KoboldLord wrote:Perhaps your tactics are the problem. Air elementalists use Mephitic Cloud for disabling casters or particularly fast monsters, and in the early game the relevant targets are pretty squishy. If you're trying to kill a durable monster such as a hill giant, just lure it into a bouncing gallery.
Hill giants aren't nearly as dangerous as, say, a Spiny Frog or a pair of War Hounds, and those aren't even considered out of depth at the problematic stage of the game. Luring the nastiest thing on the floor into a multizap gauntlet is all well and good when the rest of the level is all orcs and gnolls, but at some point I'd find that damn near every monster in every direction on a floor is unkillable with anything less, which makes it extremely difficult to map out and clear a good multizap gauntlet to fight in (assuming the floor has any at all, which some don't). I'd wind up barely able to fight my way through mundane threats, unable to get a good foothold on the level, and eventually things would descend into enough chaos that I had no choice but dive in hopes that the next level was easier, which of course it never was.
Perhaps you shouldn't rush the Lair if you don't yet have the means to deal with its denizens. The majority of starting backgrounds have no way to deal with spiny frogs with their starting equipment.
The stuff in the main dungeon a couple of levels past the lair entrance isn't really any less dangerous. Plus, y'know, spiny frogs can spawn there too.
An altar to Vehumet is all-but-guaranteed since the only possible overflow vault that an air elementalist couldn't get into was the one inside a ring of trees. Her first book gift for air elementalists had Lightning Bolt in it, and you could easily get that first book before entering Lair if you were so inclined. Certainly by Lair 3 or so. Poisonous Cloud and Mystic Blast came in the second book, and at that point you're set until Vaults 8 or Elf 5.
Sif Muna and Kiku both gift spellbooks with Lair-killers in them, too, so it isn't like you're even restricted to Vehumet.
Did they change Vehumet's gifts recently? The last time I took Vehumet as an Air Elementalist the lowest-level air spell I got was Chain Lightning, and since I'd been relying on fire spells, Mystic Blast, and Orb of Destruction since like spell level 3 going back to air magic for a level 8 spell wasn't really worth the effort.
But that's not really the point. Pretty much
any level 2+ nuke of any school from any source was sufficient to give you a chance of getting yourself through the rough patch; the problem is that both Vehumet and Sif Muna don't give up their first spellbooks until five stars of piety (I think), and I tended to be sitting at around three when the downward spiral described above kicked in (and your odds of finding a good spellbook just lying on the ground earlier than that aren't stellar either; in my experience, natural spellbook generation doesn't really pick up until about the same stage in the game where the gifts have started). If the first gifted spellbook came about four dungeon levels' worth of piety earlier it'd render the problem moot, but they don't.
Kikubaaqudgha
does start way earlier, but Pain isn't really a big improvement over Shock and Raise Dead-type spells are pretty firmly at odds with the rest of an Air Elementalist's tactics. Vampiric Draining might help, I guess; I never actually tried. But then you have almost no chance of getting to play around with higher-level air magic, and someone who just goes ahead and starts as a Necromancer is probably going to have Swiftness and Repel Missiles by the Vaults or earlier anyway, so that kind of takes the fun out of starting as an Air Elementalist to begin with.
It worked fine before, too. It works fine now, too, but I think that the old version had a unique play style that was not duplicated anywhere else. Backgrounds are defined as much by what they lack as by what they have.
What unique playstyle was that? Cast Mephitic Cloud on something and whittle it down with peashooter spells? Venom Mages, Wizards, and Conjurers all do the same thing, except they're better at it because their nukes are better-suited to the job than Shock. Cast Mephitic Cloud and Swiftness and play as a cautious melee skirmisher? Replace Swiftness with the functionally-similar Spider Form and you've described the Transmuter's early game precisely, except they do massively more melee damage through their forms than the average Air Elementalist (unless you find a really sweet weapon). Stalkers also work similarly without the Swiftness, or Crusaders without the Mephitic Cloud. The Air Elementalist's real claim to fame is the multizap and the tricky positioning requirements that come with it, which Mephitic Cloud doesn't play into at all while Lightning Bolt does. Big packs of enemies in wide-open rooms are probably more dangerous now than they were before; the difference is that with the new spellbook you can afford to get your ass handed to you now and then and make up for it later in more favorable circumstances, whereas with the old spellbook "favorable circumstances" quickly stopped being a thing that existed, at least until you finally got a new spellbook and ceased to play like anything that could be called an Air Elementalist at all.
Look at a Wizard or Conjurer or Fire or Ice or Earth Elementalist or any other caster in the game (except maybe Stalkers) and you'll see a character who gets progressively stronger or gains access to progressively more tactical options as they advance in level at least until experience level ten or so (usually later) without relying on five-star piety or extremely lucky drops, usually with room for slower advancement purely through increasing spellpower for a good while after. Then look at the old Air Elementalist and see that their offensive power and tactical diversity has totally peaked at level
three and it's all downhill from there, at least until you get spells or equipment good enough to allow you to effectively switch your profession to something completely different (a fluke Book of the Sky find notwithstanding).
You can argue that every other spellcasting background in the game is overpowered if you want to, I guess, but the Air Elementalist was clearly the odd one out in terms of early-midgame prospects. It might take dozens of turns and a huge amount of non-hostile space for a level 10 Air Elementalist to set up a single Shock quadrazap, and they'd probably do less damage than an Ice Elementalist casting Throw Icicle one time, which you can do absolutely anywhere, multiple turns in a row if you want, with no restrictions except your mana. And that was the absolute PEAK of the Air Elementalist's damage potential. Why the disparity? It wasn't a playstyle, it was a handicap. The current Air Elementalist has fewer offensive and defensive options than most other casters when in the open against multiple foes (no Mephitic Cloud to disable most of them, no Ozocubu's Armor to slug it out in melee, no Throw Foo-esque nuke both time- and mana-efficient enough to weed most of them out on the approach and still have enough juice left to survive against the rest at close range), but more offensive power than average when you're in a position to control the environment and get brutal Lightning multizaps. To me, that seems a lot more sensible and a lot more distinctive than the way they used to be.