[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
QCF Design Community • View topic - Goblins...?
Page 5 of 6

Re: Goblins...?

PostPosted: Wed Dec 14, 2011 4:55 pm
by Gorgon
Sorry, I forgot you're a new player! :D

Most magic items are acquired by the end of the game. The keg of mana is an elite item (unlocked by completing the final Bezar quest) and to get mage plate you need to complete The Labyrinth with all tier 1 classes.

Re: Goblins...?

PostPosted: Wed Dec 14, 2011 5:06 pm
by TigerKnee
Bloodmages were significantly improved in Beta which is funny because nothing in the class powers description were changed, just a bunch of more user-friendly features.

Alpha Bloodmage would drink up his blood pools even if he had no use for it. By the time you reach the boss you would have only about 2 potions worth of blood pools.

Anyway, the Bloodmage isn't that hard to use even if you don't have mage plate or keg of mana or other super items. Save as many Bloodpools as you can before the boss. After drinking a mana potion, simply step on the blood pools to regain the health you lost.

That's really about it, the Bloodmage isn't exactly well-rounded.

Re: Goblins...?

PostPosted: Wed Dec 14, 2011 5:23 pm
by q 3
Alternatively, Bloodmages make a pretty good melee class; get bonus experience by using your mana potions at lower levels, when their HP penalty isn't as severe, then save all of the bloodpools for melee against the boss (30 bloodpools are the equivalent of 11 health potions). Works pretty well with a Dwarf, incidentally, since bloodpool recovery is based on max HP.

Re: Goblins...?

PostPosted: Wed Dec 14, 2011 7:45 pm
by Darvin

Re: Goblins...?

PostPosted: Wed Dec 14, 2011 9:16 pm
by The Avatar
I meant the tri-sword isn't every conversion, but it has it's own conversion threshold of 100 not tied to your conversion.

Also, Bloodmages can be great if you regen fire. When you run out of mp turn on BLUDTUPOWA regen 3 tiles and fireball again. If your fireball does more than there 3 tiles you can whittle down their hp.

Re: Goblins...?

PostPosted: Thu Dec 15, 2011 3:49 am
by Alweth

Re: Goblins...?

PostPosted: Thu Dec 15, 2011 4:19 am
by The Avatar
The elves are too high if anything! Once again, this is why I suggest that it trace its own point number. Or just not make it conversions. How about +1 base damage per open inverntory slot per level/2. It could be similar for Whurrgaburgl, or whatever it is...

Re: Goblins...?

PostPosted: Thu Dec 15, 2011 4:39 am
by Zaratustra
Suggestion: +5 stacking experience, or +5% to resists per conversion.

Re: Goblins...?

PostPosted: Thu Dec 15, 2011 6:12 am
by Darvin

Re: Goblins...?

PostPosted: Thu Dec 15, 2011 7:59 am
by Alweth