Well, dragging the boots onto the action bar isn't quite intuitive, but at least there is a way. Might be harder to have wearrng them unlock the blinking skill, but I've noticed that removing a figurine and decreasing a character attribute can deactivate a skill even though a skill poiint has been sunk into it, so the other way 'round would be intuitive?
The trees might be undercooked, I did get a char past the brothers at a comparable level (I think I got her up to seven to get the points to unlock War Cry) even when it didnt't select the any of obvious three skill dev paths. And she was the most fun. Sneaking past those gangs of Skeleton Knights, Archers and Mages in the caves to get to the Brothers' Lair Atrium, that's more challenging than being a mage and having the ice and blast spell and plenty of mana regen to just spam it around and not worry until the shield goes down, if it ever does.
No, actually a thief/assassin build is underpowered compared to the builds that stick to just one skill tree. But that's actually fine, because it poses another skill set that is still viable and challenging but not thought out. And you don't pump character points into just two attributes (offence and physical for a ranger, defence and physical for a knight, mental and defence for a wizard), you have to choose at every level which attribute needs to be raised: either to obtain skills or the capacity to use certain equipment (shields, or enchanted clothes and weapons).
The getting stuck on zombies isn't the Iceclaw (for a thief, the Skeleton Knights are the worst, they deal lots of melee danage) )I see the debuffs and their countowns (and the thief build cant kill the Brothers without Warcry anyway) , it's what happens for several seconds, and it really seems like tripping over corpses. There's nothing hostile alive, and yet still you cannot move. So I guess that's taken care of in v0.19. Great!
The question about the Aether Walkers is that I can't find an obvious way to teleport without having spent skill points obtaining the teleport/blinking skill. How would one get the teleporting skill into the skill bar without having spent points on it and while wearing the shoes?
I've been playing for two or three weeks and have built characters in all classes: Ranger, Wizard, Knight, and also a thief-like character using stealth, traps and thrown weapons with debuff. Just now I've been running around wearing the Ring of Invisibility. Being able to sneak past certain enemies is great fun. Go in, avoid the mobs, kill the high value target. complete the quest. Whereas the Silent Tabi are fun because they allow such a thief to get up to groups within throwing distance, set up a trap, and either cloak, assassinate a target and retreat while throwing knives, or lure the target towards the trap while throwing knives, the ring just feels like a cheat code.
Anyway, that's not what I wanted to say: Characters get stuck on corpses sometimes. Happens to me with zombies most of the time. I don't think it's been fatal yet, but it might have happened in melee combat, where characters also get stunned and I wouldn't be able to tell what's the cause of me not being able to move and subsequently dying. You can get away eventually by trying all directions obsessively, but it is annoying.
Also: I can't find what use Aether Walkers have if the character doesn't already have the blinking skill. Are there hidden requirements for them, like a Mental level matching that of the skill, or do they diminish the cost?
Well, dragging the boots onto the action bar isn't quite intuitive, but at least there is a way. Might be harder to have wearrng them unlock the blinking skill, but I've noticed that removing a figurine and decreasing a character attribute can deactivate a skill even though a skill poiint has been sunk into it, so the other way 'round would be intuitive?
The trees might be undercooked, I did get a char past the brothers at a comparable level (I think I got her up to seven to get the points to unlock War Cry) even when it didnt't select the any of obvious three skill dev paths. And she was the most fun. Sneaking past those gangs of Skeleton Knights, Archers and Mages in the caves to get to the Brothers' Lair Atrium, that's more challenging than being a mage and having the ice and blast spell and plenty of mana regen to just spam it around and not worry until the shield goes down, if it ever does.
Although those Knights are badass.
No, actually a thief/assassin build is underpowered compared to the builds that stick to just one skill tree. But that's actually fine, because it poses another skill set that is still viable and challenging but not thought out. And you don't pump character points into just two attributes (offence and physical for a ranger, defence and physical for a knight, mental and defence for a wizard), you have to choose at every level which attribute needs to be raised: either to obtain skills or the capacity to use certain equipment (shields, or enchanted clothes and weapons).
The getting stuck on zombies isn't the Iceclaw (for a thief, the Skeleton Knights are the worst, they deal lots of melee danage) )I see the debuffs and their countowns (and the thief build cant kill the Brothers without Warcry anyway) , it's what happens for several seconds, and it really seems like tripping over corpses. There's nothing hostile alive, and yet still you cannot move. So I guess that's taken care of in v0.19. Great!
The question about the Aether Walkers is that I can't find an obvious way to teleport without having spent skill points obtaining the teleport/blinking skill. How would one get the teleporting skill into the skill bar without having spent points on it and while wearing the shoes?
I've been playing for two or three weeks and have built characters in all classes: Ranger, Wizard, Knight, and also a thief-like character using stealth, traps and thrown weapons with debuff. Just now I've been running around wearing the Ring of Invisibility. Being able to sneak past certain enemies is great fun. Go in, avoid the mobs, kill the high value target. complete the quest. Whereas the Silent Tabi are fun because they allow such a thief to get up to groups within throwing distance, set up a trap, and either cloak, assassinate a target and retreat while throwing knives, or lure the target towards the trap while throwing knives, the ring just feels like a cheat code.
Anyway, that's not what I wanted to say: Characters get stuck on corpses sometimes. Happens to me with zombies most of the time. I don't think it's been fatal yet, but it might have happened in melee combat, where characters also get stunned and I wouldn't be able to tell what's the cause of me not being able to move and subsequently dying. You can get away eventually by trying all directions obsessively, but it is annoying.
Also: I can't find what use Aether Walkers have if the character doesn't already have the blinking skill. Are there hidden requirements for them, like a Mental level matching that of the skill, or do they diminish the cost?