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dealing with orbs of fire

PostPosted: Sunday, 13th November 2016, 04:24
by Doesnt
you are are a vampire abyssal knight of lugonu at the entrance to zot:5.

when attempting to get the orb, you engaged a lone orb of fire in the first part of a lung. short-term this is fairly safe as you have rF++ by equipment, potions of resistance, and a sick greatsword. this happens:


87201 | Zot:5 | Noticed an orb of fire
87202 | Zot:5 | Noticed an orb of fire
87202 | Zot:5 | Noticed an orb of fire
87202 | Zot:5 | Corrupted Zot:5
87203 | Zot:5 | Noticed an orb of fire

you back off and try to teleport away, land in the other lung, teleport again, and land near the entrance, but not before getting slapped with -30% max hp, bringing your max to from ~190 to ~130.

there are no cure mutation potions in the dungeon anywhere. what do you do? what should you have done earlier to avoid this situation?

Re: dealing with orbs of fire

PostPosted: Sunday, 13th November 2016, 04:33
by edgefigaro
?fog + batform is an easy disengage from multi OoF as Vp.

The first 10 floors of zig is safe with a reasonable chance of !curemut, and if a floor is dangerous you can skip with a ?blink.

Also, all your ?immolation scrolls can be burnt in zigs and allow you to trivialize alot of mid-teir floors.

Re: dealing with orbs of fire

PostPosted: Sunday, 13th November 2016, 14:19
by Doesnt
While going into a Zig is a fairly reasonable choice here (and what I did in that situation), I strongly disagree with going into bat-form and sacrificing all rF+ and AC when there are 5 known orbs of fire in the immediate vicinity.

Re: dealing with orbs of fire

PostPosted: Sunday, 13th November 2016, 16:15
by edgefigaro
?fog breaks LoS

?fog --> back up two spaces --> luguno blink --> batform may be an even better play, but it depends on terrain. Also, it depends on how close the nearest OoF is.

I really like to use ?summoning and Phial in zot to buy time as well.

Re: dealing with orbs of fire

PostPosted: Sunday, 13th November 2016, 16:30
by Psieye
It's always hard to decide when to actually use it, but Lugonu's ultimate "get me out of here" card is always on the table. Fog scroll and/or insta-chaff consumables would have helped considerably if all those OoFs weren't completely surrounding you.

Re: dealing with orbs of fire

PostPosted: Sunday, 13th November 2016, 20:33
by Doesnt
Oh right, I forgot to add a detail to this "hypothetical" scenario: you have no scrolls of summoning. You wished you had found one when you were getting the Slimy rune and you haven't gotten any since then.

Re: dealing with orbs of fire

PostPosted: Sunday, 13th November 2016, 20:50
by NhorianScum
Doesnt wrote:Oh right, I forgot to add a detail to this "hypothetical" scenario: you have no scrolls of summoning. You wished you had found one when you were getting the Slimy rune and you haven't gotten any since then.


Well since your personal survival was obviously a nonissue since apparently bat form is somehow faster than an OOF and the turns it takes to set up fog>haste>batform isn't enough for them to close to firespam range at all with their clunky move speed...

Obviously you should have converted to kiku/sif to ensure a tedious but thoroughly protective cocoon of mooks sturdy enough to prevent the malmute spam of 5 OOF's.

Re: dealing with orbs of fire

PostPosted: Sunday, 13th November 2016, 20:55
by Psieye
If only this wasn't a Vp - I do love setting up Oklob farms to solve Zot:5.

Re: dealing with orbs of fire

PostPosted: Sunday, 13th November 2016, 21:21
by moocowmoocow
If you have found the magic water bucket, turn to page 53.

If your Evocations skill is 10 or higher, turn to page 104.

You fight the orbs of fire with your vampire martial arts, turn to page 80.

Re: dealing with orbs of fire

PostPosted: Sunday, 13th November 2016, 23:52
by Sprucery
What were your first actions when you saw the first OoF? Personally, I always try to back up so that I can fight it alone. What evokables did you have, what about spells? A character dump would be informative.

Re: dealing with orbs of fire

PostPosted: Thursday, 17th November 2016, 11:26
by Nebukadnezar
Instead of walking into the lungs or if you want to decrease the # of monster you have to fight at once in unfav. terrain:

A: Using alarm traps
1. find an alarm trap.
2. dig a kill hole as close to the entrance of the 6 chambers as possible
3. step into alarm trap
4. fight whatever is coming 1 vs 1

Problems:
- there might be no traps left after monster walked around so one has to be quick
- the trap might be too far away from the entrance and 'Mark' will wear off too soon


B: Using teleport traps
1. clear everything but the 5 main chambers
2. dig some kill holes if you want, optional
3. back to 1 :)

Some monster will get teleported from the 5 chambers into another location.
You can fight them now 1 vs. 1 (most of the time)
This way you stay in areas where you can dig and where noise is unlikely to attract more uglies.

Problems:
...lots of turns/time.

Re: dealing with orbs of fire

PostPosted: Thursday, 17th November 2016, 16:25
by Hurkyl
That reminds me of my easiest Zot:5 clear ever -- I had a lot of stat rot to rest off for my mummy, so I just sat on the stairs in an open room overlooking the vault entrance and spammed tornado/OOD/chain lightning whenever something came into view. By the time the stat rot was gone, the level was basically clean!