Vestibule Violator
Posts: 1601
Joined: Sunday, 14th July 2013, 16:36
Re: CIP: HEAE of Veh : Long road to Tornado
This character, I think can't do any of that. I have to work out a good balance between using shock+battlespheres and lightning bolts to soften things up, melee to finish things off, and Lightning Bolt/OOD/Tornado to obliterate the more dangerous things. Hopefully I'll have the patience to think through each encounter to figure out how to best approach it.
I've also gotten very used to living almost entirely on chunks, although Elf and Shoals have already told me that this build can't survive that way. Actually having to manage permafood when slinging mid-high level spells is going to be a fairly new experience as well.
My post-Tornado training regime has to be decided upon. I think the main options are:
- Train up spellcasting to deal with hunger issues, and to make room for more spells. (e.g. deflect missiles, airstrike, sticky flame, conjure flame, summon butterflies)
- Train up staves to get min delay on staff of air
- Train up evocations to get better use out of the evokables (and to get the last few percentage points so that staff of air always fires electricity)
- Fighting/dodging to better survive combat
- Train armour and upgrade to a medium armor -- either +2 elven scale mail or that artifact ring mail.
- Continue training Air to get Tornado to reliable rather than just castable
I think training up staff melee can be put off until later, as I'm not ready to retire my sword. A few points of evocations will be really cheap, and it would be nice to start getting an elemental or two out of my evokables.
The first few points of armour will be cheap too, but I think I need a fair amount to see any worthwhile effect. The available armors are also underwhelming: the artifact ring mail is only +2, I don't have enough enchant armour scrolls to spare on enchanting up a scale mail, and I haven't even seen an ice dragon yet (I have seen a fire dragon, but it didn't leave a corpse). But... it is still a few extra points of AC along with GDR. And it will be nice to be ready to don an IDA as soon as I can get one. Or maybe I'll get lucky and find a PDA in the vaults:5 loot.
Training fighting/dodging/spellcasting will see immediate effect, but unfortunately gains will be rather slow at this point.
The next big challenge after Vaults:5 will be the Slime Pits. Tornado will be the key to an easy victory over TRJ, but that doesn't matter if I'm not buff enough to survive to get that deep, or get blasted to death while Tornado is doing its thing. I think slimes wants me to get Deflect Missiles to survive acid blob shots, Spellcasting so I can memorize deflect missiles and don't starve myself with deflect missiles/tornado, and armour so I can still manage to cast Tornado while wearing the ringmail of rC++ (GDR to help take hits, resistance to defend against azure jellies).
That's a tall order. And I would really like to try and find preservation first... so I'll probably put slime off until later. So that means... I need to survive the upper floors of Zot. I think that also means I need spellcasting, so I can cast lightning bolt and freezing cloud freely and can OOD/Tornado more often, as well as have sticky flame and conjure flame in my arsenal. Fighting will help survive getting blasted. Yellow draconians are still going to be annoying.
But maybe I'll get lucky and Vaults and Crypt loot might make things much easier. But I should still start planning now anyways.
It looks like my post-Tornado plans are, in order of decreasing urgency:
- Evocations to get a cheap power boost
- Spellcasting and Fighting
- Armour and/or more Air
I'm still not yet acclimated to the 0.13 crypt: there were a couple of enemies that give me trouble, but I haven't yet internalized what I need to survive safely. I hope I'm not forgetting anything important in my plans....