Tales of Maj'Eyal - Insane Difficulty Survival Guide (lvl 25-50)

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  • čas přidán 11. 07. 2024
  • Part 1 (lvl 1 - 25): • Tales of Maj'Eyal - In...
    Maze Walkthrough: • Tales of Maj'Eyal - Ma...
    Item Egos - te4.org/wiki/Ego
    Recommended Zone Order Progression (a bit outdated, but useful for keeping track of the zones) - te4.org/wiki/Recommended_Zone...
    Alchemists - te4.org/wiki/Brotherhood_of_A...
    00:00 - Intro
    00:13 - Defenses
    02:47 - Assassin Lord
    03:36 - Very old halfing ruins
    04:39 - Hidden Compound
    04:58 - Tempest Peak
    06:29 - Rune of Dissipation
    07:10 - Temporal Rift
    08:26 - Lake of Nur
    09:11 - Mark of the Spellblaze
    10:26 - Golem Graveyard and Ruined Dungeon
    10:39 - Last Hope Graveyard
    11:26 - Dreadfell
    12:25 - Ambush!
    12:41 - Reknor
    13:11 - Biggest Danger in the East
    13:54 - Vor Armoury and the Room of Death
    14:42 - Briagh's Lair
    14:59 - Font of Sacrifice
    15:10 - Guardians
    15:45 - Orc Prides
    16:27 - Erúan
    16:48 - Getting through High Peak
    17:56 - Elandar and Argoniel
    #talesofmajeyal
    Music:
    Tales of Maj'Eyal Soundtrack - Mystery (edited to loop)
  • Hry

Komentáře • 26

  • @ariholahan9631
    @ariholahan9631 Před rokem +13

    As part of the later levels, I feel dangerous class combinations on uniques and randbosses become even more significant. You mentioned it in passing when talking about high peak, but could you maybe elaborate on what classes you fear the most at this stage? I know you talked about it a bit in part 1, but it would also be a nice recap.

    • @Drybe
      @Drybe  Před rokem +4

      It doesn't change much from the early levels, other than Summoner no longer being a big threat. Enemy types are still often the biggest difference maker, I should've talked about that. A Sun Paladin/Skirmisher Orc Soldier is not a problem. A Sun Paladin/Skirmisher Bone Giant, who is immune to almost every debuff, is a lot tougher.
      Other than that my mental notes are:
      Doombringer, Brawler, Sawbutcher, any Rogue class, Mindslayer, Cursed - Ideally never spend turns standing next to them, unless they're stunned/disarmed. I will use a Movement Infusion to create distance, if they get close to me and I'm a ranged character.
      Arcane Blade - Same as above, but you can Rune of Dissipation them to make them completely harmless.
      Psyshot, Solipsist - Keep a mental cleanse ready for Inner Demons.
      Skirmisher - Never underestimate, be wary of the pin.

    • @donilock1930
      @donilock1930 Před rokem +2

      @@Drybe IMO Summoners can be an even bigger threat late game. With the right talents, they can shower you with irresistable debuffs that lower your own res by a tonne, making them extremely dangerous, especially with other enemies around. These debuffs are all physical and last for a while, so good luck cleansing that. Moreover, some of their summons can get ridiculous stats like 100+ acc and def, making them unhittable for many weapon classes and very dangerous for classes that rely on def. Definitely not to be underestimated.

    • @luka188
      @luka188 Před rokem +3

      @@Drybe Is there anything you can do about early fearscape, before you get Rune of Dissipation? Or is that just unlucky and part of Insane to deal with?
      I've been fearscaped in T2's even, before my first prodigy due to a randboss spawning from a sack (I don't open those anymore after seeing your level 1-25 tutorial).
      Not sure at what point fearscape can be regularly encountered on Insane, but I feel that is a very dangerous and difficult thing to deal with at any point in the game, unless you can dissipate it, or have reached the end game state where you are so powerful you can burst down any fearscaper immediately before it becomes a problem.

    • @Drybe
      @Drybe  Před rokem +5

      @@luka188 Yeah, early Fearscapes are deadly, I died to a random boss Fearscaping me on the first floor of Maze recently.
      You either have to kill the enemy or potentially you can try to outlast it. Fearscape drains more and more Vim over time, so in theory if you can sustain and avoid the enemy chasing you, he will eventually run out of Vim and deactivate it. You can inspect them to see how much Vim they have left, but often it's not realistic to outlast them.
      I vaguely remember an enemy, that deactivated the Fearscape without dying or running out of Vim. I think it's because some enemies can "panic" and try to run away, when they take a lot of damage, so even if you think you can't kill it, fighting it might still be the best option.

    • @DS-bx3sm
      @DS-bx3sm Před 3 měsíci

      @@Drybe I think Summoners can be dangerous sometimes, too. On my nearly invincible insane Oozemancer, I almost got 1 shot in Godfeaster by a Summoner's Fire Drake that had level 20 Bellowing Roar. It killed all of my oozes at once and took out like 800 hp, forcing me to run away. I didn't experience this, but I saw from inspect that its level 20 Fire Breath said it did 1.5k damage.

  • @Danlar_Scott
    @Danlar_Scott Před 6 měsíci +3

    YOU are amazing, your videos are priceless. May the gods of ToME bless you for all your hard work and we look forward to more content in the future.

    • @Drybe
      @Drybe  Před 6 měsíci

      Thank you, happy to hear you like it :)

  • @kyles.6013
    @kyles.6013 Před rokem +3

    Keep them coming m8! Feeling another tome run in my life soon

  • @87Julius
    @87Julius Před rokem +4

    Well constructed as always. Cheers!

  • @donilock1930
    @donilock1930 Před rokem +3

    Another nice guide! Again, agree with most stuff here.
    Some miscelanneous thoughts:
    15:17 - Although most guards are indeed not too dangerous, I'd say the Daikara and Dreadfell ones can be really nasty (Daikara especially). And this Sun Paladin/Cursed can sometimes be a problem as well.
    15:42 - IMO that matters quite a lot. Keeping the Orb and getting to Fearscape feels a lot easier than giving it and going to Telmur. Those Ruins are a series of extremely small, densely populated rooms, which can be extremely dangerous with a bad enough luck. Hell, the entire floor can be just one tiny room packed with mobs, in which case you are fcked. I'd say, if you don't feel like risking it, keep the orb and go to literal hell instead of Telmur.
    15:45 - A word should be said about the pride vaults. I usually avoid them like plague until I'm done with everything else. They can either be pretty easy normal vaults, or extremely dangerous pride-specific "Super Vaults," and I don't want fixed-arts I'm after to generate inside them. A special mention goes to the Gorbat vault, which can be more difficult than post-game bosses. + Gorbat pride itself can be kind of a nightmare for casters since everything there will try to silence/mana-clash/dispell you.
    Some "pre-pride" dungeons are missing, but should've been mentioned. Like the Underwater Cave - extra loot and exp if you have some waterbreathing (which is a MUST there). Also Ancient Elven Ruins and that asshole Even Mummy Lord. + Should have talked about the Shadow Crypt and why you absolutlely should never go to its third level (the first two are fine tho).
    17:56 - Regarding portals: it's true that you don't need to close any if your burst is good enough, but, to be on the safe side, I always go and close the Dragon portal after killing Elandar if I'm near it. It's probably the most dangerous of them all because of how much damage the combined breath of spawning dragons can do, though others can be nasty as well in their own way, like getting battle called/spell-feedback'ed by demons, burning-hexed by dreads or having your cover eaten by elementals. The demon one can be occasinally beneficial tho: Duathelens (or whatever they are called) can make the area pitch black, which can actually hide you from the bosses and other mobs.
    I guess I should say that I typically prefer a different clearing order for dungeons. It stems from an irrational desire to clear Dark Crypt + Godfeaster, and your approach seems to be more reasonable/safe, but mine is also not without benefits so I want to share it. Basically, I level-lock Urkis at lvl 14, clear all remaining T1's if I have any, then go Maze/Sandworm lair, and at around lvl 22/23 go to kill Urkis while avoiding getting to 25. After that I try to as close as I can to 25 without getting it and go to Dreadfell. There I get my prodigy and all that stuff. After that, I try to get to the Halfling-Complex and if I don't die there, I should be strong enough to take on Dark Crypt and then optionally God Feaster (as long as I don't get ganked at the entrance, at least). It's quite a lot of risk, but you can get some high tier items that way and lots of extra exp + all remaining Old Forest/Daikara escorts should be a lot easier to save (and you get the bragging rights of doing Insane Dark Crypt/God Feaster).

    • @Drybe
      @Drybe  Před rokem +3

      Good point about the orb, that's probably what I started to always keep it, but I couldn't remember.

  • @Kurock1000
    @Kurock1000 Před rokem +4

    Ty for the content again! I hope you hit every class eventually. Those guides are great.

  • @Delmworks
    @Delmworks Před 7 měsíci +1

    7:44 never realized that: I always wondered why I’d get bodied by the elementals there. Still have way more deaths to the chronolith twins though- I used to go there right after dakira 😅

  • @blackliquidsorrow8249
    @blackliquidsorrow8249 Před rokem +1

    It's here!

  • @Ionweopon
    @Ionweopon Před rokem +1

    Thought you would include that underground portion after the final boss. That God underground can be super challenging

  • @luka188
    @luka188 Před rokem +4

    Very nice! Thank you for the ToME guide's.
    Also, I wanted to ask, which class would you recommend for someone trying his first Insane win in ToME?

    • @Drybe
      @Drybe  Před rokem +3

      Probably Solipsist. Really smooth early game with Mind Sear and one of the best classes in the late game.
      Or if you're more comfortable with weapon classes, Skirmisher is really powerful, that was my first Insane win. Pace Yourself will make you really tanky and you go Called Shots for big damage. te4.org/characters/266609/tome/852fa54e-627a-402a-8014-eb620497203d I would do things a bit differently now, but just as a rough idea for the character.

    • @luka188
      @luka188 Před rokem +1

      @@Drybe Thank you!

  • @btonasse
    @btonasse Před rokem +1

    Do you have a special add-on for those animated effects - like the little stars when a mob get stunned? Or is this an in-game option?

    • @Drybe
      @Drybe  Před rokem +1

      It is this addon: steamcommunity.com/sharedfiles/filedetails/?id=969645798
      It's great, the only problem one of green effects gets stuck sometimes, so I also use this addon: steamcommunity.com/sharedfiles/filedetails/?id=2641433202 which removes the effect, when it gets stuck.

  • @fast1nakus
    @fast1nakus Před rokem +1

    can you do the shield guy tutorial?

    • @Drybe
      @Drybe  Před rokem +1

      If you mean Bulwark, than probably not right now, I think Demonologist is a more fun shield class and I made a video on it recently.

  • @matex2207
    @matex2207 Před rokem +1

    Now we still need the post game guide don't we :)
    You also did not mention the ancient elven ruins.
    In addition, my friend mentions a bunch of zones, such as tentacle tree, being instant death traps. I can see why, it is probably true, but maybe it is worth making a video over.
    If possible, I would like to hear your thoughts on event zones such as bearscape we can see every now and then.

  • @mikeFolco
    @mikeFolco Před rokem +1

    Good stuff. ❤