Which books should I squelch?

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  • ngoclong19
    Rookie
    • Mar 2015
    • 8

    Which books should I squelch?

    For a priest, I can squelch PB1 because everything it provides are covered (and better) in other book.
    For a rouge, I can squelch MB2, MB6 and MB9 because these books are useless. A 5% failure Teleport Seft is not an escape.
    How about ranger and paladin?
    I think MB2 has some usefulness with ranger (Trap Destruction).
    So what are your opinions and play styles? Suggestions are welcome!
  • desstorm
    Scout
    • Mar 2015
    • 28

    #2
    I recenntly played ranger and warrior

    Ranger squelched all but mb2 mb3 mb4 and resistences and keleks

    Mb4 used only for haste self

    As warrior i squelched all

    Comment

    • Ingwe Ingweron
      Veteran
      • Jan 2009
      • 2129

      #3
      Originally posted by desstorm
      ...Ranger squelched all but mb2 mb3 mb4 and resistences and keleks ...Mb4 used only for haste self...
      Why would a Ranger squelch Tensers? It can be used for buffs (heroism and berserk), enchanting up equipment, and especially useful to the ranger - branding ammunition.
      “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
      ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

      Comment

      • desstorm
        Scout
        • Mar 2015
        • 28

        #4
        Duh... I meant tensers of course.

        I leave it at home though. The berserk is nit strong enough late level to bother with i believe

        It's a pity so few books are actually usefull for a ranger.

        I do use tel self even though it has a fail. I just bail out early if it needed.

        I like to save my scrolls for true emergencies

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #5
          Rather than teleporting yourself, casting Teleport Other is generally better (at least, once its failure rate is down to 5%). It's much safer to send enemies to random locations that may have other awake and angry monsters than it is to send yourself.

          Comment

          • desstorm
            Scout
            • Mar 2015
            • 28

            #6
            True. I choose most of the times this option. But sometimes you get sorrounded by a nasty hound type f.e. They can do so much damage! Or a summoner summons too many around you to tele them away.

            But then i usually read a scroll

            My ranger was very stealthy. So tel self wasn't that bad.

            Comment

            • Timo Pietilä
              Prophet
              • Apr 2007
              • 4096

              #7
              Originally posted by desstorm
              My ranger was very stealthy. So tel self wasn't that bad.
              Is it just me, or is there a change in 3.5.1 in that newly spawned monster are not always awake like they used to be? That makes teleport self much less dangerous than it used to be. It still is dangerous, but not quite that bad as it was.

              Comment

              • PowerWyrm
                Prophet
                • Apr 2008
                • 2987

                #8
                Originally posted by Timo Pietilä
                Is it just me, or is there a change in 3.5.1 in that newly spawned monster are not always awake like they used to be? That makes teleport self much less dangerous than it used to be. It still is dangerous, but not quite that bad as it was.
                I think this was changed quite a while ago, around 3.4 maybe. Respawns are now always generated like normal monsters. Of course, this doesn't help a lot when you teleport into a pack of hounds...
                PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                Comment

                • AnonymousHero
                  Veteran
                  • Jun 2007
                  • 1393

                  #9
                  Originally posted by PowerWyrm
                  I think this was changed quite a while ago, around 3.4 maybe. Respawns are now always generated like normal monsters. Of course, this doesn't help a lot when you teleport into a pack of hounds...
                  Interesting... and hounds are not nearly as common as they used to be, so...

                  Comment

                  • krazyhades
                    Swordsman
                    • Jun 2013
                    • 428

                    #10
                    Originally posted by desstorm
                    True. I choose most of the times this option. But sometimes you get sorrounded by a nasty hound type f.e. They can do so much damage! Or a summoner summons too many around you to tele them away.

                    But then i usually read a scroll

                    My ranger was very stealthy. So tel self wasn't that bad.
                    If you've already woken up some scary things elsewhere on the level, the safest thing to do in that situation is to read ?Teleport Level. It's the safest escape in the game because @ always gets the first turn on a new level. Definitely beats YASD by teleporting yourself next to an angry Ancalagon or something (my last 1-turn-death, about 8 months ago...)

                    Comment

                    • ngoclong19
                      Rookie
                      • Mar 2015
                      • 8

                      #11
                      Originally posted by desstorm
                      [...] Ranger squelched all but mb2 mb3 mb4 and resistences and keleks [...]
                      Originally posted by desstorm
                      [...] Duh... I meant tensers of course. [...]
                      So a ranger should squelch MB1, MB6 and MB7?
                      I think I will keep my MB1s until I have some Rods of Detection.
                      How about Rune of Protection? My priest has relied heavily on it. Door Creation can buy some turns too, and Stair Creation can be a time saver when we get lost.

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        #12
                        Honestly, most of the mage spellbooks have useful spells in them for most classes. You should keep MB1 around so you can spam monster and trap detection spells; it can be important to keep close tabs on a specific monster that you can't see, for example.

                        I don't think I'd keep Raal's around for a rogue or ranger, but that's just because they have better offensive options. Maybe not Tenser's either. But the rest are worth keeping.

                        Comment

                        • krazyhades
                          Swordsman
                          • Jun 2013
                          • 428

                          #13
                          Originally posted by ngoclong19
                          Door Creation can buy some turns too, and Stair Creation can be a time saver when we get lost.
                          Stair creation can save time and be useful for some things, namely for e.g. a rogue character scumming for the one ring or some other cheese. Sometimes as a Teleport Level effect when you have the time to fail a few casts safely.

                          But Door Creation is legitimately one of the most powerful spells in the game. It breaks line of sight in every direction, so monsters don't cast or breathe at you. Once you are capable of doing so reliably, your first few turns on a fresh level can look something like
                          1) Create Doors
                          2) Most powerful monster detection spell, looking for immediate nearby dangers
                          3) Most powerful treasure detection spell
                          4) Magic mapping
                          5) maybe re-detect monsters to see how they line up against the map/treasure

                          And now you can plan your attack on the level. Also Enlightenment and *Enlightenment* can replace a few of those steps in one go. Also, against ranged monsters (shooters/casters/breathers) a Create Doors will force them to walk right up to you to open the door!
                          Last edited by krazyhades; April 28, 2015, 21:17.

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #14
                            Originally posted by krazyhades
                            If you've already woken up some scary things elsewhere on the level, the safest thing to do in that situation is to read ?Teleport Level. It's the safest escape in the game because @ always gets the first turn on a new level. Definitely beats YASD by teleporting yourself next to an angry Ancalagon or something (my last 1-turn-death, about 8 months ago...)
                            @ doesn't get automatic first turn in new level (unless this has been changed recently). What old versions tried to ensure was that anything with ranged attack can't use that ranged attack before you have your first move (the FORCE_SLEEP -flag). I once level-teleported next to awake death mold and got my gear disenchanted and HP near death before I could do anything. Also awake basilisk is a threat, it doesn't have FORCE_SLEEP, so it can have first turn. If you don't have poison resist and have low HP that can be insta-death.

                            I do think that monster needs to be faster than you to get that first turn though.

                            Best escape IMO is destruction. It clears and disrupts large enough area that nothing gets in your LOS in couple of turns.

                            Comment

                            • Timo Pietilä
                              Prophet
                              • Apr 2007
                              • 4096

                              #15
                              Originally posted by krazyhades
                              But Door Creation is legitimately one of the most powerful spells in the game.
                              IMO Door creation is a spell that doesn't belong in angband at all. Stair creation could fit if we change stairs to "level portal" (which also fixes the "new level each time" suspension of disbelief).

                              It just feels wrong to create something so massive and solid as a door, more so at all directions in open space. Wizard lock which could close and lock any door at LoS (and fixes broken ones while at it) would feel better. Maybe combined with rune of protection _at the door_ so that it can't be bashed down quite as easily would make wonderful tactical utility spell.

                              Dangerous summoner approaching, wizard-lock a door in front of it denying its access to LoS.

                              Door creation in combination of hockey stick -bug is what makes that so insanely powerful if you know how to use it. Almost like cheating.

                              Comment

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