Non TSO/Makhleb god in extended for melee?


Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.

Vaults Vanquisher

Posts: 467

Joined: Wednesday, 25th May 2016, 23:37

Post Tuesday, 26th July 2016, 14:48

Non TSO/Makhleb god in extended for melee?

How do you do this? I tried doing Pan with a TrMo^Hepliaklqana, but I was unable to keep my hp up, as I would get tormented, then, when I killed it and tried to rest up, another tormenter would arrive to investigate the noise. I had to quaff 3 healing potions to survive, and so decided to just win with 6 runes. TSO/Mahleb help greatly, as they turn most of the enemies into free health potions.
User avatar

Vaults Vanquisher

Posts: 510

Joined: Friday, 1st July 2016, 22:32

Location: Aachen, Germany

Post Tuesday, 26th July 2016, 14:49

Re: Non TSO/Makhleb god in extended for melee?

Zin.

Cocytus Succeeder

Posts: 2229

Joined: Sunday, 18th December 2011, 13:31

Post Tuesday, 26th July 2016, 15:05

Re: Non TSO/Makhleb god in extended for melee?

Also Jiyva, Ru, Ely, Trog, Iforgotsurelysomething.

But actually, Pan it's pretty much like you do all other places (except maybe Hell because of its effects). I mean, I rarely go to rest upstair in normal dungeon after I eventually stairdance the nearby monsters.

So, don't get too much tormented, breaking LOS and minimizing the turns to kill a torment - pretty much everything dies fast to a Tr once they're in claws range. Use large rocks. Haste. God powers. Use dig+disint to create killholes. Skip a floor if there are too many foo fiend\tormentor.

If you need to heal, don't stay close to where you fought\near unexplored territory. Use a killhole to have only 1 square visible and heal safely. Run away.
screw it I hate this character I'm gonna go melee Gastronok

For this message the author nago has received thanks:
arandomperson12

Vaults Vanquisher

Posts: 467

Joined: Wednesday, 25th May 2016, 23:37

Post Tuesday, 26th July 2016, 15:09

Re: Non TSO/Makhleb god in extended for melee?

That is good advice, but often, tormenters will still get off one torment. Also, digging killholes is hard, as you usually do not spawn at the edge of the map, which is really the only place where you can dig killholes (pan walls usually only 1 thick).
User avatar

Tartarus Sorceror

Posts: 1762

Joined: Monday, 14th October 2013, 01:05

Post Tuesday, 26th July 2016, 15:24

Re: Non TSO/Makhleb god in extended for melee?

1 torment is tolerable.

Aside from TSO/Zin, I've 15-runed with Ash, Oka, Chei, Lugonu and Ru. It's not quite as strong there, but I think all these gods give decent benefits in extended(well, Chei is pretty debatable, but with careful play I think it's worth it). But I'd mostly recommend Ash, Lugonu and Ru. Scrying is real nice in extended, Corruption beats like every scary enemy, and Apocalypse is great vs. anything(confuse Antaeus? you bet)
User avatar

Tartarus Sorceror

Posts: 1891

Joined: Monday, 1st April 2013, 04:41

Location: Toronto, Canada

Post Tuesday, 26th July 2016, 15:30

Re: Non TSO/Makhleb god in extended for melee?

nago wrote:Also Jiyva, Ru, Ely, Trog, Iforgotsurelysomething.


Oh, you forgot Chei, obviously.
take it easy

For this message the author Arrhythmia has received thanks: 4
BabyRage, nago, Sar, ydeve

Slime Squisher

Posts: 352

Joined: Monday, 14th December 2015, 00:43

Post Tuesday, 26th July 2016, 15:54

Re: Non TSO/Makhleb god in extended for melee?

From my somewhat limited extended experience, Hep is actually pretty okay there, at least better than a decent chunk of other available gods.

Dungeon Master

Posts: 388

Joined: Monday, 18th August 2014, 20:04

Post Tuesday, 26th July 2016, 16:05

Re: Non TSO/Makhleb god in extended for melee?

This is mostly just repeating nago, but:

  • use good (re-)positioning.
  • don't rest in the open, don't fight in the open.
  • aggressively leave pan floors if there's too much going on, many pan floors won't have much tormenting.
  • kill lower hp tormentors (mainly Tormentors) from a distance or lure them to a good position, don't charge them.
  • avoid fighting tormentors in combination with things that do normal damage.
  • in emergencies with a lot of tormentors use fog, also emergency digging.

Mines Malingerer

Posts: 31

Joined: Saturday, 9th April 2016, 16:38

Post Tuesday, 26th July 2016, 16:10

Re: Non TSO/Makhleb god in extended for melee?

I did Ru recently. Thought he was great in extended.

Abyss Ambulator

Posts: 1193

Joined: Friday, 16th January 2015, 20:20

Post Tuesday, 26th July 2016, 18:26

Re: Non TSO/Makhleb god in extended for melee?

Kiku blocks some torments. (Necromutation blocks all torments! Statue Form blocks some torments.)

Also, have some stealth. Darkness is great, too.

Dungeon Master

Posts: 625

Joined: Thursday, 23rd October 2014, 03:08

Post Tuesday, 26th July 2016, 21:14

Re: Non TSO/Makhleb god in extended for melee?

guardian spirit also reduces torment damage (by not taking your MP into consideration when calculating it)

Shoals Surfer

Posts: 325

Joined: Tuesday, 13th October 2015, 06:02

Post Wednesday, 27th July 2016, 05:03

Re: Non TSO/Makhleb god in extended for melee?

Once your focus the tormentors it's not so bad.

Shoals Surfer

Posts: 270

Joined: Sunday, 23rd March 2014, 23:51

Post Wednesday, 27th July 2016, 16:41

Re: Non TSO/Makhleb god in extended for melee?

Qazlal is good if you have decent Invo and are allergic to stealth or picking up and using offensive magic like me. Upheaval is good for taking out hellions and tormentors, and Disaster Area for anything tougher that you want gone. Zin's probably a much better choice for the same Invo investment though.

Return to Dungeon Crawling Advice

Who is online

Users browsing this forum: No registered users and 94 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.