Last night I had my first win in 4.2. Like all but one of my wins in older versions this was as a mage, in this case a hobbit mage so hit points were an issue for most of the game (my non mage win was a dwarf priest).
Unfortunately, I didn't save a character dump, but I do have a few comments.
I agree with one of the earlier threads that says that a mage is relatively easy in the end game in 4.2. The only major thing it was missing from earlier versions was the haste self spell which could be overcome with a few speed potions.
In the meantime, the ability to use wands which could be recharged to restore mana led to essentially a limitless amount of mana. The thrust away spell is a great way to move monsters away but not too far away when they are getting close so you can keep firing at them.
For Morgoth, I kept hitting him with annihilation and drain life to save my spells for banishment and mass banishment. When he summoned uniques, I moved the fight to a different area (until the last time when he summoned Azog and Sméagol, both of whom I just took care of myself).
A couple of things that made life easier were a cap of serenity very early in the game (before level 20) which meant stunning was not an issue and then finding Feanor's boots around level 50. I went down reasonably quickly (with some attention to level feelings) down to level 40. At that point, I realized that my mana points were about twice as high as my hit points so I decided to go slow to farm for stat potions. By the mid 50's I felt in good shape and started deep descent, clear a level, deep descent, clear, etc. down to level 97 where I farmed for final gear.
One thing I did for future help was carry a few rods of probing so I could get as much into my monster memory as possible without directly finding out about attack damage. That should help with future games in other classes.
Unfortunately, I didn't save a character dump, but I do have a few comments.
I agree with one of the earlier threads that says that a mage is relatively easy in the end game in 4.2. The only major thing it was missing from earlier versions was the haste self spell which could be overcome with a few speed potions.
In the meantime, the ability to use wands which could be recharged to restore mana led to essentially a limitless amount of mana. The thrust away spell is a great way to move monsters away but not too far away when they are getting close so you can keep firing at them.
For Morgoth, I kept hitting him with annihilation and drain life to save my spells for banishment and mass banishment. When he summoned uniques, I moved the fight to a different area (until the last time when he summoned Azog and Sméagol, both of whom I just took care of myself).
A couple of things that made life easier were a cap of serenity very early in the game (before level 20) which meant stunning was not an issue and then finding Feanor's boots around level 50. I went down reasonably quickly (with some attention to level feelings) down to level 40. At that point, I realized that my mana points were about twice as high as my hit points so I decided to go slow to farm for stat potions. By the mid 50's I felt in good shape and started deep descent, clear a level, deep descent, clear, etc. down to level 97 where I farmed for final gear.
One thing I did for future help was carry a few rods of probing so I could get as much into my monster memory as possible without directly finding out about attack damage. That should help with future games in other classes.
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