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(Remember, the cooldown reduction for Willpower is 5% per point of bonus, not per point of Willpower. Like in 3e D&D, two points of Willpower shift your willpower bonus by one. So Greybeards give you ~7.5% faster cooldowns, not 15%. That's not much.)
If you're having trouble surviving as an Apostle, I suggest taking an escape mutation like Force Wall or Teleportation; or a more powerful nuking mutation like Sunder Mind. If your buddy dies, use those to retreat (using Intimidate if necessary to protect yourself.) You can look over my Esper guide for more details (in the Steam guides section.)
and in all honesty both of the apostate abilities you get for 400 skill points so its not really worth it in my eyes, from an "easy start" prespective i see water merchant as a far superior choice (+1 level from quest, and good gear on the cheap goes a long way at start)
The early game also isn't particularly hard if you've picked your mutations well and know what you're about - which I assume if you're playing Esper you are.
on a related note: above quote is uterly wrong, test it yourself ingame
on my tests using a greybeard:
on a 27 wisdom char
500cd skills took 225 (45%)
200cd skills took 90 (45%)
on a 26 wisdom char
500cd skills took 250 (50%)
200cd skills took 100 (50%)
yea... a wise magician casts more then twice as fast
when you hit 30 you become a wizzard :D
permenant time dialation and ego projection ^.^
apostle by far. dont worry about your meatshields either. fell free to take over another mid fight. once you get dominate and either get good enough to get something nice, or had something survive long enough to buy a few mutations on it, then you can worry about keeping them alive and gearing them up. by then they should be able to take your attacks all day long as well.
Intimidate has saved my life more times than i can count as well.
seriously my best character right now is a duel wielding esper in steel plate with an armored eyeless crab packmule. the only things that have come near killing me, are other espers simply because i didnt take mental mirror this time and sunder mind hits like a truck.
also i recomend always taking ego projection. being able to get 30+ extra hitpoints off the bat really helps keep you alive. seriously being able to go from 5< hp back up to 30 or more is amazing when your on fire or bleeding.
The Greybeard bonus to willpower is not as great, as Aquillion mentioned. It's a very negligible boost, and the other bonuses are not that useful. Berate is fantastic, though, but as an apostle it's relatively inexpensive (and almost a must) to pick up.
Pilgrim sounds nice, but so far I haven't had a food or healing problem yet. At the beginning of the game, you can stock up on so many vinewafers from Mehmet, Argyve, and Ualraig to be sufficient for a return trip to the Six Day Stilt. If you still feel like your map traveling is too harsh on your food, just hunt down some glowfish for their corpses. During your dungeon delving, just eat every corpse you come across as there are apparently no penalties to doing so.
Water Merchant is very nice, but your Ego is already so high that you don't really need the starting kit and ego boost for trade.
With Apostle, you get a set of skills that are perfect for an esper. Proselytize, while regularly requiring a retry, can be helpful in a pinch to convince something that is killing you to help you instead. In other circumstances you can get yourself a tank to hide behind. Intimidate is just a cherry on top. Apostle furthermore allows you to easily continue and get Berate, Menacing Stare, and Inspiring Presence. Combine it with Beguile and Dominate to get more minions and the ability to outfit them.
Also you are seriously understating the power of berate, its powerfull enough to make it posible to take on warlords fresh out of camp (for psi ofence build espers)
and in all honesty i prefer my 50 turn cooldown temperal fuge, the company of me, mself, and I is plenty good enough to kill almost anything with copious firepower...
tl:dr - greybeard gets +1 AV from callused, a 23 endurance skill, that argument is hard to beat
(its also something you guys are suspiciously avoiding discussing)
ahh you dont know nutin bout my teleport and clarvoiance
nothing causes death quite like dogpiling your enemy with 20 coppies of you
Fair enough, I did not consider that option. Do all of your copies also start zipping around all over the place or do they gang up on some suckers?
Of course, the other advantage to Teleportation + Temporal Fugue is that you can bamf out to a safe spot yourself while your doubles killmurder the entire level for you.