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https://steamcommunity.com/sharedfiles/filedetails/?id=3250781088
Generally you should not need much healing. I got by with level up vitality heals and two "heal on prayer" items that I just slapped on after a fight if I got hit. Which didn't happen that often.
As a teleporter you don't have control were you end up on the map and thus you want to focus on being so lethal, that even if you end up teleporting next to a dangerous enemy, they aren't there anymore when your turn ends.
It helps that there are a lot of options that support teleporters in that regard.
One thing to mention is Astrohunting. Especially the unarmored version. It can be incredible strong to teleport that often, but you need really solid defenses or a ton of reliable healing. Because otherwise Astrohunting will park you next to an enemy with the "Revenge" ability and then kill something. Which means taking attacks. Some of the healing might also miss timing. Back in the days when Master Teleport had a healing effect, I lost a few runs to teleport chains kill teleporting me next to Revenge enemies mutliple times, while the healing effect only triggered after the last teleport was resolved.
So I would advice either getting something that applies debuffs to stop the enemy from damaging you (Entangle, Freeze, Blind, Sickness) or buff your own defenses (Repulsion, Evasion, Block/Dodge/Armor). Because sooner or later, you will end up next to a dangerou enemy that either survives, or revenge hits you, and if you can't handle that hit, the run is over.
Thank you for the pointers, I've added this to my personal notes! Astrohunting seems like a good perk for a one-jump wonder teleport build. Iirc there is also an Electric power that lets you do more damage / hits on a 100% health enemy to utterly finish off an enemy from full. I usually run combos that let me tp to an enemy to kill them outright, but usually if I can't, the run is lost. Maybe a more bulkier setup will work!
Btw, I've saw this on some other post, may I ask for you to fact check me?
Apparently Psychic damage refreshes all stacks of Stasis ( teleport cooldown )! Since I run cultures that let me refresh Stasis with Stand Still or the God that lets me do it on game turn, it doesn't help much, but I may be able to do something with an Aoe Psychic setup to remove stasis on enemies, and use a AoE enemy teleport spell to finish things off.
As to psycic damage, no, it doesn't reset Stasis. 1 Stack of Stasis gets removed if something is attacked.
The advanced class Psychonaut however, does reset your own Stasis every time you hit someone with Astral damage. The Robe of the Cosmos also does the same very time you hit with Astral or Psychic damage.
This allows you to teleport dozens, maybe even hundreds with the robe, of times with one stand still action.
So an unarmored Astrohunting Psychonaut works like that
You teleport next to an enemy ->
You trigger a ton of damage effects off teleport ->
You get Stasis ->
You deal Astral damage ->
Stasis gets removed ->
You kill something or deal psychic damage ->
You teleport next to an enemy
Repeat until you stop killing or dealign psychic damage. Which often means everything is dead.
Astrohunting + random teleportation is really good because you'll teleport next to an enemy, unload your attack cycle, then afterwards teleport away to safety.
The issue is that some enemies have the "Revenge" trait.
If you kill an enemy next to another enemy with that trait, they get a free attack on you.
There are some enemies that specifically summon a group of weak fodder on entering the map for you to kill so they can get revenge hits in.
If you teleport next to something like that you can get hit 1 to 5 times between one teleport and the next. On higher cycles this is basically a guaranteed game over unless you have very very good defenses.
With a good enough Astrohunting build you don't need to telelport away to safety. Everything is going to be dead after your first turn. Either the enemies, or you.
Oh, and Astrohunting will always teleport you next to an enemy. Never to safety. You need another teleport trigger for that.
Apophis divine intervention is fine for handling revenge, since you'll be dealing so much death that it'll recharge almost instantly.
Depends on the enemy. I had a specific Astrohunter build where I just repeatedly died to hard hitting revenge enemies.
I think I lost around 8 or 9 runs to them before giving up on that build. It wasn't on the first cycle, but also not on a crazy high one either.
The build doesn't exist anymore as the skills got changed enough that it isn't working anymore. Though maybe something similar might now work?
But yeah, I was getting cycle boosted revenge enemies hitting me 3 to 4 times between teleports. No real chance to survive that with no defense stats.
Edit: Success - Assassin and Aphophis was the damage boost I needed to chunk through KoMC's HP. Nice nice.
I should note that I did nearly die a couple of times to revenge - fortunately its pretty easy to keep Divine Intervention up with this build so I never actually kicked the bucket. I got close once or twice though.
https://steamcommunity.com/profiles/76561198029481502/screenshot/2446095530987427146/
The revenge trait also got me a few times, maybe I need to look for more uncanny combinations of classes and cultures with Fawdaa or pair a STR and Block based class with the teleportation core in mind so I don't just die instantly.
https://steamcommunity.com/sharedfiles/filedetails/?id=3251156635
Seventh Cycle? I assume that's very high difficult, jeez! Wpwp
Maybe mixing more Psychic and Repulsion is my answer to the getting hit part, you also have high DEX which may help survivability too! Thank you for the submission, I think I'll try more options from the Psychic tree next.
Higher cycles are a little harder and a little easier at the same time lol.
I definitely made it harder by forcing Batform into the build, so my only defense was stacking Dodge with Dexterity. Without Batform, it would make sense to add some levels in Heavyweight, Guard, and/or Stand Ground.
Here is the build:
https://steamcommunity.com/sharedfiles/filedetails/?id=3251582888
https://steamcommunity.com/sharedfiles/filedetails/?id=3251582672
Definitely a bit tricky, especially at the start. But even afterwards rooms with Revenge enemies or few but tough enemies can be very dangerous.
I ended up with zero divine interventions left during the run at times. More than once. On the other hand rooms with a ton of fragile but hard hitting enemies are easy.