Tales of Maj'Eyal

Tales of Maj'Eyal

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*Yuki* Dec 23, 2016 @ 4:20pm
Newbie Corner
found bulwarks kinda op on arena and looking to get one for campaign, but have few questions:
1. How block works? You casts it like buff and get less damage on next turn? Or what?
1.1 What the hell is counterattack? Didnt understood, when it triggers and does it affect only basic attacks, or skills too
2. Should I get cunning? As I've understood, it increases HP. But I barelly can find any skill, requires/affected by it :/ Will it be waste of points? Or its bonus is solid enough to spend 1/3 of points? (together with dex as main and str as 2nd)
Last edited by *Yuki*; Jan 4, 2017 @ 2:13pm
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Showing 1-15 of 167 comments
Anhedonia Dec 23, 2016 @ 9:20pm 
1: Shields all grant the block skill when equipped. The level of the skill is based on tier, higher skill has shorter cooldown, so a steel shield can block more often than an iron shield.

When you use the block skill it will attempt to block the next direct physical attack you recieve within the next turn. The Riposte skill (second skill in the Shield Offense tree) improves this aspect.

The shield will have a "block value" listed on the stats, this is how much damage the shield will block from the next attack. If you block the entire amount you will place a counter attack debuff on the attacking mob, if you strike that mob you will do extra damage.

If a shield has resistances on it then the shield can also block damage from that source. For example, a shield with fire resistance can block both physical attacks and fireballs, but won't block any other damage type.

There are prodigies that enhance these aspects. Eternal Guard (constitution based) will allow you to block for longer and block multiple attacks. Spectral Shield (magic based) will allow your shield to block any damage type, regardless of resistances present on the shield.

2. Cunning does not increase HP, constitution does. Cunning does a few things but the only one your really care about for the bulwark is an increase in crit chance. I am not an expert in this class but I don't think cunning is very good for bulwarks, you already have skills like Assault that grants automatic crits so the cunning is doing you no favors.
feliscon Dec 23, 2016 @ 9:34pm 
Originally posted by Anhedonia:
2. Cunning does not increase HP, constitution does. Cunning does a few things but the only one your really care about for the bulwark is an increase in crit chance. I am not an expert in this class but I don't think cunning is very good for bulwarks, you already have skills like Assault that grants automatic crits so the cunning is doing you no favors.

As an addition to this, the stat that does increase HP, Constitution, is almost always a trap.

Unless you really know what you're doing and why, or you're playing an Alchemist and only need Magic to be good, don't waste points on Constitution.
*Yuki* Dec 24, 2016 @ 2:55am 
thanks
wckowalski Dec 24, 2016 @ 3:17am 
Remember constitution gives only 4 hp per level, so 200 hp if maxed, and by max level you will usually have over 1000 hp.
*Yuki* Dec 24, 2016 @ 7:07am 
okie.

Whats difference between armor and defence? :/
*Yuki* Dec 24, 2016 @ 7:17am 
also - whats better to get as bulwark - warcries or battle tactics? Both looks usefull
wckowalski Dec 24, 2016 @ 10:38am 
Warcries is mostly good for the stamina recovery, battle tactics on the other hand seems to have a larger number of good talents.
DFuxa Dec 24, 2016 @ 10:54am 
It is worth noting that darkgod has mused about giving Constitution a buff in the next update. http://forums.te4.org/viewtopic.php?f=39&t=46906
*Yuki* Dec 24, 2016 @ 10:57am 
Originally posted by wckowalski:
Warcries is mostly good for the stamina recovery, battle tactics on the other hand seems to have a larger number of good talents.
For recover, Im uses passive, gives stamina on kill.

Actually, Im looking for more attacking skills (not buffs), coz, for now, I have problems with more than 1 mage near (e.g its easy to dash to one with rush, but then it will be on cd and, for this time, Im in trouble, coz there are no other range/dash skills) :/
wckowalski Dec 24, 2016 @ 11:27am 
Originally posted by *Yuki*:
Originally posted by wckowalski:
Warcries is mostly good for the stamina recovery, battle tactics on the other hand seems to have a larger number of good talents.
For recover, Im uses passive, gives stamina on kill.

Actually, Im looking for more attacking skills (not buffs), coz, for now, I have problems with more than 1 mage near (e.g its easy to dash to one with rush, but then it will be on cd and, for this time, Im in trouble, coz there are no other range/dash skills) :/
Sounds like battle tactics is what you need. Step up gives you 10x movement speed for 1 turn after you kill something, so you can get to the other mage in less than a turn (you could also use a movement infusion for such purposes though).
*Yuki* Dec 24, 2016 @ 12:22pm 
Originally posted by wckowalski:
Originally posted by *Yuki*:
For recover, Im uses passive, gives stamina on kill.

Actually, Im looking for more attacking skills (not buffs), coz, for now, I have problems with more than 1 mage near (e.g its easy to dash to one with rush, but then it will be on cd and, for this time, Im in trouble, coz there are no other range/dash skills) :/
Sounds like battle tactics is what you need. Step up gives you 10x movement speed for 1 turn after you kill something, so you can get to the other mage in less than a turn (you could also use a movement infusion for such purposes though).
movement speed boost = ability to move tru more blocks per turn? sounds fun
wckowalski Dec 24, 2016 @ 12:34pm 
Originally posted by *Yuki*:
Originally posted by wckowalski:
Sounds like battle tactics is what you need. Step up gives you 10x movement speed for 1 turn after you kill something, so you can get to the other mage in less than a turn (you could also use a movement infusion for such purposes though).
movement speed boost = ability to move tru more blocks per turn? sounds fun
Yes, if you have 1000% movement speed, it only takes 1/10 of a turn to move, and if it lasts for 1 turn, that's 10 moves. Movement infusions are also helpful as they prevent stuns, pins, and dazes for a few turns in addition to the 1 turn move speed buff.
*Yuki* Dec 24, 2016 @ 12:36pm 
Originally posted by wckowalski:
Originally posted by *Yuki*:
movement speed boost = ability to move tru more blocks per turn? sounds fun
Yes, if you have 1000% movement speed, it only takes 1/10 of a turn to move, and if it lasts for 1 turn, that's 10 moves. Movement infusions are also helpful as they prevent stuns, pins, and dazes for a few turns in addition to the 1 turn move speed buff.
nah, Im very unfriendly with buffs :D
wckowalski Dec 24, 2016 @ 12:56pm 
You need to pay more attention to them to do well, especially ones that activate instantly, like many inscriptions.
*Yuki* Dec 24, 2016 @ 1:11pm 
Originally posted by wckowalski:
You need to pay more attention to them to do well, especially ones that activate instantly, like many inscriptions.
Btw, thanks for noticing - how to use inscriptions? And what to do with all runes, I get? As I saw on youtube, in orcs expansion, you can simply install stuff inside armor and others (like gems in torchlight or any other modern rpg). But how it works here? Or they are avalaible only for certain classes?
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Date Posted: Dec 23, 2016 @ 4:20pm
Posts: 167