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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183305 times)

freeformschooler

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #840 on: December 19, 2011, 09:46:50 pm »

Melee is sort of like that, actually. That's why probably the most viable late-game melee strategy is maxing out Counter, if possible.
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3

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #841 on: December 19, 2011, 10:12:21 pm »

There's absolutely no way vanilla melee is viable lategame, unless you're very lucky with equipment and break Counter. If you thought Arch Diggles were bad, then, well, wait until you see level 11. Muscle Diggles do at least 50 damage on a normal hit. Then you have to deal with the prevalence of things with corruption attacks, ridiculous procs and so on. Swashbuckling might go some way to making fighting isolated enemies easier, but if you plan on killing anything more than one enemy every 40 turns...

That said, I haven't yet checked if Werediggle form cancels out existing buffs or just prevents you from casting them while it's active. Turning a passive spell on just prior to using it might work out well.
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SirAaronIII

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #842 on: December 19, 2011, 10:17:31 pm »

So I'm messing with my melee build. How does this sound?
Spoiler (click to show/hide)
I'm thinking of dropping archery and tinkering, but I like being able to disarm traps with tinkering and I can't decide what to replace them with.
Also my crappy mage thing, which sucks:
Spoiler (click to show/hide)
Needs improvement.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

Tlc2011

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #843 on: December 19, 2011, 10:18:48 pm »

Just got the DLC [which i have never heard of before]

I expect it to be more awesome then the fact i now have a friend for once

Darkmere

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #844 on: December 19, 2011, 10:53:33 pm »

Also my crappy mage thing, which sucks:
Spoiler (click to show/hide)
Needs improvement.

Skip wandcrafting, burglary, and staves. Promethean, Psionics, Mathemagic, Alchemy, Blood Magic, and whatever.

Lockpicks are at the end of the tree now, so they're points-expensive. Staves don't give you anything and if you dual-wield orbs you shouldnt have that much trouble (esp with alchemy) getting mana regen. Alchemy should yield dozens of potions and trucks of booze, psionics and mathemagic give you crowd control and an escape. Fire is for burning things.

Ah, if you really don't want to make potions you could skip them and just make booze to fuel your rampages and Szyzygy buff.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Criptfeind

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #845 on: December 19, 2011, 11:00:48 pm »

Lockpicks are in the second slot, teleportation is last slot.
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Enzo

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #846 on: December 19, 2011, 11:01:54 pm »

So I'm messing with my melee build. How does this sound?
Spoiler (click to show/hide)

Sounds more like a no-magic build than a melee build. After a few levels, you'll probably be relying on your bow more than your swords. I'd swap out Smithing for a utility-magic personally, unless you're determined to do a no-magic run. The first two levels of Emomancy, for instance, are high-utility spells that are useful even if you have terrible magic-power.

Right now I'm playing a almost pure magic build, iz fun:
Spoiler (click to show/hide)
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Cthulhu

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #847 on: December 19, 2011, 11:06:27 pm »

Protip:  Don't eat roots of t'char near a shop.

I'm done with this game for a while.  Every death now is something retarded.
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Darkmere

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #848 on: December 19, 2011, 11:08:23 pm »

Lockpicks are in the second slot, teleportation is last slot.

So they are, so they are. Well then, 1-point wonder it is. I change my recommendation accordingly.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Aklyon

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #849 on: December 19, 2011, 11:12:02 pm »

I've been playing as a mageish thing.

Promethean - FIRE!
Psionics - general utility
Big Game Hunter - For instant guard diggles
Leylines Walker - For manas!
Blood Magic - for even more manas!
Staves - A big stick is as good as anything else if I have to melee, really.
Perception - Laser Eyes!

Any suggestions?
« Last Edit: December 19, 2011, 11:15:04 pm by Aklyon »
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

3

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #850 on: December 19, 2011, 11:37:44 pm »

Get a reliable escape option. Mathemagic is obviously ideal, but that depends on how many points you want to spend.
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Jimlad11

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #851 on: December 20, 2011, 01:16:21 pm »

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« Last Edit: March 13, 2018, 02:08:59 pm by Jimlad11 »
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Simmura McCrea

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #852 on: December 20, 2011, 01:18:38 pm »

Also a gift achievement thingy. Make some Diggle Nog, I think.
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Aklyon

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #853 on: December 20, 2011, 01:29:33 pm »

Diggle Nog is made how?
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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

cerapa

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #854 on: December 20, 2011, 01:31:18 pm »

Brewing.

Diggle egg, grog, and something else that I dont remember. I dont think it took any skill in alchemy, but I arent sure.
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