielded powerful magic wrought by ambition and dark bargains. Stripped of their magic by the dark forces that once served them, they have learned to harness the hatred that burns in their minds. Only time will tell if they can choose a new path or are doomed forever. The Doomed strike from behind a veil of darkness or a host of shadows. They feed upon their enemies as they unleash their minds on all who confront them. Their most important stats are: Willpower and Cunning
Starting Equipment
Mossy mindstar Mossy mindstar Linen robe
Starting Talents
Unnatural Body Feed Gesture of Pain Willful Strike Call Shadows
Starting Talent Categories
- Cunning
- Survival (1.0 mastery, locked)
- Cursed
- Dark Sustenance (1.3 mastery)
- Force of Will (1.3 mastery)
- Gestures (1.3 mastery)
- Darkness (1.3 mastery)
- Shadows (1.3 mastery)
- Punishments (1.3 mastery)
- Cursed Form (1.0 mastery)
- Fears (1.0 mastery, locked)
Strategy
Their primary stats are Willpower and Cunning. Most effects are based off Mindpower, which is affected by both Willpower and Cunning (with Willpower having a larger effect). Some talents have a Willpower prerequisite, others have a Cunning prerequisite.
Buying the generic combat tree in Last Hope should be a priority. Get some armor on you, because you're going to need it.
Your most effective talent for directly hurting things at first is Willful Strike. This also knocks the monster back a tiny bit, which is certainly welcome.
Later, Reproach starts to become more effective. Emphasize Willpower, Willful Strike and Reproach during the early game. With Madness, Reproach lets you debuff a whole bunch of nearby monsters. In one-on-one situations, Reproach's damage actually starts to become respectable with decent Willpower and additional points invested. Its downfall is its incredibly short range.
Reproach does not hurt any allied NPCs, despite what the description implies. It only targets enemies.
For crowd control, you have Reproach (with or without Madness), Creeping Darkness (highly unpredictable -- it doesn't hit every square in the area you specify), and Blast.
Deflection's description is absolutely worthless. Here's how it works: you turn it on once (sustained), and it stays on forever. Each turn that you aren't damaged, it builds up a point (on the left pane, it will appear as Deflection (26), then Deflection (27), and so on until it has reached its maximum damage absorption based on the talent level and your Willpower). When it absorbs incoming damage, these points are reduced, and it will begin charging again. It's not a particularly strong shield, but it's extremely low-maintenance, and certainly better than nothing.
The Doomed do not fare well against strong enemy spellcasters. Taking antimagic may help with this -- believe it or not, the Doomed are eligible for antimagic, since Hate is actually a perverted form of psionics -- but then that leaves you needing to defeat a strong enemy spellcaster. Catch 22 situation.
Creeping Darkness may help prevent enemy spellcasters from seeing you until you get close.
Classes
Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Warrior | Rogue | Mage | Afflicted | Defiler | Celestial | Wilder | Chronomancer | Psionic | Adventurer | Tinker | Demented |
Bulwark | Rogue | Alchemist | Cursed | Reaver | Anorithil | Summoner | Paradox Mage | Mindslayer | Adventurer | Sawbutcher | Writhing One |
Berserker | Shadowblade | Archmage | Doomed | Corruptor | Sun Paladin | Wyrmic | Temporal Warden | Solipsist | Wanderer | Gunslinger | Cultist of Entropy |
Archer | Marauder | Necromancer | Doombringer | Stone Warden | Possessor | Psyshot | |||||
Arcane Blade | Skirmisher | Demonologist | Oozemancer | Annihilator | |||||||
Brawler |