FantasticFwoosh
Terrarian
On master mode, the gem robes felt too weak to consider wearing... ever compared to quite normal armor that surpasses it physically like gold/platinum in a semi-class build with the gemstaffs, though diamond-platinum staff is pretty nice for as soon as you can get it for the constant stream of magic projectiles but with no knockback lacks a killer edge for dealing with enemies that can tank the damage, even though it penetrates through them perfectly fine.
Kinda hobbles mages who don't spelunk a lot to get the nessecary objects for damage output, so you're not going very far off purely crafted magical implements in 1.4 if you play anything level to (with a bit of expertise) expert or above, even though the additional slots + demon heart should incentivize maximisation.
A gem-wizard hat for some alternative miscallenous set benefit would be nice, like the much neglected miner set* , like being able to draw a mana-forcefield shaped like your gemstone would be a huge boon to it, without totally rendering the usefulness of tim's wizard hat (which isn't easy to locate, fight, or even guranteed to drop with only 2 defence for your troubles) or the travelling merchant's magic hat vendored item null and void.
That's my two cents on optional earlygame armors outside of the oretypes for progression in the context of master mode (or human-pinata mode more like)
Kinda hobbles mages who don't spelunk a lot to get the nessecary objects for damage output, so you're not going very far off purely crafted magical implements in 1.4 if you play anything level to (with a bit of expertise) expert or above, even though the additional slots + demon heart should incentivize maximisation.
A gem-wizard hat for some alternative miscallenous set benefit would be nice, like the much neglected miner set* , like being able to draw a mana-forcefield shaped like your gemstone would be a huge boon to it, without totally rendering the usefulness of tim's wizard hat (which isn't easy to locate, fight, or even guranteed to drop with only 2 defence for your troubles) or the travelling merchant's magic hat vendored item null and void.
- Miner set is easily the worst set in the game, because it encompasses the activities players don't want to be doing (earlygame mining slowly with copper picks, where they will usually end up being ganked by underground slimes) and relies on drops. I never mine on expert/master mode (too unsafe to stand around), its simply more profitable to mine using TnT sticks because it increases progression by blowing your way down deeper into the earth to follow faires and clears enemies in your path.
That's my two cents on optional earlygame armors outside of the oretypes for progression in the context of master mode (or human-pinata mode more like)
Last edited: