Welcome, Guest
Username: Password: Remember me
  • Page:
  • 1
  • 2

TOPIC: 1 legendary the rest commons

1 legendary the rest commons 2 years 9 months ago #1

Edit: After playing with this idea a bit, I don’t think there is enough here to make anything interesting. If Jedi want to try it out in another manner I’m willing to give it a shot. But commons are week even with the legendary of your choice to do anything interesting and the same for a legendary by itself solo against a normal TD monster.


So Jedibcg was talking in another thread about how survivable each class would be with just their class legendary on normal. This is interesting topic but not for game balancing.


More interesting is you run a class of your choice, pick any legendary, that would be legal by the rules of the class and token, fill out the rest of the build with commons, see how fare you can make it.
So if I am understanding Jedi correctly

Testing just the class legendary vs a all common build and see how far you make it.

Let’s say you can have access 10 1hp healing items

Build your character in the app

You will need to roll for the monster as well

I will list out sets of room stats on the second post pulled from the N-series modules, will be doing 5 combat rooms 2 break rooms to use your healing

May add rules if question get asked. Please post how far you get, what class and what your legendary token you choose is.

Please Log in or Create an account to join the conversation.

Last edit: by Wayne Rhodes.

1 legendary the rest commons 2 years 9 months ago #2

Each room the player will win the initiative just to keep thing simple.

5 players attack rounds 4 monster attack rounds in each room followed by push damage if you fail to kill the monster in 5 rounds. Push damage will always be 4hp eldrage
Rooms 3 and 5 will be healing breaks with your limited healing. Can heal after combat in combat rooms as long as you defeat monster in 4 rounds or less

Room 1 corrupted one
100 HP
AC 18
Attack bonus 8 melee
Damage bonus 8 physical
Saves +8 all
Undead
(May add his other ability’s if this turns out to be to easy)

Room 2 ice beast
125 hp
AC 18
Bite attack +8 melee
Damage 8 piercing
Save bonus +5 cold
Subtype cold
(Skipping the breath weapon)

Room 3 would be some kind of puzzle you know the answer to, use this time to heal what you can it’s going to be a long dungeon

Room 4 helkyrie x 2
Each has 100 HP
Immune to fire
AC 18
Attack Inferno Breath
damage 4 AOE Fire
Inferno breath save (18) reflex
Save bonus 8
1 attack from each each round

Room 5 puzzle of relaxation, use this time to heal up what you can

Room 6 rakshasa
200 hp
AC 19
Attacks +8/+8/+8
Damage +8 slashing
Save bonus +8 all
Invisibility at will (50/50 miss chance)

Room 7 devil drake
300 HP
AC 20
Attacks +10/+10
Damage 10 (physical)
Save bonus +10


Good luck

Please Log in or Create an account to join the conversation.

Last edit: by Wayne Rhodes.

1 legendary the rest commons 2 years 9 months ago #3

Wayne Rhodes wrote:
Let’s say you can have access to 3 common scrolls in your inventory, 10 1hp healing items


The scrolls don't much sense to me. Only certain classes can use scroll why give them access to something that would be advantageous to them only.


Also I would like to point out that this in not the comparison I proposed. It was not how far each class would make it. But how much further they would make it without a legendary.

I think attempting to compare vs classes doesn't tell you as interesting thing as comparing what a legendary (specifically the class specific legendary) would do for a class in this strict absurd experiment. Not saying that your experiment should not be done, just pointing out that it is not exactly what I was thinking of.

That Barbarian makes to room 4 and a wizard to room 2 doesn't interest me as much as finding out that a wizard with his legendary makes to room 3 but the barbarian made to room 6. It is the delta from without the legendary not the comparison between the classes. Again that is just what interests me not what you have to do.
You either discover a star or you don't. You arrogant punk.

Please Log in or Create an account to join the conversation.

1 legendary the rest commons 2 years 9 months ago #4

Equipping TEs or are those available slots?

Please Log in or Create an account to join the conversation.

1 legendary the rest commons 2 years 9 months ago #5

jedibcg wrote:

Wayne Rhodes wrote:
Let’s say you can have access to 3 common scrolls in your inventory, 10 1hp healing items


The scrolls don't much sense to me. Only certain classes can use scroll why give them access to something that would be advantageous to them only.


Also I would like to point out that this in not the comparison I proposed. It was not how far each class would make it. But how much further they would make it without a legendary.

I think attempting to compare vs classes doesn't tell you as interesting thing as comparing what a legendary (specifically the class specific legendary) would do for a class in this strict absurd experiment. Not saying that your experiment should not be done, just pointing out that it is not exactly what I was thinking of.

That Barbarian makes to room 4 and a wizard to room 2 doesn't interest me as much as finding out that a wizard with his legendary makes to room 3 but the barbarian made to room 6. It is the delta from without the legendary not the comparison between the classes. Again that is just what interests me not what you have to do.


Ok I’ll make some changes

Please Log in or Create an account to join the conversation.

1 legendary the rest commons 2 years 9 months ago #6

Ian Lee wrote: Equipping TEs or are those available slots?


Available slots but I’m about to change things to closer to Jedi suggestions

Please Log in or Create an account to join the conversation.

1 legendary the rest commons 2 years 9 months ago #7

Not clear why one class with mostly commons is fighting monsters with 100+ hp. I tried wizard and had no way to deal 100hp of damage in five rounds and died in room 2.

I was expecting monsters like 40hp.

Please Log in or Create an account to join the conversation.

1 legendary the rest commons 2 years 9 months ago #8

Ian Lee wrote: Not clear why one class with mostly commons is fighting monsters with 100+ hp. I tried wizard and had no way to deal 100hp of damage in five rounds and died in room 2.

I was expecting monsters like 40hp.


Was going straight from the modules because that I felt was closer to what Jedi was saying it would be interesting to see how far you would get.

Please Log in or Create an account to join the conversation.

1 legendary the rest commons 2 years 9 months ago #9

So, is it now must use recent class legendaries and not just any legendary?

Also, if I'm soloing an actual Normal run, I'm not doing it without massive damage bonuses.

Please Log in or Create an account to join the conversation.

1 legendary the rest commons 2 years 9 months ago #10

Ian Lee wrote: So, is it now must use recent class legendaries and not just any legendary?

Also, if I'm soloing an actual Normal run, I'm not doing it without massive damage bonuses.


Ya these are normal stats from the modules, but normally you would have 10 players. I put together a barbarian using the rules I originally had and it was bad. I guess I didn’t realize just how bad the commons are.

Please Log in or Create an account to join the conversation.

1 legendary the rest commons 2 years 9 months ago #11

After a test, a build I had made with the original rules I laid out, my barbarian made it to room 4, killed the first monster outright on stupid good rolling, missed killing the second by 15 still had the stupid good luck, monster were missing left and right. Room 4 when it came time to make saves I had no chance. That said had no business doing half the damage I rolled

Used Averon’s +5 Deathcleaver not the class legendary

Please Log in or Create an account to join the conversation.

Last edit: by Wayne Rhodes.

1 legendary the rest commons 2 years 9 months ago #12

Since the challenge is more about survival rather than succeeding at anything, if I'm running any of the heavy armor classes, I'm most likely running something like Byr's. As cleric, for instance, I'd focus on AC, wait until first two combats are over, heal up, wait for combat to end, heal up, etc.

There are better commons than there used to be, but even those are really to help a full party survive until a room 7 slaughter. Outside of a paladin one-shot kill on something, is a devil drake a devil?, one adventurer just outputs so little damage.

Also, solo play is not 5 rounds of combat. In my last solo run, Dalin rm2 was 9 rounds, rm3 was 7 rounds, rm4 of 5ABC actually goes superfast on solo, rm5 died. In my much more successful solo run on 5B, Dalin rm2 was 17 rounds, rm4 was 4 rounds, rm5 was 3 rounds as I finally rolled a 20 with Ava's, rm7 would have been an extremely long slog if my build worked the way I had planned it to work or I would have rolled a ton of 1's on saves to get hitpointed before inevitable victory.

Please Log in or Create an account to join the conversation.

  • Page:
  • 1
  • 2
Time to create page: 0.097 seconds