Slime Squisher
Posts: 387
Joined: Monday, 15th August 2011, 16:31
Location: Frankfurt
Mid-Game Strategy
I'm playing mostly hybrids (and mostly with a focus in translocations).
The main reason why I start to feel insecure is that I think not only do I have to keep up with the challenges of the mid-game -- I think this I can do, despite many mistakes -- but I also have to prepare my built for the end game (targetting three runes), given that XP is a limited resource, and this feels like a huge unknown to me. Assuming that I can keep up with current threats, how much room is there to branch out into different skills?
1. Is it always necessary to focus on just a few skills?
a) My most successful character got two runes, even though he had his skills all over the place. The tactics involved using just about any means -- bows, melee, zombies with kiku, translocations, curare -- depending on what worked best in the circumstances. This worked rather well up to a point (he got killed, because I underestimated the danger of Mennas). However, he also had some luck with items, and I'm worried that this mixed strategy might run out of steam from a certain point on?
b) Casting: How much room is there for developing different spell schools? Up to the first half of Lair, one of my chief concerns is getting support spells online as quickly as feasible without comprimising my means of offence. For those belonging to different schools, I typically invest a little bit in air, poison etc.. However, I'm wondering whether already these few skill levels are too precious in the long run and I should tough it out instead and focus solely on translocations and charms?
The third school I always want to develop is necromancy. But is there really room to get three schools to decent levels for a hybrid?
c) Primarily melee: Testing in wizard mode, melee weapons continue to do more damage, the higher the relevant weapon skill his. But how important is this? Assuming I'm finding for my weapon skill only weapons that are ok-ish, but quite some from other weapon classes that are better (though not overwhelmingly so), do I have the future XP-ressources to develop another weapon? Or should I instead rather develop defense (armour, shields) and hope that something better comes up?
d) Primarily ranged: Again, testing in wizard mode, bows seem to benefit drastically from high bow skill. However, for a large part of the mid-game I'm constantly concerned about ammo -- the RNG always sends me only yaktaurs when I need centaurs. So, I'm always developing one melee weapon in order to deal with lesser threats. Also, I'm afraid of using a bow in areas like the Swamp for fear of losing ammunition, so by that time I want to have that melee skill developed a little bit more. (I have so far never been to the Shoals.) But given that I also have to develop bows to high levels, different spell schools and defence -- can I really afford this?
2) Preparing for specific dangers
One XL20 character of mine just got sent to the Abyss. My first time. I think he's doomed. Now I wish I had Flight and Swiftness. Should I have made learning Swiftness and Flight a priority, preparing for the Abyss already in Lair? If so, are there other dangers for which one should prepare so far in advance?
3) Well, thank you for reading my confused rambling so far.