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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1685006 times)

Kagus

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2340 on: June 15, 2010, 03:53:25 am »

Another question...  Do Deep Dwarves suffer the harming effects of Lugonu's blinking ability?  Or is that shrugged off by their damage soaking, like they do with the Pain spell?

Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2341 on: June 15, 2010, 06:24:25 am »

Argghh... if I could just get some kind of Clarity, I'd be able to obliterate everything using Alistair's Intoxication.  Oh well.  Guess I just need to wait and hope.
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Anticipation

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2342 on: June 15, 2010, 06:41:13 am »

I think that every time I'm a transmuter...
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2343 on: June 15, 2010, 06:50:21 am »

Yeah, but for the first time ever, I have the spell slots, the spellbook and the skills required to do it :P.
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Medicine Man

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2344 on: June 15, 2010, 08:20:12 am »

Orc priests rule!I have been DESTROYING everything with a plus 8 plus 5 flail of draining and an army of orcs,first the dungeons next the elven halls!Also every now and then you will see a sewer drain go in it there is very little monsters and the monsters that are there are easy to kill,and never give up when your finding the items in there.
« Last Edit: June 15, 2010, 08:35:59 am by Dwarf mc dwarf »
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ChairmanPoo

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2345 on: June 15, 2010, 12:34:14 pm »

Newbie tips: Practice. You'll eventually get better. I don't know what I do different now but I just happen to live longer.

True that. I just repicked death knights (which, if you recall, I stated a few posts back that I found to be very shortlived) and did very well.

The trick? I started training ONLY fighting, necromancy and spellcasting, so that I could use pain and vampiric drain reliably, and I ignore the piss-poor "raise skeletons" spell. This, combined with general caution that you pick over  time, makes my DK more long lived.
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Mr.Person

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2346 on: June 15, 2010, 01:10:30 pm »

Death Knights are also up on the chopping block since they're just Necromancers with a weapon, which isn't very interesting.

Another question...  Do Deep Dwarves suffer the harming effects of Lugonu's blinking ability?  Or is that shrugged off by their damage soaking, like they do with the Pain spell?

Deep Dwarf damage shaving quite literally gets applied to everything.
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Dr.Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2347 on: June 15, 2010, 01:50:05 pm »

http://crawl.develz.org/wordpress/on-the-way-towards-0-7

Looks like armor is slightly better in 0.7.

"Practice. *shrugs*"

 No secrets to share? :(

I'm not a newbie. I just wanted some new tips for my article. What info would you guys want to know?
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Mr.Person

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2348 on: June 15, 2010, 02:19:11 pm »

Ironically, practice speed is one of the reasons armor is better in 0.7. You train Amour skill 1.5 times faster.

Actually, I want a tip. About how much AC, EV, SH, and HP should my MDFi be having when I enter Lair? I just know that I can get down to near Lair before getting squished in melee combat. Hydras I know to not tangle with, but you can't really run away from a Spiny Frog or Fire Drake.

I can't do MDFi heavy armor melee, so any tips at all would be appreciated.
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2349 on: June 15, 2010, 02:55:27 pm »

The main advice when beginning to play DC Stone Soup is to learn which monsters you can kill at your current level, and which one you need to avoid fighting at all cost.
When to fight and when to run away.
Once you begin to estimate a monster power in comparison to your current level, your characters will survive a lot longer.

By example, your character is good enough to deal with orcs, priest orcs and sorcerers orcs, then for the first time in this dungeon you see a yak, so you think that your character should be strong enough to take on it.

Wrong, everytime i saw a yak for the first time in a dungeon, i was never at a level i could afford to take on one in close combat, i always needed to use wands or some powerfull spells.

Then you need to learn which monsters are always in pack.
In the case of a yak, not only they are dangerous killers individually when you meet one for the 1st time in a dungeon, but they are never met alone, there are always several of them. So be very prepared if you see a yak for the 1st time, or if you don't have any good equipment like good wands, or very good spells, run to the stairs to avoid a stupid death.

Sigmund, or any named characters, usually they're stronger than you when you meet them. Usually, because a few of them, like Ijyb are usually +/- at your level when you meet him.
Just beware sometime along their regular equipment and spells, those named monsters have wands, and then they can become much more powerfull than usual.

Some monsters you know you can take on 1 on 1, but not several of them, in this case the stair tactic is good.
By example you have a few Orc fighters, and 2 Orcs warrior, at your level you know you can kill an Orc warrior, but you're not yet strong enough (or don't have good enough stuff for this) to kill 2 in the same time.
See if you can get on a stair with only 1 Orc warrior adjacent to those stair, climbing will bring only him against you, the other Orc warrior that would be a bit away will not follow.

And in case you have no way to run or outrun those, never ever fight them in the open, always try to get the fight into a narrow corridor so you'll always have a one on one.

http://crawl.develz.org/wordpress/on-the-way-towards-0-7

Looks like armor is slightly better in 0.7.

Seemed good, until i notice
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Remove Death Knights and Thieves.
Huh ? why ?
« Last Edit: June 15, 2010, 03:12:09 pm by Robsoie »
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2350 on: June 15, 2010, 03:28:25 pm »

Thieves just seem to be weaker assassins.  There isn't that much point of them.

Death Knights are necromancers with swords, which I suppose isn't a hugely amazing class?  I dunno.
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beorn080

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2351 on: June 15, 2010, 03:39:09 pm »

Thieves just seem to be weaker assassins.  There isn't that much point of them.

Death Knights are necromancers with swords, which I suppose isn't a hugely amazing class?  I dunno.
That is why thieves are a challenge class.
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Dr.Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2352 on: June 15, 2010, 03:44:42 pm »

Ironically, practice speed is one of the reasons armor is better in 0.7. You train Amour skill 1.5 times faster.

Actually, I want a tip. About how much AC, EV, SH, and HP should my MDFi be having when I enter Lair? I just know that I can get down to near Lair before getting squished in melee combat. Hydras I know to not tangle with, but you can't really run away from a Spiny Frog or Fire Drake.

I can't do MDFi heavy armor melee, so any tips at all would be appreciated.

Someone already posted some tips for heavy-armored fighters on the wiki.  :)

http://crawl.chaosforge.org/index.php?title=LordSloth%27s_Armour_101

My advice: Heavy armor sucks in 0.6, so stick to dodging.  EV is better than AC at reducing damage on average. If you really want to play a heavy armor fighter, then a MDBe of Trog or a DDNe of Makhleb/Chei are good choices.

Here's a link to my DDNe guide. For the Lair I recommend at least 100 HP and 15 AC. You'll want to weaken hydras from afar before fighting them at close range. Most of the dangerous monsters in the Lair are cold-blooded, so use a weapon of freezing for the slow effect and a flaming weapon against hydras.

The biggest threat are death yaks, since they have a lot of health and come in packs. Trying "pulling" them one at a time towards you (zap it, throw a rock, whatever). Run away if another death yak is wandering nearby.

*Good advice*

Nice, I'll add that to my article. Thanks!

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Seemed good, until i notice Remove Death Knights and Thieves. Huh ? why ?

Those backgrounds are "uninteresting" and the devs are too lazy to differentiate them from assassins and necromancers. They plan on removing either Fighters or Gladiators as well.
« Last Edit: June 15, 2010, 04:19:46 pm by Dr.Feelgood »
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2353 on: June 15, 2010, 04:55:58 pm »

You wait ten dungeon levels and three branches for something that provides clarity, then suddenly an awesome artifact with clarity included comes along.

Spoiler (click to show/hide)

Also, I'm now "Incredibly resistant to magic".  I'm considering buying 2 rings of magic resistance just to see how high it will go :P.
« Last Edit: June 15, 2010, 04:58:33 pm by Leafsnail »
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ChairmanPoo

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2354 on: June 15, 2010, 05:27:21 pm »

I think wizard all classes should start with a dagger or knife.

Really, it's very stupid when you pick up a -lots cursed knife right at the beggining, and are thus doomed.
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