Snake Sneak
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Need help with octopode
At this point I am thinking greater player is easier than great player.
Thanks in advance.
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
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sage1234 wrote:Is there a build for octopode
that isn't a a straight up fighter?
Slime Squisher
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sage1234 wrote:Is there a build for octopode that isn't a a straight up fighter?
Vestibule Violator
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Ziggurat Zagger
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Tiktacy wrote:I tend to have the easiest time with octopodes as an assassin. Does octopodes constriction increase stab damage?
Snake Sneak
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KoboldLord wrote:Tiktacy wrote:I tend to have the easiest time with octopodes as an assassin. Does octopodes constriction increase stab damage?
Constriction is incredibly lethal in normal combat for very little xp investment. Normally monsters that a stabber fails to stab are dangerous when they wake up, but constriction just kills them anyway. Maybe that has something to do with your experience?
Ziggurat Zagger
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sage1234 wrote:What skill is constriction based off of?
Pandemonium Purger
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Tomb Titivator
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Ziggurat Zagger
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Dungeon Master
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Lasty wrote:There are two parts of the game where Op is stronger than average: D:1-2, where your constricting aux does more work than low-skill melee, and post-endgame, where you can take advantage of having more slots than other races. In between, Op is mostly harder than average.
In terms of the best way to play melee Op, start by ignoring every single specific case in Berder's guide, aside from the common-sense stuff that applies to all characters (e.g. use a blowgun if you have one). All the gods that are normally good are still good for melee Op, but ones that give extra defense of some sort are better than normal (Dith, Fedhas, Ru, Yred, Kiku, even Qaz) as are the ones that give ways to harm things that aren't standing next to you (Veh, Makh, Fedhas, Qaz, Ru, Lucy, etc.). Dodging and Stealth are your defensive skills, and you have little excuse not to get a few levels of both early in the game. Shields are better for you than average, but not so much so that you need to abandon a good early two-hander. Branching into spells is definitely worth doing.
Edit:
Here are a few examples of melee-start Ops, covering a range of different approaches:
OpGl^Dith, specializing in hexes w/ Majin Bo: http://dobrazupa.org/morgue/Lasty/morgu ... 214038.txt
OpFi^Qaz, specializing in kicking ass with a vamp broad axe and Qaz invocations: http://dobrazupa.org/morgue/Lasty/morgu ... 003945.txt
OpCK^Xom, stabbing, large shield, evocations, summoning: http://dobrazupa.org/morgue/Lasty/morgu ... 215141.txt
OpAK^Lucy, great mace of protection, summoning: http://dobrazupa.org/morgue/Lasty/morgu ... 023609.txt
Halls Hopper
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Tartarus Sorceror
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Lasty wrote:post-endgame, where you can take advantage of having more slots than other races.
Ziggurat Zagger
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ydeve wrote:So, what you're saying is.... you recommend Op for zigs?
Slime Squisher
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Tomb Titivator
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mopl wrote:In my experience, yes ! By the time you can deal with Zigs, you've access to very powerful rings (if the RNG wasn't too mean). Having more slots (overall) than any other race makes you stronger. You'll easily get ~15-20 AC, Haste and at least a level 9 spell. A Firestorm Op will clear all the Zigs you want !ydeve wrote:So, what you're saying is.... you recommend Op for zigs?
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Shoals Surfer
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ThreeInvisibleDucks wrote: EE has Stoneskin, even AC+2 helps a lot,
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