Well given that you gave your time to answer so many of my questions, it's only nice if I responded to all the pertinent ones. So here goes.
tasonir wrote:That's a lot of questions. I'll probably miss some, but this should cover most of it.
I've won one Fe, and it was a FeMo of Trog. You could just play FeBe instead, and start with Trog. Trog is seriously amazing for felids, and I'd recommend you try one, unless you're really opposed to being spell-less. My morgue:
http://dobrazupa.org/morgue/tasonir/mor ... 055250.txt
I may try a Trog run a bit later, your morgue is pretty impressive. I'm not sure if I could live without the adaptability that spells offer though. If one thing, I think I'll actually consider Evocations with Rage amulet if I were to find it. The thought of going berserker in Dragon form with haste makes me smile.
tasonir wrote:1) Stealth is helpful, and you don't have that much else to train, but I wouldn't expect to ever be able to walk up to things reliably and stab them. You'll have to melee most things with normal damage.
I'm not convinced, mainly due to my most recent run where I had 16 stealth due to a manual of stealth on D4, all the snakes in that screenshot woke up straight away. I'm not sure if going down stairs makes extra noise or not, but I would expect for such an early branch, 16 would be enough not to wake some of them up. I did appreciate the fact that Trolls would just blunder straight past me not having noticed me though!
tasonir wrote:3) sounds like a bug. I've never tried it. Quaff the potion when you don't have BA running.
Unfortunately this happens way too much for me, given that if I see early Grinder or what not I lead them to a staircase, put my horns up and quaff what I think might be a potion of might... I'll report this just in case it's a bug, if not, very annoying.
tasonir wrote:5) Caster felids are absolutely possible, lots of people run them that way, I've seen a fair amount of summoners also, but summoning has had a bunch of other nerfs since .8, so might not be as strong as you're expecting it to be (caps on the number of monsters you can have at once is the big one).
Yeah I noticed the nerfs. I did give summoning one more shot after someone informed me of this while I was playing online. "Why are you not using canine familiar from book of beasts" He said. I was like "Why?". Then I tried it out against a hydra and Sonja and was sold. I guess it might be a good substitute in lair. As a bonus it requires 0 summoning
A few of my poor hounds got banished though. Poor guys.
tasonir wrote:9) Berserk and melee them. This is pretty much the answer to everything, by the way. Your claws won't cut off heads. However, if you say *early* 8 headed hydras, run away. You're faster than they are. Come back when berserking them is no question of success.
I may try berserk in Ice form against 8 headed hydras. I haven't ever added berserk as part of a transmuter run but this seems like it might be a good idea if I find the appropriate amulet.
tasonir wrote:10) Have more than 10 dodge. You should really be focusing #1 on unarmed, #2 on dodging. Dodging should be well, well above 10 by this point. You don't need transmutations on a felid imho.
I find Dragon Form to be just too good to ignore. The fact that it kills Stone Giants in 2 hits with 10 unarmed combat and that gives you fR++ is too amazing to ignore. So I usually just get Transmutations to 13 to use that. Spell hunger not being any problem means Dragon Form is best suited for felid than any other class I feel. Not to mention that ignite poison, a transmutations spell ANNIHILATES everything in the spider lair with amazing results.
tasonir wrote:13) I'd stardance it, but there are other ways to go. Notice there's only 2 stairs there - Find out which downstair from snake:4 goes to the third staircase, it'll be safe.
The issue I have with this end is that you have a 2 in 3 chance of choosing the wrong choice. Once you take that choice, the teleport traps will scatter all that nastiness throughout the level and as I found out, (To my death) Guardian Serpents have probably one of the most anti felid abilities in the game. Not to mention that Greater Nagas seem to spawn with dragon slay alot. Which led to an 'ooops' moment when I realised I had just taken 50 damage in one hit. Suffice to say, I'll probably leave Snake Pit finale until after Vaults from no on...
tasonir wrote:15) yes, it does. Weapon skills take 2 skill levels for -.1 turn speed, unarmed takes 5.4 levels for -.1 speed. Because the devs hate unarmed. It goes from 1 turn unskilled to .5 turns at 27 skill.
Seems like a long time until kiting becomes effective enough to effectively negate any chance of something slow hitting you.
tasonir wrote:16) If you go invis while in sight of the monsters, they use your last known location and try to hit you. This usually succeeds. Go invis before they are in LOS and they'll be a lot worse at hitting you. They still have some chance.
The thing is, in this particular death, I actually moved way back, anticipating that this would be my end once I had drunk my invisibility pot. I must've been 6 squares away, very little magic contamination and of course a siren mesmerised me even though I was invisible and not even close to where I used invisibility. Suffice to say this caused a little rage that wasn't evoked in the game. None of them had see invisibility which made me go 'lolwut' all over the place. After 2 javelins of penetration I lost my run. around 50 damage per each even with dragon damage reduction, why are javelins this powerful?
tasonir wrote:EDIT: Almost forgot! Get guardian spirit if you're going trog, it's seriously amazing now. It no longer takes all your magic first, but splits up the damage between hp and magic. it's basically an extra 30 hp on a felid, which you really, really need. I got lucky on my run with a randart guardian spirit amulet. Very, very worth it.
Guardian Spirit is amazing, but I prefer the ring of regeneration. For felids it has absolutely no set back given that you can just engorge yourself on the nearest kill. Now if I had both of these... muhahahaha.
---------------------------------------------------------------------------------------------------------------------------------------------------Siegurt wrote:Some comments:
Felids are a challenge race. They cannot use wands, nor any armour or weapons (They can't wield anything except arrows, and those are only for sticks to snakes)
Yeah I noticed felids could wield arrows in their mouth. I actually lol'd when I noticed this. I don't actually use Sticks to Snakes though. I found it unnecessary.
Siegurt wrote:Note also with high stealth and unarmed combat, when a creature takes a swipe at one of your summons you can potentially stab it.
Yeah I abused this on my high stealth run earlier with Hounds, it made Sonja much less dangerous
Siegurt wrote:Jump attacks don't stab (for anyone) this is not a bug (It's a good way to kill centaurs though)
That's too bad. I was hoping for cheesy stabs against adders to avoid the poison
Siegurt wrote:Stealth is a decent skill, both because it lets you walk away from combats you don't want to get into and because it sometimes lets you stab stuff. It also functions as half of the old stabbing skill (your stab damage is done proportional to the average of your stealth and whatever your weapon skill is)
It just didn't do much when I tried it out in Snake Pit, so I'm a little wary about raising it past 4-8 or so. I mean I might as well get some stealth with that +4 Apt.
Siegurt wrote:Acquirement and expirence are both very rare drops, but even very rare drops can happen in early levels, just very rarely.
Weirdly it happens often for me. I wonder if acquirement spawns can happen along with normal loot generation and because Felids are a limited class... but yeah one run I had 3 Acquirement scrolls before lair, I found that crazy. Spectators thought I was cheating lol
Siegurt wrote:Repel missiles and sufficient dodge is fine for javelineers, 10 is not sufficent, also take advantage of your jump attack.
So I should train past 10 before I sub branch? Hrmmm. Jump attack would have been bad in my situation given that unique has some annoying spells and was nearby with her little entourage. I actually had to go back up during that encounter. But I died later due to them coming back with sirens who didn't care that I was invisible
Siegurt wrote:Earth magic has powerful offensive single target spells, Stoneskin, and one of the few ways to break through walls, it has as much appeal as any elemental school
I'll try Earth, never went Air anyway except for airstrike. (Which is really darn good I have to say)
Siegurt wrote:Invis doesn't have anything to do with stealth (Stealth does still contribute to damage done when stabbing even when using invis) However some creatures (Including all Nagas) see invisible naturally, use x to examine creatures, you'll be able to tell if they can see invis or not
Yeah except I went invisible against merfolk who didn't have it. It didn't end well, I should have used a teleport
Thanks for the advices from you both. I think I can add some of this knowledge to my runs. if I ever win I'll be sure to post the morgue
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Sar wrote:Some stuff about your screenshot, if you don't mind. I understand it was a FeTm, correct? Well, then:
1. My highest skill as an XL17 Tm would not be Transmutations. I assume you went for Dragon Form? I'm not sure I would prioritize it, even if I decided to get it, though I understand it can be good with Fe (never tried it).
2. 26 EV? That's pretty low for an XL17 Felid. Looks like you put levelup stats in Int, I would put them in Dex, and try to get much more EV than that.
3. I would not go Sif on Tm, there are much better choices (Makh and Oka being the more obvious ones, Fedhas is great, Nemelex is pretty fun and strong but can be a bit overwhelming at first).
4. You have a lot of mana, what was your Spellcasting? That skill is usually low priority on my Tms, and Fe have built-in gourmand so hunger is even less of a concern (or annoyance) for them.
1) I think my highest skill was like 14 Transmutations, for reliable dragon form + ignite poison, trust me, ignite poison basically trivialised the whole lair for me until this point. I did have unarmed at around 12 by this time, 10 dodge and I think 8 fighting or so, mainly for the hp boost. Oh and 12 stealth (I had +8 Apt for it lol) You really must try Dragon Form though and jump attack on anything, they explode with blood everywhere. It's that good!
2) 2 strength, rest in Intelligence in that build. Intelligence was needed because I had the big 3 spells that I like to have at that point. (Ignite poison, Dragon + Haste) If it helps, I did have 40 evade on the run I did afterwards. +6 evasion ring is yummy.
3) I may try other Gods, I am getting a bit sick of Sif Muna truth be told. I'll take your advice and try all the ones you have listed.
4) I think my spellcasting was 7 there. I had a ring of magical power equipped because I had just got done spamming ignite poison on the floor above. Is spellcasting really that bad to raise?