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#1 |
Scout
Join Date: Oct 2011
Posts: 49
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Late game advice for my Half-Troll warrior?
Late in the game for my Half-Troll Warrior. He's probably the strongest character I've played yet, so before I continue my mad hack-n-slash run to level 98 a.k.a scum heaven, I'd just like to get a bit of advice as far as equipment and what to be cautious of this late in the game. I've never hit level 80+ before so I'm not too sure what to look out for.
Rather than posting a dump here in the thread, here's a link to his file on the ladder. So yeah. Advice appreciated as I head towards the endgame. ![]() |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Carry more CSW/CCW. Ideally about 20 potions between the two. In fights, you can phase away, then chug potions, and quickly get back into the fight.
Save most of your *Healing* and all of your Life potions for the final fights. Also reserve a stack of Speed potions for same; both Sauron and Morgoth can drain charges with their melee attacks. Save all Mass Banishment and some Destruction scrolls for the final fight too, as panic buttons. Consider carrying Celeborn as a swap for disenchantment resistance, mostly so you can melee annoying monsters instead of having to run from them. Too bad you don't have more DEX; you could dump Thingol for your Aman cloak and wear Celeborn full-time. You seem to be in a situation where one good item could give you a lot of flexibility in your gear selection. Otherwise, things basically look good; you could tackle the endgame right now with a bit more *Healing* potions. |
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#3 |
Scout
Join Date: Oct 2011
Posts: 49
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I typically do carry more CSW/CCW, but I dumped that file right after I'd cleared a greater vault and killed about five uniques, including Carcharoth and Polyphemus.
As for *Healing*, I try to carry a few around the dungeon, but I'll leave most of them at home for the final fight. Same for speed potions, which I never really thought of. Do such things as speed rods exist? And as far as flexibility, yeah, I could use just one or two more good items to get to the point where I'd really be comfortable. Also just had a scare, got down to 67 HP fighting a Great Wyrm of Balance and a Jabberwock at the same time. ![]() Thanks for the advice, I appreciate it as always. |
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#4 | |
Veteran
Join Date: Mar 2013
Location: Berkshire, UK
Posts: 1,214
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Quote:
IMHO. I tend to squelch rods of healing for an HT warrior for the same reasons. And watch out for the Terrasque, if you haven't got him already. I reckon he's tougher than Morgoth. Potions of resist cold are the key. |
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#5 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
![]() (Hint: it's "never fight two enemies at the same time if you can possibly avoid it". Use those Rods of Teleport Other, or set up line-of-sight blockers at the very least) |
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#6 |
Scout
Join Date: Oct 2011
Posts: 49
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That's too bad, MattB.
![]() @Derakon: Right, yes, I'm going to avoid fighting more than one monster at once now for sure. I'm just happy I didn't die. o_o Edit: Found Doomcaller. It's an awesome weapon but the AC penalty means I don't think I can use it. ![]() |
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#7 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Man, Ringil and Doomcaller? Some players have all the luck.
The AC penalty is peanuts. Sure, you'll take slightly more damage in melee. The vast majority of late-game damage comes from spells, though, so who cares? Even when fighting heavy-hitters, Doomcaller will tend to do enough damage that you take less damage over the course of the fight anyway, since your opponent dies faster. In any event, Doomcaller is so rare that, given that you found it while playing as a warrior (i.e. the best class to take advantage of it), you are morally obligated to use it. Especially since its ESP frees up your amulet slot. As for speed vs. damage, Doomcaller does so much more damage than Ringil (6d5+28 vs. 4d5+25) that having to wear an extra speed ring is no problem. |
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#8 |
Scout
Join Date: Oct 2011
Posts: 49
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So I actually made a chart to compare the two weapons just because... yes, I'm just curious.
Code:
Damage type Ringil Doomcaller vs. undead: 573.8 513.3 (400.7?) vs. evil: 495.0 513.3 vs. creatures not resistant to cold: 573.8 626.5 vs. demons: 730.2 626.5 vs. dragons: 510.2 (416.8) 852.4 vs. animals: 573.8 (416.8) 513.3 vs. trolls: 573.8 626.5 vs. others: 416.8 400.7 |
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#9 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Aggravation automatically wakes up all monsters in the vicinity. It's not a great property to have, but it's not a dealbreaker either, and it's basically irrelevant for the endgame.
I'm surprised the damage is so close. Is that Ringil + damage ring vs. Doomcaller + speed ring? |
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#10 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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