Difference between revisions of "Doomed"

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(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]]
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==Starting Equipment==
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Mossy mindstar
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Mossy mindstar
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Linen robe
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==Starting Talents==
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Unnatural Body
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Feed
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Gesture of Pain
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Willful Strike
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Call Shadows
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==Starting Talent Categories==
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;Cunning
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:[[Cunning (category type)#Survival|Survival]] (1.0 mastery, locked)
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;Cursed
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:[[Cursed (category type)#Dark_sustenance|Dark Sustenance]] (1.3 mastery)
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:[[Cursed (category type)#Force_of_will|Force of Will]] (1.3 mastery)
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:[[Cursed (category type)#Gestures|Gestures]] (1.3 mastery)
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:[[Cursed (category type)#Darkness|Darkness]] (1.3 mastery)
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:[[Cursed (category type)#Shadows|Shadows]] (1.3 mastery)
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:[[Cursed (category type)#Punishments|Punishments]] (1.3 mastery)
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:[[Cursed (category type)#Cursed_form|Cursed Form]] (1.0 mastery)
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:[[Cursed (category type)#Fears|Fears]] (1.0 mastery, locked)
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==Strategy==
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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.
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Buying the generic combat tree in [[Last Hope]] should be a priority. Get some armor on you, because you're going to need it.
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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.
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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.
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Reproach does not hurt any allied NPCs, despite what the description implies. It only targets enemies.
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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.
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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.
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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.
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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

Doomed 128 bg.png

Metaclass Afflicted
Locked Yes
Starting Life 90
Life Rating +0
Stat Modifiers
Strength 0
Dexterity 0
Constitution 0
Magic 0
Willpower +4
Cunning +5

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 with a non-white background need to be unlocked or may have other requirements
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