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On February 01 2012 02:38 myopia wrote: Oh yeah, fixed the shields thing. Don't use normal shields with small races.
I dunno about armour though, training a -2 apt up to 11 just for 1-2 points of AC feels inefficient. Even with MDA you're only getting 3 AC at lvl ~13. It boosts the AC you get from auxiliary armour also. So you have 3 + 1 for each of hat, gloves, boots, cloak in leather (7 total base AC) or 10 in MDA. So you get about 1 AC per 3 skill levels in leather, or 1 AC per 2 in MDA.
So getting a few skill levels in armour is certainly worthwhile later in the game.
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On February 01 2012 02:44 Misder wrote: Sigh, I can't even with with the OP SpEn.
If I start using CAO/CDO and ##crawl, how likely is it that I could get real time help? Very likely if you're patient. People aren't always looking at the channel but most of the time people will be able to help if you wait for a bit.
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Started a Hill Orc Priest for the first time, god this feels broken. I'm already past my previous record, I'm on dungeon level 7 or so, level 9. I feel like I'm a mountain dwarf fighter, but with a ton of mobs following me around killing everything. I don't even know how to give equipment etc, I just let my army pick up what they need. I found a room with something like 15 orcs, it was pure mayhem when about half of them joined me.
Definitely one of the most fun combinations I've tried, though Vampire Conjurer is awesome as well.
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The problem is that the spam of orcs will lose power rapidly as you descend. More monsters will either have the defenses to pretty much ignore the orcs' attacks, or will even blow them right the fuck up with aoe spells. My advice to you is not to get cocky, and consider leaving some weak orcs behind so the remaining ones level up faster.
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What're the biggest threats in each of the Hells? My TeAE^Veh has cleared the Vestibule, and once he finishes Crypt and Zot, that's where I'm headed next. Though if I still haven't found an rMut amulet by then, I may resort to scumming Abyss before Hell...
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Clan name proposals for the upcoming tournament:
Warp Field Stabilized The Royal Stove Dual Photon Blasters Patrol Micro It is a Good Day to Die Hold Lurkers White-Ra's Face
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fyi Pan is usually significantly easier than any of the hells, since in the hell endings ctele is disabled whereas every level in Pan lets you ctele. Also Pan has no hell effects and if you clear an area it is generally safe to go retreat to that area.
Anyway the threats are the hell effects, 1's, 2's, and the hell lords. You want at least rC++ for Cocytus, though resists are not terribly important for the other hells (Gehenna has lots of hellfire but not much actual fire, and Tartarus doesn't actually have that much draining).
That said you actually don't need rmut in most of the hells since neqoxecs/cacodemons are not common, whereas doing Pan without rmut is a bad idea, especially Mnoleg's level.
You can also just go Jiyva (or Zin, but Jiyva probably makes more sense in your case) to take care of mutations. Vehumet's wrath is annoying but not generally something to worry about if you are considering the extended endgame, and most likely (especially as an AE, where your spells already have good range and you have Tornado for MP efficiency) you don't need his boosts that much any more, what with the ridiculous amount of xp you get in Pan.
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Stuff I learned from HuSk in general and my last game in particular:
Starting Sk is very hard until you realize how to play it: Turn off everything but your weapon skill. Get Shroud and Rmsl at XL 2. Get Poison Weapon once you get the spell slots for it (XL5 I think). For Hu this is just about the time when you get your weapon skill to level 5, so then turn on poison magic to about level 2 and get Poison Weapon to about 30% fail (if the spell failure is in gray you can stop whenever you want, but severe poison miscasts are basically fatal at low XL so don't use it until then!). Then go back to training just your weapon until you hit minimum delay. (You can pick up Regeneration and one of the remaning two brands whenever you like, but other than maybe getting 1 level of necro for regen don't delay your weapon training). Your spells will fail a lot but you should not suffer important miscast effects and you need the weapon skill xp to not die.
Borgnjor's is super overpowered even at spell level 7. I used it 5 times on my HuSk win and still ended up with like 200 HP. It is definitely worth learning if your god won't hate you for it, and arguably worth learning even if you worship TSO/Ely/Zin (since they will get mad if you cast it but on the other hand you only use it if you are going to be dead if you don't, and alive with penance is much better than dead).
Death's Door is probably also stupidly powerful but at least ddoor has a significant drawback. That said it gets you the Hellion Island pan rune for free and probably is good enough to get almost all of the other pan/hell runes as long as you have ctele and a clear place to escape to. I was too scared to use it more than I did but I see a lot of potential (I think I used it twice in Tomb plus once for the demonic rune).
Projected Noise plus one scroll of magic mapping completely trivializes Tomb:3; you might have to fight the first wave of guardian mummies and anything that spawned near the stairs, but you should not even see any other enemy. If you have Lugonu or Shatter (to break walls) or decent stealth so you can teleroulette in Tomb 2 the golden rune can end up not being that bad.
Jiyva is very good once you have all the items you need. If you have already cleared V:8 you get to 5* piety by just going there and letting the jellies clean up the crap that you left lying around everywhere, and then if you have rmut you can be assured you won't be stuck with any mutations the game defines as bad unless you want them (since Jiyva piety gain outpaces the rate you'll get mutated). Stat-shuffling can get annoying but it wasn't that bad on my HuSk, and you'll probably have four or so not-bad mutations at any given time from Jiyva. You also don't have to worry about eating in Pan. I didn't use Slimify at all so I'm not sure how good that is though.
edit: Just tested slimify a bit in wizmode ... it works on Greater Mummies, so I should have been using it in Tomb (whoops). It's useless in pan/hell though.
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Welp, did what I set out to do and got more extended game runes, 9 in all:
http://crawl.akrasiac.org/rawdata/eeviac/morgue-eeviac-20120203-043129.txt
That crazy early game loot luck peaked with a randart battleaxe on Lair:1. That axe was a good friend. I never found rMut, and used all my cure mut potions before going the final hell, Gehenna. So after getting nailed by hell-effect yellow glow a few times (berserkitis again wooo), I decided it was time to go win. The Orb run is pretty easy if you're strong enough to clear hells/zot.
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Can anybody explain to me how stairs work? Like what determines whether or not a monster (other than ghosts/other non stair using monsters) go up or down stairs when i do?
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On February 04 2012 02:54 Ulfsark wrote: Can anybody explain to me how stairs work? Like what determines whether or not a monster (other than ghosts/other non stair using monsters) go up or down stairs when i do? If it will use stairs it will always follow you if it is adjacent when you begin using the stairs, as far as I know (except bats and unseen horrors because they will often move away from you instead of going up the stairs with you).
Allies have weird rules that depends on what kind of allies they are.
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On February 02 2012 20:41 Tobberoth wrote: Started a Hill Orc Priest for the first time, god this feels broken. I'm already past my previous record, I'm on dungeon level 7 or so, level 9. I feel like I'm a mountain dwarf fighter, but with a ton of mobs following me around killing everything. I don't even know how to give equipment etc, I just let my army pick up what they need. I found a room with something like 15 orcs, it was pure mayhem when about half of them joined me.
Definitely one of the most fun combinations I've tried, though Vampire Conjurer is awesome as well.
The greatest three pieces of advice I can give on HOPr are to keep your mob small (4-5 max), press CTRL+T -> A often every time you want to let your followers pick up shit off the ground, and finally, you should always let your orcs kill everything so they get even more EXP.
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I started a MdFi today. Lets just say I was lucky. Gold dragon hide on level one, upgraded it at level 3. With so mutch to loose I finally stopped running amok (What I usually did) and went far. A large shield from okawaru was an amazing gift but he also keeps giving me useless crap like a battleaxe "Giant's Nightmare" (oh the coincidence!) that drained 2 strength. Now i'm roaming around trying not to collide with too many hydras - I hate them since i'm using axes. Oka also gifted me with two enchanted plate mails allready but I dont quite know what to do with them since i'm obviously not quite the type for those. The maybe best gift I recieved were boots of speed that saved my ass when I went to some kind of hell-ish dungeon level with tons of lava, uniques and whatnot. The only bad mutation I have so far is screaming lvl 1 and since i'm unstealthy as HELL it doesnt really bother me. Wish me luck for tomorrow, I am a newb and I will need it 
EDIT: Lavauniques dont exist...
EDITEDIT: Nikola is a jerk.
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United States10328 Posts
On February 03 2012 01:55 myopia wrote: What're the biggest threats in each of the Hells? My TeAE^Veh has cleared the Vestibule, and once he finishes Crypt and Zot, that's where I'm headed next. Though if I still haven't found an rMut amulet by then, I may resort to scumming Abyss before Hell...
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Clan name proposals for the upcoming tournament:
Warp Field Stabilized The Royal Stove Dual Photon Blasters Patrol Micro It is a Good Day to Die Hold Lurkers White-Ra's Face
"life of lively to live to life of full life thx to shield battery"
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Simulacrum is great fun in Snake (unless you get the salamander branch end, fuck that ending). I just cleared out the whole coiled ending (admittedly probably the easiest ending) with mostly just simulacrum plus a bit of me meleeing with my simulacra on my VpIE. Nagas leave a lot of chunks so you actually end up building up a larger army as you go as long as you don't sit around and wait for them to dissipate (so use regen and sublimation!). I was able to take out Mennas with simulacra when I ran into him about 3/4 of the way through the rune vault ... the bonus cold damage conveniently ignores Mennas's massive AC, and sheer numbers wore him down (good thing since there was no chance of me being able to kill him on my own!).
It's nice with Kiku corpse delivery in general as well, since you get more bang for your buck (piety) than with any other method of reanimation except Twisted Ressurection (but Twisted Res is absurdly annoying to use). Also works great with freezing cloud and refrigeration!
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I know this is a simple question that's been answered before, but I got a troll leather armor for my SpEn (+4 AC, -1 EV)- how much skill should I put in armor?
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In general: Armour skill increases your AC by 1/22 of your total base AC (this includes aux armour like helmets and cloaks) per level, and it reduces the effective EV penalty of your body armour by 1/45 of its base penalty per level.
In particular:
You should stop wearing troll leather armour because troll leather armour is bad. (This much is true for every race, not just spriggans. Maybe it's ok for ogres.) If your race can wear leather you should very nearly always wear leather instead since if you find a +1 or better leather (not difficult) you get almost the same AC (unless you actually go all the way to +4 on the troll leather, which is a waste), and you can get useful egos on leather. If you had used the ?EA you used on the troll hide on an ego leather or ego robe instead you will have the same or better survivability.
Robes are fine for spriggans (probably the best armour for them most of the time), steam or mottled dragon armour are also ok, but I wouldn't bother with anything else. With really big EV and repel missiles and spriggan speed you are actually quite survivable later on, just don't stand around and fight anything (but that's ok because you don't actually need to kill stuff to get runes, you just need to not die).
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Fun character: TrWz of Chei
You start as a troll with meph and blink and rmsl (only train magic enough to get those castable without miscast effects). Claw things to death. Go Chei so you get 40 int and can cast level 5 spells with only about 6 skill in each relevant school. Also carry 10 large rocks and kill things with them. Die when you get into a situation where chei slowness kills you and you get unlucky with blink (like against slime creatures).
edit: Won my TrWz, it was easier than I expected and lots of fun. I think Chei actually makes some sense for trolls (or ogres) since the extra int/dex really make a huge difference on those races for spellcasting/survivability. The new temporal distortion ability is great and really seems to complete Chei. He's fun because you gain piety absurdly fast so you can afford to use all his piety-costing abilities pretty often.
Here is the log if you are interested.
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If, great read again, love you personal comments in it  This thread needs some more love/players, I can't play online as the time I can stay online is very limited each day and am waiting for the new offline version mostly. Also loads of exams and tests @ uni atm, but that's not so important? :D
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Also fun: OgWr of Fedhas
Starting OgWr is pretty rough since although you get an awesome starting book you start with mediocre skills and equipment (pick maces, obviously). Train nothing but maces for a while, but learn Shroud and Blink at XL2; you probably should learn Teleport Other once you can though it's not going to be particularly useful with your terrible spellpower (but you don't have any other use for the spell slots since getting either of your level 4 spells castable is too much xp early on). Get maces to level 16 ASAP so you can use a giant spiked club at 1.0 delay. Use blink to get out of bad situations and don't expect to be able to clear every floor for a while.
Fedhas is for making the game dramatically easier once you get to 1* piety with mushrooms. Also Sunlight works great with giant clubs/giant spiked clubs since you get a very noticeable increase in your ability to hit things (and if a GSC hits something it hurts).
Obviously carry some large rocks once you find them, large rocks are amazing.
Once you get to 22 maces skill (for minimum delay on your GSC) you can start picking up spellcasting skills. Go for control teleport and whatever else you have found that is good. If you have control teleport plus blink you have to mess up pretty badly to die unless you are somewhere teleport control is blocked.
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With 8 oklobs, potions of resistance + agility, and berserkitis triggering you can take out 4 orbs of fire, a draconian pack, and an electric golem all at once without much trouble (well make sure to haste up after berserk wears off, or in my case haste before I berserked but have it last long enough). Fedhas is the best god.
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