@Xith no, takes a few hits.
@Cooper so does orbing, they just get more time to do it. If you can escape out (I believe the conversation was about a BM, so yes), run away, get ready, go back and kill the next one. Yes it takes a lot longer, but that is the price you pay for not spending 5k on orbs like you complained about.
Or you can just walk around with a group of 186 orbs like Te$ha and dgaf about occultist tears.
The way you go about it kind of depends on what class you are. In the case of a blademaster, their bashing attack is superior in terms of practicality than using an orb sigil. Monks can combine it with combo's for the best effect, so it's a bit of a mix and match situation in that regard. If you really want to conserve your orbs, you can always throw a few to get the occie a little bit behind, and then <kill> (but not kill) some of the slightly less important but similarly frustrating lesser ents so you can eventually synchronise a shit load of occie clearing at once.
In most scenarios, orb > kill. Mizik's a BM, Cooper's a Monk. Their opinion is gonna differ. Do what's best for you.
My records show that orb sigils cost 1 dust? And since you can buy or gather dust for 30 gold or less, and most enchanters don't charge much, 50 orb sigils would be like 1500.
Compare with the number of dust bombs you use in a fight. Or number of cards an occultist flings.
Also, just pick the most irritating entities to you, doppie, gremlin, etc.
I like my steak like I like my Magic cards: mythic rare.
And one allows the Occultist to do whatever they want to you un-hindered, which is a win for the Occultist.
Perhaps, but for several classes a single bashing attack going to be faster than an orb sigil. Throwing an orb takes me (nimble, but no knife thrower) about 2.6 seconds. So it will still take you longer to kill the ent with your bashing attacks, but you won't be hindered as long for each separate attack, allowing yourself to react faster to whatever the occultist might be doing, which tends to be a rather important thing against occultists.
Of course, for everyone with a bashing attack longer than it takes to throw an orb, orb is undoubtedly the superior choice, if you can afford it.
Orb sigils often tend to be really overpriced. Same with meteor arrows, really.
Their prices are probably still a remnant from the times when you could only buy diamond dust from Rurin, making it very expensive. But now diamond dust is ridiculously easy to get.
My records show that orb sigils cost 1 dust? And since you can buy or gather dust for 30 gold or less, and most enchanters don't charge much, 50 orb sigils would be like 1500.
Compare with the number of dust bombs you use in a fight. Or number of cards an occultist flings.
Also, just pick the most irritating entities to you, doppie, gremlin, etc.
If there is a totem planted in a room and you sketch two runes on the ground, assuming the totem and runes can both hit the same target, in which order do the runes activate?
From what I've seen, item numbers are generated in order. Decayed items create an open spot for new items. So while an 'old' item will sometimes be a lower item number, new items have a pretty good chance of spawning a low item number too (I have vials that I bought roughly during the same time. Some are 174xxx, some are 348xxx. The recent weapon I thought is 45xxx.)
Pretty common forum question, but that's what they get for not having a help file anywhere:
Need a refresh on all breathweapon effects for dragons.
Pros/Cons, does blue breath do 1 level of freeze or 2, how often they proc (*flutter @Sena*), whether anything reduces psychic damage besides Philosophy, etc.
I like my steak like I like my Magic cards: mythic rare.
Black=Acid: Acid breath. Unblockable damage. Blue=Ice: Cold damage. Chance of becoming frozen. Gold=Psi: Psychic damage instead of breath weapon. Chance of eq loss. Green=Venom: Poison damage. Chance of a random venom affliction. Red=Dragonfire: Fire damage. Sets the target on fire also. Silver=Lightning: Electric damage. High chance of epilepsy.
Don't know any other details about the effects.
Psychic damage can be resisted by a certain transmogrification, alchemist robes, things that reduce all damage types (like algiz, scales, tune), philosophy, and dragon resistances. I can't think of anything else. It's probably the hardest reducible damage type to reduce.
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Kill = bashing attack. Orb = orb. Same function, one takes longer but costs you 0 gold in sigils.
→My Mudlet Scripts
→My Mudlet Scripts
Svof
Mudlet Discord join up
Is Purity/Taint based off from int?
→My Mudlet Scripts
Svof
Mudlet Discord join up
Blue=Ice: Cold damage. Chance of becoming frozen.
Gold=Psi: Psychic damage instead of breath weapon. Chance of eq loss.
Green=Venom: Poison damage. Chance of a random venom affliction.
Red=Dragonfire: Fire damage. Sets the target on fire also.
Silver=Lightning: Electric damage. High chance of epilepsy.
Don't know any other details about the effects.
Psychic damage can be resisted by a certain transmogrification, alchemist robes, things that reduce all damage types (like algiz, scales, tune), philosophy, and dragon resistances. I can't think of anything else. It's probably the hardest reducible damage type to reduce.