Vestibule Violator
Posts: 1533
Joined: Thursday, 16th December 2010, 20:52
List your favourite builds
danr wrote:Spriggan Enchanter of Makhleb (for ranged attack and minions)
Deep Elf Wizard
Deep Dwarf Necromancer
Kobold Berserker
Mountain Dwarf Paladin (pre-armour nerf)
xtc wrote:Deep Elf Conjurer
Mountain Dwarf Hunter
Minotaur Hunter
Deep Dwarf Chaos Knight
Spriggan Assassin
RangerC wrote:#1 - DDNe (Makhleb) - wand of healing makes you invincible early on, Revivification does so in the late game. Combo was even easier in 0.5 as a heavy armour hybrid caster.
#2 - SpEn (don't even really need a god, Nemelex or Okawaru are good choices) - haste nerf hurts a bit. Still winnable at XL 14.
#3 - MfCr (Makhleb/Fedhas/Sif/Oka/Ely/TSO) - hurt by the haste nerf, still great. Getting to start with a trident and a spellbook is pretty ridiculous.
After that, it's debatable. Here's a few more I think rank highly.
DsVM (Kiku) - Demonspawn are great, Venom magic rules the early game. Kiku branded demonwhip of pain wipes out all living branches easily. Kiku is also best on a non-necro start, as otherwise you don't get the 1st book (you already have it)
DrTm (any god will do) - Evaporate early, Blade Hands midgame, Dragon Form late.
VpCk (Makhleb) - you can hit and run endlessly in bat form with minor destruction
MuWz (Sif, book of minor summoning) - if you can stay alive early on through Spammals/CCF, hungerless channeling/sickness-free Haunt wipes out everything
HaBe/KoBe - probably the easiest melee wins left
MfIE (Sif) - plays like a crusader who can also cast Ice Bolt and Ozo's Fridge. You need Sif for Ozo's/Crusader spells.
GhCK (Makhleb) - ridiculous resistances, CK (Makhleb) isn't hurt by Ghouls' poor stats/aptitudes.
Poopbridge wrote:GhMo of Yredlemnul is pretty fun. Unarmed melee with fellow undead buddies is cool, and the hunger system is nice for a change of pace.
minmay wrote:Sludge Elf Transmuter - used for my first 15-rune win, really fun for most of the game
Naga/Demigod/Demonspawn Air Elementalist - I like air conjurations, and like the unique challenges posed by these races (though all three of them feel overpowered at times...)
Deep Elf Conjurer - after a particularly stupid death, I have a tendency to regress to this rather easy build
Merfolk Ice Elementalist - fun melee/caster hybrid build in 0.8 (in 0.7 and older Mf is way overpowered)
Spriggan Enchanter - unusual playstyle, vampires would also be a candidate if they weren't so annoying to play
Found a new combo that I really like in 0.8: mummy ice elementalist. You can use Ozocubu's Refrigeration with abandon and put freezing clouds on yourself, due to your innate rC+ and no potions to freeze. And with the 0.8 buffs to mummies, they no longer need to resort to grinding.
Hybrid wrote:Kobold Berserker/Assassin/Stalker/Healer of Trog. All about equal.
Kenku Wizard -- As squishy as a deep elf; trades spellcasting and enchantment aptitudes for fighting, conjurations, and summoning. Permanent fly and speed boosts (swiftness) are nice too.
Human Wizard -- Fast leveler. Not the best at casting, but naturally more robust than deep elf or kenku.
Demonspawn Venom Mage -- Demonspawn are late bloomers. Venom mages are great early on. They're natural complements.
Happy Corner wrote:Kobold Berserker
Minotaur Berserker - cause sometimes I feel like going on a rampage with something OTHER than a short blade.
Ghoul Monk
Spriggan Stalker
Deep Dwarf Chaos Knight - always of Makhleb, as kill-healing and demon meatshields help the healing issue a lot.
Vampire Chaos Knight - haven't really gotten the hang of playing Vampires yet, but I keep trying.
Demonspawn Chaos Knight - or any other class. I rarely have much luck with Demonspawn either, but the random mutations give me fond reminders of playing Chaos Warriors in Zangband back in the day.
Joellercoaster wrote:Sludge Elf Transmuter: Definitely my favourite (and most successful). Cheibriados is really good fun but I'm starting to give Sif Muna, Kiku and Yredelemnul some tries too.
Sludge Elf Earth Elementalist: I will figure this one out. My Transmuter games are getting fairly long, so when one dies and I can't face starting again, I give this a go. Starting to get the hang of it... haven't really worked out a good God though.
Spriggan Enchanter: Stabby rib stab stab! So refreshing to be able to run away, after spending so many turns wearing Ponderous armour!
Deep Dwarf Necromancer: Played with either Kiku or Makhleb, can be very different experiences. And (like the SpEn) there are opportunities for munchkinism galore, which is good because I'm not very good at Crawl yet :$
Human Wizard: Let whatever spellbooks turn up shape the progression process. It's fun
Strongpoint wrote:Minotaur\Monk (so many ways to adapt for items)
Demigod\Wizard (No god sucks, but so much int and dex...)
Demonspawn\Chaos knight(xom) (It's just fun )
Halflling\Gladiator (Dodgy, shieldy, throwing fighter. Usually take Trog for no spells game)
Spriggan\Fire elementalist of Vehumet (It's just monster even with bad attitudes.)
Grimm wrote:MDFi Okawaru all the time
I only recently started trying an DSCK Makhleb.
Orshelack wrote:Centaur Hunter - awesome if you can keep your supply of arrows & food up.
Kobold Berserker - being able to eat chunks till engorged lets you zerk much more freely, and I love the thought of a small dog/lizard creature going totally insane on hydras & ogres.
Naga Transmuter (of Chei) - This one gave me some problems at first, until I learned to abuse Spit Poison to get through the early game.
Merfolk Crusader - Start with Oka when I find the altar, then switch to TSO later. Honestly I probably could have won a game or two with this class, but I keep messing around with the extended endgame & going for more runes.
Demonspawn Chaos Knight - The demonspawn mutations make every game a little different, and I really like being able to start with a god.
Draconian Wizard - Starts out as a general mage-type, then you can specialize a bit once you learn your color. Hopefully will be even better once spell elements don't oppose each other.
danr wrote:High Elf Reaver - HEs have good fighting and spellcasting abilities, so a good fit.
Mountain Dwarf Hunter - you start with a crossbow, which is a very powerful ranged weapon. You also start with a bit of melee ability. Okawaru for all your armour, weapon and ammunition needs!
Human Wizard Aptitudes are so-so, but you gain levels and MP very quickly and you have flexibility to go with any spellbooks you find because all school aptitudes are equal
Deep Dwarf Chaos Knight (Makhleb) - you get a +2 weapon and start with Makhleb, a very useful god who grants ranged attacks and summons to supplement your melee game. DD's benefit from Makhleb's healing when they kill, and DD's have excellent invocations ability, which increases the power and reliability of Makhleb's given abilities. Very straightforward to play. Also very good with evocations, which can also supplement the melee game, as wands and evokable abilities become more effective.