Author Topic: Runic Elemental Shotgun  (Read 9312 times)

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Offline Firebrand

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Runic Elemental Shotgun
« on: 15 January 2018, 17:21:12 »
I'll start with some brief history.

I got Ragnarök a good while ago, and needless to say, I was quite excited about the new mastery, so I started a character to try it right away. Looking at its skills, I was thinking what I'd combine it with and what kind of playstyle I'd go for. Between Runeword: Feather and Transmutation, I decided that it was time to finally try an actual spellsword-type character; swinging a weapon and casting spells at the same time.

To go with the whole elemental damage theme, the secondary mastery was going to be Earth or Storm. If you remember me from the old forums (my username was a bit different, though), you'll know Earth probably qualifies as my favorite mastery, so I decided to go with it. Thus the Stonespeaker was born. (Besides, bias aside, Earth seems to provide more support for melee than Storm, overall.)

Eventually, time proved me wrong. I died embarrassingly often (well, part of the reason might be that I've returned to the game from a long break, and had to get used to things again). The Stonespeaker doesn't seem to be able to stand against most enemies in the game toe-to-toe. Casting is good, but if I rely on it only, it's basically a caster build that has a melee weapon equipped for a change. Runic Weapon doesn't work with a staff, and bows need way too much dexterity. On the other hand...

So I decided to go with thrown weapons. They seemed interesting, anyway; their range might be shorter than bows, but they fire faster, and can be used with a shield. So that looked useful. The limited range can be helped in a number of ways, so that was no problem, and their dexterity requirements are generally much more friendly than those of bows. So there we go!

You might wonder about the title of the thread. Sometime around normal Act V I decided to try one thing. Namely, I was curious about Reckless Offense. Does it allow me to dual-wield weapons on itself? Can I dual-wield thrown weapons? To investigate, I put a point into it, expecting to undo that move with a mystic pretty soon. But I didn't. The chief reason for that is Thunder Strike. Now Thunder Strike shoots five projectiles, as its description says. However, if you're dual-wielding thrown weapons, it will net you five projectiles for each weapon you're holding! That's a lot of daggers or axes at the same time. And Reckless Offense itself pays off as well, I found.

So it began. Admittedly I got really lucky with drops. I got a Fenrir's Bite randomly in Act V normal, and then a Munnin's Grasp after farming Surtr a little. Those I didn't even carry for long, as I had two Neith's Wills drop in Act I epic, which lasted way until Act II legendary, which is when, during my first farming run of Aktaios, a Bone Pile dropped... Chakram of the Sun.

Wow. That thing is everything I was looking for. Does base fire damage, increases fire damage, burn damage, attack speed, decreases recharge... Do I need to list it? Fortunately I was wearing a Lithe Coil of the Gryphon (naturally enchanted with epic Primal Magma) I fortuitiously found sometime in epic that let me use a lot of thrown weapons before my dexterity caught up. It bumped my DPS up by a little more than 2000 on its own.

More runs than I dare to admit and around 7-8 Gorgon's Edges later (don't take it the wrong way, that looks like a frightening weapon, just not for my Stonespeaker - still, having them drop from pretty much everywhere is a little excessive), I found a second Chakram of the Sun (and soon after a third). Equipping two of them also gave a total damage bonus of +40%; I assume that's the set bonus I get for some reason for wielding two of those instead of one Chakram of the Moon. Not that I mind; I don't have a Chakram of the Moon yet, and other than the +10% intelligence instead of strength I see no benefit to it over Chakram of the Sun anyway. Plus cold damage and +2 skills to Dream don't synergize well, I believe, at least not nearly as well as fire damage bonuses and +2 skills to Earth.

I find that even before finding those, the class was capable of incredible damage output (and after some farming, my resistances are mostly in the positive even on legendary, which is new). Running up close to bosses and using Thunder Strike on them (after warming up with a few Runic Weapon shots) regularly took off about half their health just like that. And that was before I discovered that Seal of Fate reduces resistances!

The character's far from optimized, sadly I put a bit too many points into strength when I underestimated Runeword: Feather, and sadly there's no way to undo that. I needed about 385 dexterity eventually (for Chakram of the Sun), so quite a few had to go into that; intelligence therefore isn't sky-high, it could be a little better, but overall still pretty good (I think I've just broken 700).

So now that I'm done this part, here are some gameplay tricks for those who would be interested. Keep in mind that while throwing weapons have insane DPS, I still wanted to be a caster to some degree (and I found the two complement each other), so it's not a pure throwing build.

First of all, items: two Chakrams of the Sun, Crown of Dockma'Ar, Falcon Cape, Lithe Coil of the Gryphon with epic Primal Magma (planned to switch it to another something of the Gryphon with a better prefix, as I don't need the Lithe anymore), Völva's Foot Leather, Seal of Hephaestus, Star Stone (good casting speed bonus), Eye of Flame (planned to switch it out for Polaris), Dragontongue (planned to switch it out for Eye of Ra).

Not much to say of skills. The Runic Weapon line is maxed, with the exception of Energy Drain which is almost. Earth Enchantment line is maxed with the exception of Stone Skin. Volcanic Orb line and Eruption are maxed, so are Runeword: Explode, Reckless Offense, and Thunder Strike. Unleash and Runeword: Burn are close, but not complete yet. I put one-one point into the rest of the skills, and improved some of them (Seal of Fate, Rune of Life, Energy Armor). Flame Surge doesn't have any points in it; my throwing weapons are a better substitute.

Thrown weapons and casting go wonderfully together. Your thrown weapons are amazing mid-range, but you're going to have a problem with enemies that strike you from a greater distance; archers and casters, most notably. I don't know if it was the case before Ragnarök or Anniversary Edition, but Volcanic Orb has effectively unlimited range; at least I can cast it at the edges and corners of the screen when fully zoomed out. It is my primary weapon for fighting archers, but it is also useful for drawing the attention of enemies to yourself, getting them to charge at you so you can greet them with a friendly Thunder Strike.

Eruption, as always, is the crowd-killer. I mainly used it against archers, and earlier on I liked to combine it with Guardian Stones for extra fun (it is actually quite powerful; I neglected to put points into it, however, so by late epic and legendary it fell behind). But whenever you run into a huge horde of enemies, it's going to serve you well.

Seal of Fate is too cumbersome to use regularly, but its resistance reduction combined with the incredible thrown DPS makes short work of almost all bosses. This also makes the Stonespeaker a good candidate for farming runs. Legendary Aktaios goes down in a matter of seconds, literally.

In my melee days I used to use Runic Mines extensively (Volcanic Orb to aggro them, surround yourself with Runic Mines, cut down all who survive) but I'm barely using it anymore. In fact, I'm considering removing the skill points from it. Melee-based enemies rarely live long enough to be affected by it, and they're not really dangerous most of the time, anyway.

And of course there's Thunder Strike. It is incredibly good against hordes, and just as incredibly good against bosses, who are likely to get hit by most if not all projectiles, provided you're close enough. Combine it with Seal of Fate (and don't forget to warm up with a few Runic Weapon shots) and you'll one-shot virtually anything that's not a final boss.

There's Energy Armor. I didn't think much of it initially. I thought the damage absorption was too low, until I got enough bonus to all skills in Rune mastery and a Shrine of Mastery. Its damage prevention gets insane on high levels; I managed to get some in the range of 2000-3000, though that usually needs equipment to reduce energy cost. I found it useful; it's how I stopped dying in Acts IV and V on epic. It prevents piercing and bleeding damage along with physical, so it's really useful in archer-infested places. I find it too tiresome to keep up constantly, but it's worth it when you're getting pelted. I died a few times farming legendary Aktaios because I didn't put Energy Armor up, deeming it unnecessary; if I'm unlucky enough to have Sensunet Mal spawn somewhere, he literally one-shots me with a single arrow (damage over time not included, I still don't know if he has any). That caused a few deaths.

So there you have it. I find that the Shotgun Stonespeaker is an incredibly versatile character. No trouble with crowds, no trouble with bosses, with actually decent protection. Did I mention the absurd amount of attack damage converted to health? Energy Drain gives 4%, the two Chakrams give 5% each. I can aggro several rooms' worth of Shadowstalkers, kill them all with the Chakrams in melee, and they don't put a dent in my health; I heal all damage back. It's probably not as impressive as I think, but my Runic Weapon attack one-shots practically every ordinary enemy I come across. I don't think I've ever had a character capable of regularly one-shotting mobs in Legendary. Sacred Rage is useful, not only for the fear, but because Frightening Power's resistance reduction allows you to leech some health off even undead. (Seal of Fate allows you to leech bosses similarly, which is incredible.)

So what are the weaknesses? While the Stonespeaker likes crowds and likes huge enemies, what it likes less are groups of small enemies that are small targets and are scattered over a large area. Like the Maenads, ugh. I'm glad I'm beyond Greece now just because they were horrible.
Poison is the Stonespeaker's Achilles' heel. As you can figure out looking at my equipment, I have nothing that gives poison resistance, and no protection against it. (No pierce resistance, either, but Energy Armor takes care of that if needed.) I still hope to find something that remedies it, but generally I could manage by playing carefully where I knew poison was a danger. And dying a few times. Oh well, I didn't have the pretense of not trying to die once, either.

That's it for now! Thanks for the immense patience to read it through if you did, and I hope you find it interesting. A somewhat resilient, versatile powerhouse: the Stonespeaker!
« Last Edit: 15 January 2018, 19:48:27 by Firebrand »

Offline MedeaFleecestealer

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Re: Runic Elemental Shotgun
« Reply #1 on: 15 January 2018, 18:33:48 »
You can dual wield thrown weapons?!  WOW!  May look at that for my Trickster.  He's currently using Throwing Knife and thrown weapons, but carrying "of Trickery" shields for additional attack speed.  With the reduction in Throwing Knife's recharge and dual wield thrown weapons he should really be able spam them.   ;D  Thanks for the post. 

Offline Firebrand

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Re: Runic Elemental Shotgun
« Reply #2 on: 15 January 2018, 19:47:42 »
There's one downside, sadly: when you're dual-wielding thrown weapons, attack speed seems capped at 141% for some reason. So if you can achieve really high attack speed otherwise, it might not be worth it. I couldn't really (without my +25% attack speed bonus on my Dragontongue, I'm only at 139%), and I find that Reckless Offense (which, when maxed with at least +4 to rune mastery, has a 27% chance to trigger, which is close to once in every three attack; it also includes throwing I think two projectiles in rapid succession), the bonuses from two Chakrams of the Sun, and especially the doubled lethality of Thunder Strike more than compensate me for the loss of potential attack speed.

One more thing: while I noted Volcanic Orb before, its slow speed can work to your advantage. You can shoot it, then run up to them and time your Thunder Strike to hit them the same time the orb does. You can do something similar with Eruption, taking advantage of Volcanic Orb's stun to keep them in the field of lava longer. I don't know how useful this is, objectively, but it sure is loads of fun!

Offline botebote77

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Re: Runic Elemental Shotgun
« Reply #3 on: 15 January 2018, 20:18:17 »
nice post.. just few questions.. what's your stat distribution? because a fairly good amount of dex would be needed for thrown weapons right? obviously i would also pump int if it was me.. i would also pump str because earth gives lots of %physical damage.. and str also boosts VO and eruption.. and since elemental conversion happens before str and any %damages, transmutation could be out.. not that a hybrid isn't doable, symbol of the polymath is a go to artifact for me for hybrids.. also do you have any points in core dweller? because aside from CD, i don't see any source of CCs besides runic mines and that's not good enough for me (I'm a sucker for CCs)
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Offline Firebrand

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Re: Runic Elemental Shotgun
« Reply #4 on: 15 January 2018, 21:16:07 »
Thanks for the questions and the interest!

Stat distribution, according to profile page (before any bonus from Runic Weapon):
Strength: 146+115 (261)
Intelligence: 418+277 (695)
Dexterity: 258+129 (387)

I have a feeling these say more to you than they do to me.

As you can see, I made the mistake of putting too much in strength. Keep in mind, my idea used to be that I'd use melee weapons, which usually need more strength and less dexterity; early in the game, when I didn't have Runeword: Feather maxed out, I often needed to put a few points into strength to be able to equip some of them I found. Only later did I transition to thrown weapons, so I ended up adding points both to strength and dexterity, while in fact the latter only would've sufficed. With Runeword: Feather maxed and no other requirement reduction, my weapons need less than 120 strength to equip. I wish I could redistribute the points put into strength into something else, but sadly there's still no option for that in the game. (I'd welcome any information on opportunities I might have missed. If there's a third-party program to do it, I might use that after I'm finished with the playthrough to see how deadly the Stonespeaker would've been if properly developed.)

You need a dexterity of 385 to equip Chakram of the Sun, and that's what you should be aiming for. It's much, but it isn't prohibitive, and it's nowhere near the 400-500 you need for high-end bows.

In case you're interested in how I distributed my points as I levelled, due to the concept shift I can't really help with that right now. I imagine that if I'd been planning this out since the beginning, I'd have invested in dexterity to keep up with the requirements of thrown weapons and put the rest into intelligence.

I haven't tested it, but I believe that while strength boosts the physical component of your Volcanic Orb and Eruption, with the intelligence boosting the fire and burn components, not to mention the elemental damages you deal all across the board (and Runic Weapon giving a percentile increase to your intelligence), you're likely better off that way. I like the idea of Transmutation, though probably it's possible to go heavier on strength and physical damage and forgo it.

I have a single point in Core Dweller and its upgrades each. Currently I have +6 to all skills in Earth, which increases all of them to a fairly respectable rank of seven. The Core Dweller seems fairly reliable; the only things it seems to fall to (other than a select few bosses like the Hydra) are sustained barrages from archers, and melee enemies if I let them wail away at it for too long (which I usually don't).

However, if you're looking for more CC, I can recommend Guardian Stones. The stones are stationary, but I find that they usually attract enemies to attack them, even bosses, and when you get the spell the first time they even have phenomenal damage output. I imagine that keeps up if you put points into the skill, which I neglected in favor of others.

Offline botebote77

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Re: Runic Elemental Shotgun
« Reply #5 on: 16 January 2018, 01:43:07 »
i don't see myself creating a new character just yet but i like reading guides.. i don't know which stat distribution would be best but i would suggest equipping dual throwing of the betrayer on secondary with shen-nongs.. good with thunder strike
i eat mana for breakfast
Spoiler for Hiden:
finished ragnarok xmax x3 with sorcerer, illusionist, mage haruspex, skinchanger

Offline Vio

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Re: Runic Elemental Shotgun
« Reply #6 on: 16 January 2018, 23:13:04 »
Nice build. Personally I like the Storm version even more because the instant nature and range of the Lightning spell complements the throwing rune weapons really well.

As for stats, you are right that more int does more for your damage than some strength would.
Though I would not call the amount you have way too much. At least not if you want to use the occasional sword or shield.

Offline Bumbleguppy

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Re: Runic Elemental Shotgun
« Reply #7 on: 16 January 2018, 23:49:20 »
Isn't there a synergy with the Runesmith phys to elemental conversion skill?

Wouldn't strength boost the physical damage so that it was converted to flat elemental so you could get a similar damage output?

Having more flat elemental to get boosted by Fire Enchantment/Storm Nimbus modifiers and items gets a similar result, doesn't it?

Offline botebote77

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Re: Runic Elemental Shotgun
« Reply #8 on: 17 January 2018, 01:06:55 »
transmutation.. but transmutation only affects rune weapon.. it doesn't affect thunder strike, VO and eruption.. and the conversion happens before the effects of str and any other %damages.. i tested it myself here

https://titanquestfans.net/index.php?topic=145.0

and was kind of validated in a steam forum.. steam forum is inside the link
« Last Edit: 27 January 2018, 09:01:58 by botebote77 »
i eat mana for breakfast
Spoiler for Hiden:
finished ragnarok xmax x3 with sorcerer, illusionist, mage haruspex, skinchanger

Offline Firebrand

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Re: Runic Elemental Shotgun
« Reply #9 on: 17 January 2018, 15:16:00 »
Thanks, everyone!

Transmutation doesn't affect Thunder Strike? I find that hard to believe. Correct me if I'm wrong (keep in mind that I haven't tested this rigorously), but in my understanding, the charged attack skills like Onslaught and Rune Weapon basically apply a buff that then acts like any other buff you have, rather than inherently boosting the base attack only. I know that Energy Drain boosts Thunder Strike; the Stonespeaker healed from it quite much even when wielding only two Neith's Wills, which have no bonus to attack damage converted to health. Transmutation states that a percentage of base weapon damage becomes elemental, so naturally it doesn't do anything with Volcanic Orb or Eruption, but Thunder Strike uses your weapons, so I believe it should be affected.

In that vein, however, Chakram of the Sun has 146-156 physical base damage, but its 146-156 fire damage is also listed as base damage in the game. Does someone know if that gets converted, too? (And if we're already there, I'm not sure what's up with the pierce ratio.)

The Storm version sounds nice, too. I was actually hesitating between them, as Storm is very high up there among my favorite masteries, but in the end decided to go with Earth. Lightning Bolt sounds like a good synergy; I personally enjoy timing to hit groups of enemies with Volcanic Orb at the same time I hit them with something else, but Lightning Bolt is most likely more useful, objectively. Storm would have a better synergy with Thunder Strike (Unleash), while Earth helps Runeword: Burn and Runeword: Explode more.

Looking through the database, though, one objective advantage to the Stonespeaker compared to the Thunderer is that Thunderers don't seem to get anything as powerful as Chakram of the Sun is for Stonespeakers. Chakram of the Moon looks good, but sadly it boosts Dream instead of Storm (I still don't know why, it goes poorly with the cold damage), and Blessing of the Moirae... also boosts Dream. Puzzling. Of course, that's not a priority, but I find that Chakram of the Sun is pretty much a jackpot.

Two Betrayer's weapons with Shen-Nong's medicine sound quite good to me. I might try that, though currently I have no trouble one-shotting regular enemies and wiping bosses out in seconds (still farming Aktaios, admittedly, there are a few items I'd like to get for my other characters, my Conjuror in legendary would love that Archmage's Clasp for example). Currently my secondary slot has Prometheus' Gift (which I can't equip without Rune Weapon - at least there's a marginal advantage to my strength) and Pelaron's Golden Shield, which I use to cast Energy Armor, and sometimes I switch to it to regenerate energy between battles when it's low after fighting through hordes of enemies with no energy to leech from them. While Prometheus' Gift (a new find) has a better DPS than the Chakrams (exceeding 10000 without Rune Weapon bonuses if I have Moon Disc equipped), I find the latter still a much more viable option due to the attack damage converted to health.

Another thing: Thunder Strike practically heals this character to full. With the Chakrams, even a Runeword: Burn does. Unless you're shooting at someone with high damage reflection, in which case the result might be the opposite. I haven't tried it lately, though, once I get Polaris I should have 80% resistance to fire, cold and lightning each, but yet I'm unsure.

Offline botebote77

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Re: Runic Elemental Shotgun
« Reply #10 on: 17 January 2018, 20:39:08 »
you're walls of text reminds me of someone  :) good thing I'm used to reading walls of texts.. transmutation doesn't affect thunder strike in the sense that the damage doesn't get converted.. but the %int and %total damage from rune weapon boosts thunder strike.. but I'm not 100% sure with this.. i actually have thunderer still in epic but it's been a loooong time since I've played it.. i play it as melee caster with dual throwing with shen-nongs at secondary so i have 1 point in reckless offense.. just 1 point because the only time i attack with throwing is by thunder strike.. my playstyle is attack with melee to boost %int and %total damage, then attack with thunder strike and lightning bolt.. with 80%CDR it's almost like a spam so i press W repeatedly.. but the reason i go melee is because zeus thunderbolt can't be socketed on a throwing weapon(fixed now at later versions). don't know why but it is what it is

transmutation only converts physical and conversion happens before pierce so it doesn't go well with AotH and CotH.. this one I've tested
« Last Edit: 27 January 2018, 23:37:07 by botebote77 »
i eat mana for breakfast
Spoiler for Hiden:
finished ragnarok xmax x3 with sorcerer, illusionist, mage haruspex, skinchanger

Offline MedeaFleecestealer

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Re: Runic Elemental Shotgun
« Reply #11 on: 17 January 2018, 21:03:40 »
Strange - I had no trouble socketing Achilles or Promentheus on to throwing weapons.  Haven't tried a Zeus yet. It might be a querk in the game code. I know when BG did Legion of Champions he couldn't get his throwing knives to take relics/charms. 

Offline Firebrand

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Re: Runic Elemental Shotgun
« Reply #12 on: 19 January 2018, 03:09:58 »
Oh, by the way, belated remark on the Symbol of the Polymath - it did catch my eye, but it doesn't seem to drop until Act II legendary, and by this point I have the strength and dexterity I need, so a lot of things on the item seem superfluous. I might check it out nevertheless when I get it.

I found a few new items I'm considering. While I'm not too keen on the health regeneration penalty, Mindrage Robe otherwise drives a pretty hard bargain. Some elemental damage bonus, some energy regeneration, bonus to all skills, and a decent improvement to casting speed, which is always welcome. I assume that with the absurd amount of attack damage converted to health I shouldn't have a problem making up for the regeneration penalty, but still... I guess I'd need to find an additional +1 to all Rune skills if I want to keep them up to +4.

Alternatively, I could equip Vestment of the Overlord. It provides no offensive bonuses, but a whopping +2 to all skills, some much needed pierce resistance and even some physical resistance, which is hard to come by (although between that, Heat Shield and Seal of Hephaestus I could become quite resilient to physical damage, in fact).

Or just staying with Falcon Cape. It's pretty nifty itself, but I don't know much about the worth of its innate damage conversion to elemental - my maxed Transmutation gives me 99% of that already, and assuming that they stack multiplicatively, I don't see much room of improvement on that.

I've also managed to finally find myself a coveted Archmage's Clasp (and right afterwards a second and a third). The casting speed is tempting, though I already have a lot of recharge reduction (and more expected in the form of Polaris, once I finally get my hands on that), so I'm not sure if it's needed. I also assume that while it only has a 6% chance for resistance reduction, the probabilities add up quickly with a lot of attacks. 

Offline Firebrand

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Re: Runic Elemental Shotgun
« Reply #13 on: 20 January 2018, 20:34:39 »
Some progress report, as I've just reached legendary Act IV.

Act III was a breeze, almost like I was going through it on normal. I once caught Jun-Shan, Warrior-Monk with a stray projectile from Thunder Strike and he soon died. I didn't even notice he was a hero until a moment before his death. Do you remember when tigerman heroes were scary?

Dragonians also aren't scary anymore. Well, at least Deathlances still are. There's something freaky about the way they jump at you all at the same time with that speed. But they go down like anything else.

I've always been scared of the Dragon Liche. There isn't a lot of space to run around when fighting it, and it has a lot of attacks affecting a wide area to make it worse. It died to Seal of Fate and two Thunder Strikes, though (I've maxed Aftershock, though, so I'm sure that helps a little).

Typhon likewise. Basically, my fights with him on legendary go like this:
- I enter the battlefield, he activates the reflection aura and takes a few lightning shots and a firebreath at me, which I try to dodge (though at 80% elemental resistances and Heat Shield it isn't all that important)
- He turns to my Core Dweller, I put Seal of Fate under him and attack (if reflection aura is still active, oh well, 80% elemental resistances)
- As soon as aura is gone, Thunder Strike; he generally dies before he can take a swing at me.

And that's on legendary. With my current setup I die to his poison projectile on epic, so I imagine it'd be even worse on legendary, good thing he usually has no time to use it.

Edit: Small correction, Core Dweller also needs to have the full Energy Armor to survive long enough while distracting him. Learned the hard way... (Still doable, but much harder, due to having to dodge all the poison and life leech attacks.)

I found a Chakram of the Moon in a bone pile in the Forest of the Ancients. That thing is... weird. I honestly wish it had +2 to Storm instead of Dream (Dream already has Blessing of the Moirae, after all), but we can't all be that lucky. I found a use for it, though; I switched my Prometheus' Gift out for it, so now my secondary slot has Chakram of the Moon with Golden Shield of Pelaron. Together with Polaris I can now cast Energy Armor on maximum level, and then switch back to double Chakrams of the Sun for burning everything. I tried out of curiosity, though, and going Sun and Moon instead of double Sun doesn't even cause much of a drop in my DPS; I guess the +10% intelligence instead of strength is its saving grace.

Second edit: While I found a formula for Eye of Ra and crafted it, it's oddly ineffective (haven't tried the skill on it, though). I suppose that flat burn damage on Dragontongue was really good - on the other hand, the Tongue of Flame I crafted in the process is much better. It's like someone took Dragontongue, removed bonuses on it I didn't need, and then put other bonuses on it I did! Bonus to all elemental damage, the same flat burn damage, but percentile increase to intelligence, poison resistance, and as completion bonus... More poison resistance! Between that and Völva's Foot Wraps, now it's 11%, which is nothing to write home about, but at least positive. I didn't expect to ditch a divine artifact for a lesser one, but this game is full of surprises. My Conjurer will like Eye of Ra, though, along with Eye of Osiris and Eye of Flame... interesting.
« Last Edit: 20 January 2018, 22:27:39 by Firebrand »

Offline Firebrand

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Re: Runic Elemental Shotgun
« Reply #14 on: 26 January 2018, 20:35:38 »
Many thanks to Pazuzu, who guided me in the ways of recording gameplay (never done it before), here's a video of the Stonespeaker taking down Typhon on legendary!

You'll notice I'm a bit overleveled. I have a bunch of unspent attribute points, though, and my important skills were maxed far before my current level, so it doesn't change much.


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