Tuesday, 28th June 2016, 14:15 by MainiacJoe
4Hooves2Appendages wrote:Although personally I'd have started to add some utility spells a little while ago. Having reliable access to summons, buffs and strong ranged damage are all useful.
I'll tell the story of how I ended up in GDA. For the longest time I had no resists at all and MR++ from a chain mail of magic resistance. =ProtFire and =ProtCold never spawned, and I only found =ProtMagic in Slime 6. Meanwhile I had the cloak and the amulet giving me extra strength and one pip of rF+, and then I got Heat Resistance from demonic ancestry. So before Slime 6 and Vaults 5 I had rF++ and nothing else, and I was carrying around a wimpy quarterstaff with MR+ as a resist stick for paralyzers etc. I went to Slime first; if I found MR+, I'd use GDA for elemental resists, but if I found elemental resists, I'd dump the 3 ?EA onto the chain mail MR+. Well I found not only the MR+, but a +2 GDA. So that solved that.
So really it was the extra strength from the artifacts that pushed me towards heavy armour and away from hybrid. TBH, I had Makh for the summons, Powered By Pain for the buffs, and Hurl Damnation (or Greater Destruction or javelins) for the ranged damage. I'll admit also to the lure of never before having a character that could wear GDA as a factor in choosing to go that way.
I know people do cast spells in heavier armour (maybe not GDA) but is there enough XP in a 5-rune game without Chei or Ash to do that?
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh