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Messages posted by: Peldor  XML
Profile for Peldor -> Messages posted by Peldor [23] Go to Page: 1, 2 Next 
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I'm not a big fan of turrets because they encourage people to place the turrets and then just hide, doing nothing. The turrets shouldn't be too powerful for sure. It's really sad when 10 people all stack their turrets together at a choke point and just hang back letting the monsters walk into the killing field.

I do like the occassional warlord on more open maps, but the tide seems to be against them.
Pre-resupply life is definitely tough. Even if you get/make a great weapon, keeping ammo for it is a pain.

The new Adrenal Drip rates help a lot. I looking forward to level 3 but I need Denial 2 even more I think.

Currently I'm level 40, next in line for my spending...
30 pts denial 2
25 pts adrenaline
15 adrenal drip 3
More Health
More Dam Reduction or Weapon Speed

TheDruidXpawX wrote:
Fourth, Adrenal Drip says it is once every 3 seconds per level, however, this is somewhat misleading. At level 1 you get one every 3 seconds. At Level 2 you get one every two seconds, and at level 3 you get one every second. 


Not that I'm complaining or anything (since I've been playing more adrenaline path lately) but this makes the jump from lvl 2 to 3 much bigger than the jump from 1 to 2. Most of the skills have diminishing or level returns.

Lvl 1: 20 pts/min
Lvl 2: 30 pts/min
Lvl 3: 60 pts/min
Energy leech and adrenaline surge both work for certain. Adrenal drip does not, I think.

I wouldn't want them all turned off on this server. The skill restrictions are tough enough that us poor adrenaline junkies need all the help we can get.
I agree that booster would be nicer if it switched off or there was a summon health rune, nevertheless...

I find that I can hang in the top few scorers given two conditions: I start from Wave 1 & I don't die. Starting at the beginning of the map gets me a lot of easy adrenaline to get a couple of nice maxed weapons (usually). Once I die, it's usually pretty pitiful unless I happen to get lucky with my new weapon pickups or had a lot of adrenaline left.

Gordon Freeman is the only very high level player I've seen doing the Loaded Artifact thing other than Shan and Dru.
I found out today that using Max Magic Modifier on a Draining weapon turns it into a +3 Energy. Very handy, and saves 100 adrenaline spent on using the MWM. I haven't had a chance to try a Misfortune or Slowfoot. Do those become Lucky & Quickfoot respectively?

I also found out that the Max Magic Modifier doesn't work on non-magical weapons. So you really do need the use MWM and then the MMM if you pick up a plain weapon.

edomingox wrote:

Your right in that respect for your character class. But Magic Masters are different. As a Magic Master...

I got loaded artifacts 3 

I'm the one who started the thread. See Alindyar in the stats. I'm just now to the point where I can get denial anyway (level 28, level 25 needed), and loaded artifacts 3 and energy leech 3 seem like more pressing needs. It's still a challenge to build up adrenaline for booster and the mwm, plus the mwm breaks.

Did you start from level 5 or start with a bunch of points from a higher level character?

edomingox wrote:
if you plan your skills well, you can get denial level 2 and this wouldn't be a problem of having weapons anymore.  

I was looking at that, but 30 pts (aka 4+ levels) to keep a weapon (or does it keep them all?) on respawn isn't a great bargain. A lot of times I'm on the run with the translocator when I die.

I think more health/damage reduction are the most likely 'solution' for me.
Does retaliation work against monsters? Do you get XP for the retaliation damage?

Does coutershove work against monsters?
One of the big problems I'm having at present is the dreaded "Death Before Booster". Since I spawn with no adrenaline, 2 weapons and no shield, I'm very vulnerable until I can damage enough monsters (or hide, ick) to get 100 adrenaline. At wave 1 or 2, I can almost always stay alive, collect a few weapons and get my booster going. Joining a game in the later levels is another matter. Joining in wave 15 is a mess. Compare that to a loaded weapons freak, who spawns with a full loadout of ready-to-kill magic weapons.

I'd propose another skill, Adrenal Infusion (for lack of a better name):

Level 1: Spawn with 50% of your max adrenaline.
Level 2: Spawn with 100%.

Could be a standalone skill or have a prereq like Adrenal Surge.

Alternately, a "spawn with shield" skill would help a lot too.
Just start over at level 5. Anything else is soft.
From the FAQ:
Vorpal has a % chance to instagib. You'll know when it does, it'll make neat noises. Be careful, you can instagib yourself if you shoot it and it reflects back at you (because of a wall, a shield, etc.).
+6 = 60% more Damage and 1% chance to instagib
+7 = 70% more Damage and 2% chance to instagib
+8 = 80% more Damage and 3% chance to instagib
+9 = 90% more Damage and 4% chance to instagib
+10 = 100% more Damage and 5% chance to instagib


So would a +20 be 200% more damage and 15% chance or a mere 10% chance?
Boots of flight are most useful on 'cliff' maps where if you fall off you die. If you're quick about it, you can use the boots and fly back to the map. Unless you've got speed switch, I usually find it's too late to try and translocate.
So I'm trying out this new 'path', if you will, involving energy leech -> adrenal drip -> adrenal surge -> loaded artifacts. (search for Alindyar in the stats)

Summary:
It's real tough not having loaded weapons, regen or vampirism. (Or resupply at this point)

More thoughts:
At level 24, I have 150 adrenaline and 50 damage bonus and not much else in stats. I'm just about to get loaded artifacts 1 & 2 (next two levels), so I'm hoping that will improve things. I'll at least be able to max out a weapon or two, and won't have to hope for an invulnerability orb.

Because I'm so health-challenged, the small indoor maps are much harder. (Vote CTF-CBP2-Ferris!) Booster is my best friend currently. I could have gone with resupply or more health/damage reduction, but then I'd have much less adrenaline to use booster and still no regen/vamp, and need even more xp to get the skills I'm after.

The skills are nice and cheap. 5 pts to start for all of them. In fact, I think they're so cheap and available from the very start, that a lot of new players might make the 'mistake' of buying energy leech (meaning no vampirism and no loaded weapons).

Hunting down weapons on each level is a pain. This won't improve for the Adrenaline Junkie(tm). Of course, you don't get the ONS weapons or superweapons either unless they spawn on the map.

Adrenal drip (up to 3 per 5 seconds) is very slow compared to Regen (up to 5 per 1 second). Energy Leech (up to 5% of damage) is much lower than Vamp (up to 50% of damage).

On an unrelated not, I've noticed the XP table makes a real steep climb from about 15 to 25, then is pretty linear to 66 where it tops out. Seems biased against the low-mid levels.

Question: Do the Max Magic Modifier or Double Magic Modifier break after use?
On a related note, could someone put the skill costs in the in-game "Info" description. It would be a little easier to plan for skills you can't buy yet because of stat/prereqs. Something like:

(Max level: 5, cost: 5/10/15/20/25)
 
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