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> Adventures of a good legacy gnome mage (and friend(s))
fischsemmel
post Jan 15 2019, 10:28 PM
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Well it didn't take very long after winning the game with my solo, non-legacy osiri before I decided to try something new. My osiri will keep adventuring some solo also, detailed in my other thread, but as I have created and started work on a mage, I figured I'd start this since he will be played totally separate from any solo ventures of my osiri.

I figured Id level up a mage since I never really have had one before, even though the idea of the mage guild always was my favorite guild concept. Personally I think I'd go crazy trying to solo a mage, and I have no interest in a standard party right now, so my mage will be a legacy character. He'll also be getting even more help because my osiri "soloer" will be escorting him around while he levels. Yes, this gnome will be spoiled to all hell: resists, heals, teleports, the benefit of high dexterity from my soloer giving him surprise rounds, my soloer disarming and opening chests, billions of gold to spend at the stocked general store, you name it. Except my soloer's blessings. Those are totally off limits, even for my other pet projects! smile.gif

I toyed with the idea of a human, so I could do warrior, mage, and toss in some sorcerer (and possibly wizard if I was really crazy) too, and the faster exp never hurts. But I settled on gnome, happy that longer life and better stats were more important for him than better combat. Plus this way he will get see levels and also be able to use spell points for teleporting around later on.

After whipping him up and giving him a boring name, I bought out most of the stores good tomes and aards, and had to realign some evil one's too. My osiri has been using a lot more to fix drained points than he's been finding in the depths of the dungeon! Anyway, after that, his con was maxed, he got a couple quick nomad levels, then he drank the aards and had stats all near max. Good enough for now.

I was very cautious moving around for a couple levels, not wanting a bad luck death for such a coddled character, but once he got 5 nomad levels or so I could charge around the first floor letting my mage carve stuff up while my soloer sat in the back defending. When I left off, my mage could now use a Warhammer and is ready to smack some stuff on level 2 (with buffs from my soloer of course!) until he can use a decent dagger (I love not class restricted gear), then he'll catch up in mage.

I won't be playing my mage too much yet I don't think, but I'll keep this up to date, especially when I start doing silly things like trying to get higher-level stuff my soloer gets quested for back to confinement even though the mage is still too low level to go much around on floors 7+ or whatever! sneaky.gif

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Mordion
post Jan 16 2019, 12:53 AM
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It may be too late for this tip, but you can combine tomes into a multi use tome. Then you only have to pay the realignment cost once.
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fischsemmel
post Jan 16 2019, 01:48 AM
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QUOTE (Mordion @ Jan 15 2019, 07:53 PM) *
It may be too late for this tip, but you can combine tomes into a multi use tome. Then you only have to pay the realignment cost once.


Yeah, this is a great tip. I stumbled upon this myself when my solo guy was young.
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fischsemmel
post Jan 16 2019, 07:20 PM
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I decided that I'd be using my time more efficiently by leveling my mage up and then continuing my osiri's search for more of the great pieces from the lower dungeon levels with his help.

I went up to 30 nomad with my gnome quickly, then started on seeker before deciding I'd focus on getting mage up asap and worry about rounding out my his a/d with seeker levels later, when he can use spells and items to fight in 11's lake. Mage levels are a lot slower than nomad and seeker, but with the support of my osiri and upgrades waiting for him as soon as he has the level requirement, my gnome was the new mage guildmaster within a couple hours. Poor Sparrowhawk; that'll teach him to only be level 52!

I've been running through slavers, goblin shamen, some of the nice level 4-5 monsters, then back to town before I teleport to 7 and clear the lake and the laired stuff. My mage is rocking a cross of commanding, all the rings of flames I had in the store (11, heh), and the best armor money can buy! I'm not sure how high I'll need to get before I can kill stuff on 11, but 7 is easy in the 50s already.

As I'm going along doing this, I'm trying to figure out how having a mage who isn't a thief or my "main" character will work. If I walk into a room and see something I want to charm, I'm fairly positive I'll never manage to use alt+1 and shift+5 fast enough. Though I guess even soul entrapment isn't likely to be working on most full-hits monsters when I'm pushing deeper and faster than my mage could without help, and I probably can just back out of a room asap and go back in with buffers set.

I'm wondering if I shouldn't have tried a non legacy solo mage for the fun of actually being able to/needing to use charms as I get them, instead of just beelining through levels until I can go down to 12+ with my osiri. But for now I'll be doing this since I do want to kill more of the toughest stuff on 15 and find more blessings, and this mage helping my osiri and snagging up 4 gargantuans at a time when needed will definitely speed up that process, besides making it safer!


The biggest thing I've learned in a few hours of playing with the mage is that element spells are so amazing compared to other spells of the same levels. Summon shade is doing pretty well while spell points last, but the other low- and mid-level kill and mind spells seem awful compared to poison, leprosy, and acidic spray. And the higher ones seem not super great either, except for being able to hit the rare monster that is only susceptible to mind spells. It will be fun to fight slithers with field of death though!

This post has been edited by fischsemmel: Jan 16 2019, 07:24 PM
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Roland
post Jan 16 2019, 09:52 PM
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QUOTE (fischsemmel @ Jan 16 2019, 02:20 PM) *
I went up to 30 nomad with my gnome quickly, then started on seeker before deciding I'd focus on getting mage up asap and worry about rounding out my his a/d with seeker levels later, when he can use spells and items to fight in 11's lake.

If att/def is your concern, focus on Nomad rather than Seeker. Nomads gain att/def much faster than any other guild. A level-85 nomad has 100/100.

QUOTE (fischsemmel @ Jan 16 2019, 02:20 PM) *
As I'm going along doing this, I'm trying to figure out how having a mage who isn't a thief or my "main" character will work. If I walk into a room and see something I want to charm, I'm fairly positive I'll never manage to use alt+1 and shift+5 fast enough. Though I guess even soul entrapment isn't likely to be working on most full-hits monsters when I'm pushing deeper and faster than my mage could without help, and I probably can just back out of a room asap and go back in with buffers set.

That's what I do with my high-level party - back out of the room and reconfigure the party with the Mage selected, and everyone set to defend, rather than attack. (It can be really annoying if my Warrior kills the monsters my Mage is trying to charm!) But then you have to remember to re-set your default action back to attack afterwards.

QUOTE (fischsemmel @ Jan 16 2019, 02:20 PM) *
I'm wondering if I shouldn't have tried a non legacy solo mage for the fun of actually being able to/needing to use charms as I get them, instead of just beelining through levels until I can go down to 12+ with my osiri. But for now I'll be doing this since I do want to kill more of the toughest stuff on 15 and find more blessings, and this mage helping my osiri and snagging up 4 gargantuans at a time when needed will definitely speed up that process, besides making it safer!

I've found that Gargantuans don't make the best companions. Because of their low defense, they don't last long unless you're willing to spend a lot of resources healing them. Although they might be a good choice if you happen to encounter them in the room right next to a stud room where Asmo can appear.
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fischsemmel
post Jan 16 2019, 10:01 PM
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QUOTE (Roland @ Jan 16 2019, 04:52 PM) *
If att/def is your concern, focus on Nomad rather than Seeker. Nomads gain att/def much faster than any other guild. A level-85 nomad has 100/100.


Defense is a big concern of mine, but more in a long-run sense. I know nomads need low experience to level and get their a/d very quickly, but I figure since I'll be taking seeker high eventually anyway, I might as well just do 250ish seeker to get the same a/d as 197 nomad would, but then I don't still need to level seeker up from 1 besides.
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Nudibranch
post Jan 17 2019, 04:25 AM
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I don't remember the key commands, but if you're talking about party actions with the alt+1 shift+5, I seem to remember using 'n' to quickly select other characters. And does 'd' work to put them on defense? d-n-d! Then you can take your time to choose the right buffer.

When facing the toughest foes, I'd do shift-9 n shift-9 n shift-9 to have everyone blast the enemy at the same time.


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BLauritson
post Jan 17 2019, 06:46 PM
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How important is Att/Def and at what dungeon levels roughly would you say?

My party is still relatively young in both guild and dungeon levels so it's not something I've ever given much thought to before. Is there a point where having Defence too low is going to be critically dangerous for the party?


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Roland
post Jan 17 2019, 07:26 PM
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QUOTE (BLauritson @ Jan 17 2019, 01:46 PM) *
How important is Att/Def and at what dungeon levels roughly would you say?

My party is still relatively young in both guild and dungeon levels so it's not something I've ever given much thought to before. Is there a point where having Defence too low is going to be critically dangerous for the party?

The first time you encounter Silent Eagles, you'll quickly learn whether you have enough defense! (If you can back all your characters out of the room without losing anyone, it's enough.)

At shallower levels, the main danger is getting stoned (or paralyzed if you run a solo char). A monster has to get through your defense and hit you before its special attacks are rolled. So, if you're getting hit a lot, you should probably return to the previous level before you encounter a stoner.

I never really paid much attention to my Att/Def, and also never made explicit decisions about when it was time to start running a new level. Whenever I encountered stairs down, I would descend and try to clear the room. Then I would immediately return to the level I was previously running. Whenever I returned to those stairs I would descend and expand my map by one or two rooms. By repeatedly dipping my toe in the water, I could get a feel for the level and whether I was ready for it.
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fischsemmel
post Jan 17 2019, 08:38 PM
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I didn't track my defense as I moved to levels and whether I felt like enough or not. I just kinda poked my head down once I could pin on the current level and still have sp left for more fun, and evaluate by feel.

There's definitely a handful of things much more dangerous than the rest of their floors though!
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