Shoals Surfer
Posts: 321
Joined: Friday, 17th December 2010, 02:21
Vampire Enchanter
With Spriggans I typically die before I even dare casting haste or invisibility (tbh I realize I'm overly paranoid about spell hunger when playing spriggans, I alawys end up with whole truckloads of unused food); when playing vampires, on the other hand, I always die before I even have a decent shot at learning >4 lvl spells. Until now, that is.
I currently have a lvl 15 VpEn of Makhleb who is past the easy part of the midgame (Mines, Lair, Hive and up to D:18 or so). Finally being able to spam haste against anything remotely threatening is very nice indeed (too bad I'm playing 0.8 though)
However, while it's a slightly more versatile combo than SpEn, I'm really missing the spriggan's ultra-specialized aptitudes, and I'm starting to feel starved for XP.
So, here are my current skills:
+ Level 9 Fighting
- Level 10 Short Blades
+ Level 10 Long Blades
+ Level 12 Dodging
+ Level 12 Stealth
+ Level 13 Stabbing
- Level 2 Traps & Doors
+ Level 4 Unarmed Combat
+ Level 11 Spellcasting
- Level 14 Enchantments
+ Level 1 Translocations
- Level 5 Ice Magic
- Level 1 Air Magic
- Level 7 Invocations
+ Level 1 Evocations
My main question is: how should I prioritize my weapon skills? I've taken up long blades when I found a randart +3/+3 katana of freezing with +1 int (a bit underwhelming for a randart and probably not endgame-worthy, but, hey, it's a freaking katana ). I'm tempted to just turn off short blades for the remainder of the game even as I still keep using them to stab, basically transitioning to a more crusader-ish style, if only as a backup plan: is that a good idea? Do the to-hit and damage bonuses from weapon skill matter that much when that weapon is only used to stab (lvl 10 already maxes out dagger speed which seems to me the most important trait)?
Likewise, I've trained unarmed a bit for confusing touch: how much is good to have to hit end-game monsters (not that I'm implying I'll make it to the endgame ). Ideally I'd keep training it for the whole game to improve attack speed, but I'm already spreading myself way too thin. Incidentally I find it pretty weird that unarmed combat speed maxes out at 5 like daggers, but that happens at skill lvl 25 as opposed to the dagger's 10. I can see however how it would make transmuters ridiculously powerful if they could max their attack speed before they hit the bottom of the lair.