midgame Paladin diving advice

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  • Colbey
    Apprentice
    • Feb 2008
    • 51

    midgame Paladin diving advice

    Hey, all. I've barely made it to this far in the game, and I'm not sure what to do next. Any advice? Dump here.

    Though I know you're probably all going to say "dive". And that's great! I've never been great at diving, but I'm ready to try. I just don't know what I'm diving FOR. In other words, how deep should I try to get to quickly? Once I get there, what should I do? What enemies should I try to kill for items? What should I try to kill for experience? What items am I looking for? What should I do if I see some unique who normally appears 10 or 15 DLs above me, who I don't know about, and who I can no longer assume I can kill easily (like I do when I'm not diving)?

    And are grand master mystics ever worth fighting at all?

    (Equipment help welcome too, though I have a hunch I've got that pretty well under control.)

    Thanks, guys!
  • buzzkill
    Prophet
    • May 2008
    • 2939

    #2
    Originally posted by Colbey
    And are grand master mystics ever worth fighting at all?
    No, not in my opinion. But I tend to avoid fast moving stat drainers in general.

    I haven't looked at the dump, just wanted to second your post. I'm also a poor diver. I frequently get deep, then deeper, then too deep, without finding the 'useful' items that I'm looking for. I don't know exactly what those items are, but I do know that I often don't find very much, and when I do detect something that looks useful I often can't get to it, or I die trying. I spend a lot of time fleeing and I'm pretty good at it, but eventually the odds catch up with me. Looking forward to the replies.
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.

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    • Donald Jonker
      Knight
      • Jun 2008
      • 593

      #3
      Originally posted by Colbey
      Hey, all. I've barely made it to this far in the game, and I'm not sure what to do next. Any advice? Dump here.
      Nice work. It looks like you already have a pretty solid character.

      Though I know you're probably all going to say "dive". And that's great! I've never been great at diving, but I'm ready to try. I just don't know what I'm diving FOR.
      Better drops, namely speed rings which begin to be dropped at around 4000', and the elven rings near the bottom. I don't know paladins but presumably you want another dungeon prayerbook or two. You're also missing some key resists that you'll want to fill out, and you'll probably fill them out more quickly at the bottom.
      In other words, how deep should I try to get to quickly?
      No reason not to go all the way. If you're playing like a hyperactive scared rabbit, you can survive at 4950' just as easily as at 2500', and with the same equipment.
      Once I get there, what should I do? What enemies should I try to kill for items? What should I try to kill for experience?
      You'll have to get a feel for this. My first few trips to the bottom I was so timid I wouldn't take on anything larger than orcs, trolls, and ancient dragons... but I digress. I wouldn't recommend going after anything purely for the XP. If you can get double resists take out ancient dragons and greater wyrms. Carry Taratol as a swap and take on blue dragon pits. When you get faster and somewhat stronger, test out some of the demons (glebrezus and hezrous) *very carefully* and they'll start becoming a good diet. The orc and troll pits will remain a good source of consumables.
      What items am I looking for?
      Whatever your heart desires.... Equipment, !healing, !stat, all those little things that fill the empty space between 2. Buy Lantern, 3. Kill Morgoth.
      What should I do if I see some unique who normally appears 10 or 15 DLs above me, who I don't know about, and who I can no longer assume I can kill easily (like I do when I'm not diving)?
      If you have no qualm with spoilers, check them out here first, take appropriate precautions (bring your -TA, make an ASC) spend a few rounds of combat feeling them out. Abort at the first sign of trouble.

      And are grand master mystics ever worth fighting at all?
      No.


      Good luck - hopefully some of this was useful, and none of it was harmful.
      Bands, / Those funny little plans / That never work quite right.
      -Mercury Rev

      Comment

      • Donald Jonker
        Knight
        • Jun 2008
        • 593

        #4
        Originally posted by buzzkill
        I'm also a poor diver. I frequently get deep, then deeper, then too deep, without finding the 'useful' items that I'm looking for.
        This sentiment is so alien to me that it must be a consequence of disconnected stairs. I never (and I mean *never*) feel like my characters are too deep, and I dive pretty quickly. Although, every once in a while, ie, every time I recall, I am effectively returning to the dungeon without connected stairs (although in 3.1 stairs seem to be generated underneath one a certain percentage of the time). It's an interesting disparity - connected stairs giving no upward limit on diving, while disconnected stairs putting a definite limit on dive speed: two very different game experiences.

        It also highlights the paramount importance of Mordy's Escapes for mages and roges (and rangers?), who, once discovering the spellbook in games with disconnected stairs, are suddenly blessed with the ability to reverse the birth option. Perhaps the most game-changing find there is.
        Bands, / Those funny little plans / That never work quite right.
        -Mercury Rev

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