Here's a char dump of a kobold rogue that's reached the beginning of stat gain. I've spent most of my cash over time on stat potions in the black market.
This is the second dlev 30 I've reached recently after a solid week of very slow, careful play. First was a high-elf mage who got arrogant and played fast was humbled by a very OOD Bile Demon.
This rogue has got a pretty nice kit so far. An early Narthanc find made the early game pretty easy. With Angrist I get 5 blows/round for nice average damage against pretty much everything (it has slay evil for acid-resistants).
Sneaky almost bought the farm against Scatha on a "you feel anxious" dlev 30 with some juicy vaults. Every weapon is ego it seems and every armor "of resistance." I really wasn't ready to face Scatha, I was heading back for a !ResistCold for a double resistance to take him on when I unexpectedly encountered him in a corridor and he got me down to about 50 HP with a cold breath. That fight took several risky phase doors to win and a bunch of the bolts of slay dragon, not to mention a ton of my !CureCrits. I beat him though in the end, yay.
The thing I'm wondering though is if I should be on the lookout for a better mid- or end-game weapon. What non-artifact weapon would be best for a rogue to keep for when he finishes stat-gain? Right now Angrist beats all other weapons for average damage because of the 5 blows and the =Damage(+9), but perhaps a heavier weapon will do better with more critical hits but lower listed average damage later on? Or should all non-artifact weapons be just tossed aside? What would make you keep a non-artifact weapon over Angrist at this point? I mostly play mages so I'm interested in tactical advice. I like the feel of a good artifact dagger for a rogue for style, however.
Also, with -probing I notice a lot of the tougher monsters can't be slept or confused, but interestingly enough (possible spoiler?) don't say they can't be slowed or frightened. Is slow/scare preferable at deeper depths? I never historically relied much on sleep/confuse/slow/scare at mid-to-late game, but perhaps that has changed and their importance is higher now with 3.5? I'm interested to hear some tactics using those.
Any suggestions appreciated, like I say I mostly play mages.
This is the second dlev 30 I've reached recently after a solid week of very slow, careful play. First was a high-elf mage who got arrogant and played fast was humbled by a very OOD Bile Demon.
This rogue has got a pretty nice kit so far. An early Narthanc find made the early game pretty easy. With Angrist I get 5 blows/round for nice average damage against pretty much everything (it has slay evil for acid-resistants).
Sneaky almost bought the farm against Scatha on a "you feel anxious" dlev 30 with some juicy vaults. Every weapon is ego it seems and every armor "of resistance." I really wasn't ready to face Scatha, I was heading back for a !ResistCold for a double resistance to take him on when I unexpectedly encountered him in a corridor and he got me down to about 50 HP with a cold breath. That fight took several risky phase doors to win and a bunch of the bolts of slay dragon, not to mention a ton of my !CureCrits. I beat him though in the end, yay.
The thing I'm wondering though is if I should be on the lookout for a better mid- or end-game weapon. What non-artifact weapon would be best for a rogue to keep for when he finishes stat-gain? Right now Angrist beats all other weapons for average damage because of the 5 blows and the =Damage(+9), but perhaps a heavier weapon will do better with more critical hits but lower listed average damage later on? Or should all non-artifact weapons be just tossed aside? What would make you keep a non-artifact weapon over Angrist at this point? I mostly play mages so I'm interested in tactical advice. I like the feel of a good artifact dagger for a rogue for style, however.
Also, with -probing I notice a lot of the tougher monsters can't be slept or confused, but interestingly enough (possible spoiler?) don't say they can't be slowed or frightened. Is slow/scare preferable at deeper depths? I never historically relied much on sleep/confuse/slow/scare at mid-to-late game, but perhaps that has changed and their importance is higher now with 3.5? I'm interested to hear some tactics using those.
Any suggestions appreciated, like I say I mostly play mages.
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