Here's how I start gnome mages
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He resists all base elements except maybe acid? (I think he does have racid). Holiness won't do great damage but it still more than his melee weapon (if he even hits). Plus the heal and the protect evil aren't a lot but better than nothing. Pretty sure drain life is the same damage as holiness (could be wrong). Annihilation is better I guess.
Ok, he doesn't resist acid. Drain life is 150. Holiness is ?. For some reason holiness & dispel evil don't show damage in their item descriptions. It's 150 in poscheng but devices are usually stronger in that variant.
Searching the forum brings up 120 for holiness. I'd say it's additional perks make it better then drain life. Though that's situational.Last edited by wobbly; December 3, 2015, 18:17.Comment
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Drain life approaches 300 for high level gnome mages (the precise value I measured is in a post I made somewhere on this forum).
Yes my mages always fight from a distance unless I've found something like Deathwreaker which even for a mage is a pure pleasure against undead. With Kelek's you can quickly plunder major vaults on dlev 98 and find Slings of Buckland which give massive damage output even on plain shots (but of course with Tenser's you can brand all ammo!). If you want to get cheesy and have enough speed you can pillar dance (which was my go-to approach for mages for a long time). For slightly less cheese you can do hockey stick corridors (one step to the side of a 45-degree diagonal corridor (in the direction of slant) and you can fire spells at the monsters in the corridor but they can't see you) for (nearly) risk-free unique slaying. Another variant on the hockey stick is creating a ton of knight's move corners and hitting the unique as he steps on to the knight's move away square, then when it steps next to you, phase away. Otherwise, just TO until you get Chaos Strike. I also use Rift alot against uniques. In a long corridor a single rift will either kill or phase almost everything away.Comment
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Make a long ASC with a bunch of Glyphs of Warding. Every time one is broken, take a step back to a new GoW. That keeps you from dealing with summons AND cuts down on melee damage.Comment
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Actually, a straight corridor may be a good option.
It is dangerous for other classes, but mage has Create Doors.
So if enemy summons a deadly breather - I can create door and run away.
Another question: does Rift teleport enemies far away, or slightly back, more like Phase door?Comment
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Actually, a straight corridor may be a good option.
It is dangerous for other classes, but mage has Create Doors.
So if enemy summons a deadly breather - I can create door and run away.
Another question: does Rift teleport enemies far away, or slightly back, more like Phase door?Comment
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Make a long ASC with a bunch of Glyphs of Warding
He is using ASC with Glyphs of Warding while playing Elf Mage.
Do mages get Glyph of Warding? Which book? Do I miss something?
Or was it there in earlier version of Angband?Comment
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Recent? I thought a mage's Rune of Protection has been around quite awhile. As for what book it should be in, I can see arguments for both MB5 or MB7, resistance or "escape" from blows.“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 DeadComment
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Mage Rune of Protection was introduced in 3.0, when the whole mage spell list was overhauled. But at that time, it did't prevent melee damage, only enemy movement and summoning. So Mordenkainen was the better fit.Comment
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As for it not fitting, I assume it's an escape in the sense that you could wack up a door to block los then stick the ward down to hold up a monster while you run. Completely logical except for the fact the game has teleport, TO, Tlevel & create stairs.
As for it better fitting resistances, what would you chop? I like all of resistances. What would you add to escapes? To me it's a nice fit where it is: in power level of book, in added flexibility to escapes, in thematics as above.Comment
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I agree, and overall I think the mage spells are well distributed across the spell books. Priests, on the other hand... their prayers I find much more haphazardly spread across the prayer books.“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 DeadComment
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Ok, my Dunedan mage heroically died at dl95.
I was clearing a huge open vault in knight position.
TO, TO, TO, TO - I have teleported, probably, hundreds of monsters.
I went onto autopilot and didn't notice Huan returned from the back.
Ironically, I commented the similar death couple of days ago.
At the far end of the vault Kelek was lying...
I am not upset about the loss. Honestly, I get bored playing mage.
For the last ten levels I just wished it would finish soon. And it did.
Dunadan + careful birth points allocation + some luck made mid game solid.
I was really looking forward for the late game, but it is disappointing.
I found Raal and discovered that most of the spells there are weak.
Rift for 200 damage? Meteor for 150? C'mon guys, my Totila does 250 against evil in flimsy mages hands, why would I use spells?
I also tried wands of annihilation, drain life but again, simple Totila does better.
So Rune of Protection + Melee is how I fought the last Uniques - that is just parody to Priest playstyle! Where is the killing machine which mage ought to be in the end game????
TO, TO, TO, TO, TO.... boring. I really miss my warrior.Comment
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