Page 1 of 1

Slime as a 3rd Rune (was: Regen question)

PostPosted: Monday, 29th February 2016, 23:06
by TehDruid
I chicken out of doing Slime every time I'm going for 3 runes because you need so much stuff to do it safely. To be completely safe, you need clarity for some eyes, stasis for others and rMut for others... Not to mention rCorrosion which in older builds where corrosion was permanent was a necessity unless you were wearing full artefact gear (or things enchanted over +4) (cloak of preservation ftw!).

Re: Regen question

PostPosted: Monday, 29th February 2016, 23:41
by Hurkyl
TehDruid wrote:I chicken out of doing Slime every time I'm going for 3 runes because you need so much stuff to do it safely. To be completely safe, you need clarity for some eyes,

That one can be resisted with MR.

stasis for others

Those have been removed from the game. (except from 'summon eyeballs' or whatever the spell is)

Also, you forgot cold resistance, to blunt the massive cold damage that Azure Jellies can do.

Re: Regen question

PostPosted: Monday, 29th February 2016, 23:46
by Clownie
Hurkyl wrote:
stasis for others

Those have been removed from the game. (except from 'summon eyeballs' or whatever the spell is)


Not in 0.17.

Anyway, for Slime, you only need rC+, MR++ (but preferably MR+++) and rCorr at bare minimum imo. rMut is completely extraneous; mutations won't kill you. That's only in terms of resistances, though – I usually do Slime dead last, because it's pretty remote once you're past Vaults, but also harder than Vaults, and I want to save turns.

Re: Regen question

PostPosted: Tuesday, 1st March 2016, 01:09
by ydeve
For quite a number of characters, Slime is much less dangerous than V5 if you know what you're doing.
Also, rCorr is completely optional if you're using conjurations or Qaz invocations.

Re: Regen question

PostPosted: Tuesday, 1st March 2016, 03:11
by Hurkyl
Clownie wrote:
Hurkyl wrote:
stasis for others

Those have been removed from the game. (except from 'summon eyeballs' or whatever the spell is)


Not in 0.17.

  Code:
--------------------------------------------------------------------------------
d37599f | elliptic | 2014-05-07 18:17:32 -0400

Remove giant eyeballs from normal monster generation.
I left them in almost all vaults that placed them, and pan lords can still
summon them, but they don't generate normally in D/Depths/Slime/Pan/Abyss any
more.


Or did you have some other reason in mind for stasis?

Re: Regen question

PostPosted: Tuesday, 1st March 2016, 05:51
by Sar
Giant eyeballs also appear in some vaults (that one encompass vault in Depths comes to mind, the one with lots of rooms, vault sentienls and randart rings). Also, Zig entry vaults still place them.

Re: Slime as a 3rd Rune (was: Regen question)

PostPosted: Tuesday, 1st March 2016, 14:36
by Clownie
Shapeshifters can also be giant eyeball-shaped. That, and golden eyes exist, so I confused the two a bit.

Re: Slime as a 3rd Rune (was: Regen question)

PostPosted: Tuesday, 1st March 2016, 20:34
by triorph
rCorr is unnecessary if you have a single potion of resistance. You only >need< it for TRJ, in which case you can put it up that way. I've also done it without any rCorr at all, but to be fair at the time I had pretty amazing EV.

Re: Slime as a 3rd Rune (was: Regen question)

PostPosted: Tuesday, 1st March 2016, 22:05
by crate
If you know how trj works he's usually not really much of a problem, but knowing that summons and such can only appear up to 2 tiles away from the summoner (and just fail to appear if they're not within that distance) is kind of spoily, and that's the key to really negating trj's gimmick.

The rest of slime is basically whether you can deal with acid blobs and azure jellies, which are dangerous but a lot less so than v:5.

Re: Slime as a 3rd Rune (was: Regen question)

PostPosted: Wednesday, 2nd March 2016, 06:03
by Turukano
crate wrote:If you know how trj works he's usually not really much of a problem, but knowing that summons and such can only appear up to 2 tiles away from the summoner (and just fail to appear if they're not within that distance) is kind of spoily, and that's the key to really negating trj's gimmick.

The rest of slime is basically whether you can deal with acid blobs and azure jellies, which are dangerous but a lot less so than v:5.

[button] Thank [/button]

Re: Slime as a 3rd Rune (was: Regen question)

PostPosted: Wednesday, 2nd March 2016, 09:09
by ydeve
crate wrote:If you know how trj works he's usually not really much of a problem, but knowing that summons and such can only appear up to 2 tiles away from the summoner (and just fail to appear if they're not within that distance) is kind of spoily, and that's the key to really negating trj's gimmick.

The rest of slime is basically whether you can deal with acid blobs and azure jellies, which are dangerous but a lot less so than v:5.

[button] Thank [/button]

Turukano wrote:
crate wrote:If you know how trj works he's usually not really much of a problem, but knowing that summons and such can only appear up to 2 tiles away from the summoner (and just fail to appear if they're not within that distance) is kind of spoily, and that's the key to really negating trj's gimmick.

The rest of slime is basically whether you can deal with acid blobs and azure jellies, which are dangerous but a lot less so than v:5.

[button] Thank [/button]

[button] Thank [/button]

Re: Slime as a 3rd Rune (was: Regen question)

PostPosted: Wednesday, 2nd March 2016, 12:46
by lethediver
I did Slime as 3rd rune on my MuNe. Agony -> bolt of draining -> 2-3 shot anything. Dispel undead wrecks death ooze. No mutation, hunger to worry about and built in Rc+... nice. You do need a fancy trick for TRJ but you will figure it out.