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#1 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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Comp 196
Comp 196 is up. It's a Sil 1.3 comp in which the goal is to smash the existing high-scores for 1.3 on any ladder, competition or otherwise.
GLHF
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#2 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 47
Posts: 870
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I just got killed by an orc scout. Not sure that's ever happened to me before. It rolled 18 on 2d10 (usually 1d10) which was way more than I had left.
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#3 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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They were buffed in 1.3 iirc. The spear-die for their damage might be new? I think Easterling spies also became decent archers now.
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#4 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 47
Posts: 870
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Didn't realise just how dangerous whispering shadows were either. 2d6 ignoring armour can take you down very fast when there is more than one and you can't see them despite radius 4 light... All I did was try and close a door to contain them and two of them touched me for a combined 17. That one was looking promising too...
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#5 |
Apprentice
Join Date: Jan 2012
Posts: 78
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Yeah what the shit with the whispering shadows?!? Twice now about 400-600 feet looking good then 20 points down in a round and dead and didn't even see them (or the three of them...)
And yeah, I've added a factor of 10 to my Sil playtime, and still not getting it, with this character at least. Having fun, don't get me wrong, unexpected death is the best! Close-to-Vanilla variants can be boring. Monster movement in Sil is amazing, it's like everything is a hound that will appear out of nowhere right behind you when you're already facing off against a room-full ahead. Makes a lot less controllable. And no escapes. So, after many attempts all ending in the 400-700 ft region, I have some idea what build I'm trying for, let me know if I'm wrong. And no, I'm not going for the highest score/fastest win, just having a good go at a Silmaril would be great. Smithing - 2 for weapons only, though it seems like 4 for jewelry might be good, or that nothing and save the xp might be better, not sure Archery - 7 for Flame Arrows is a huge damage boost in mid-levels. Heck will all that Dex this character might make an archer all the way! Or at least get Precision and/or Crippling shot? Or again, nothing, save the xp? Perception - 7 for Greater Lore, because I know nothing about this Sil, but actually, it may not be a bad idea even if I were a Sil veteran, just so nice to have everything identified. XP is definitely limited, right? Only so many monsters and diminishing returns for encountering/killing. So I have to be economical with skill and ability investments, hrmmm... All the dark stuff, is this another reason to take Smithing to forge lamps? I've taken Inner Light, but it doesn't help that much by itself. And Rauko seriously piss me off. Rauko Bane? !True Sight are few and far between, Keen Senses helps a little, SI didn't seem to do much. Most fun I've had so far was finding a 1d8 short sword of Galadriel, +3 evasion and riposte, I got parry and finesse and with 2 strength and a 2 lb weapon was double and triple critting twice a turn for 50 damage a couple times, and hardly ever getting touched. Then the whispering shadows got me, dammit. The corridor of them was easy, it was when I stepped up to the edge of the room and 3 hit me at once. Not that I could see them until the death screen showed me the room ahead, full of them. Now I know, not worth it. Like Hounds of Tindalos. You think you're good... then you're most definitely not good, fast. What about a blindfighting ability?!? Some way at least to not halve the evasion AND cut through armor. I'm also tempted to build towards whirlwind+crowd fighting, opportunist, controlled retreat, flanking, follow through, riposte, etc. The extra attacks, with Song of Slaying, could produce some incredible bonuses, I'd guess. Rest of the build: 20 Melee 20 Evasion 7 Stealth for Opportunist 12 Song for Sharpness for the Silmaril (Sond of Weaving, too?) 12 Will for 1d2 Hardiness and Constitution Rapid Attack and Momentum towards Morgoth and the climb out Feels solid but I'm guessing in Sil a lot comes down to luck. |
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#6 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,610
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#7 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 47
Posts: 870
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@jeff, that would be a very strong build, but you may find the cost of all of those abilities somewhat prohibitive. What you take will also depend on what you find, your Galadriel situation being the perfect example (likewise if Ringil shows up). +6 evasion from your weapon propels you down the high evasion/riposte build route.
Smithing (at least in a time pressured game) is only worth it if you are short of arrows or as you say if you have some spare mithril and could do with a feanorian lamp. |
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#8 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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With more than 2wks left -- how do folks feel about opening this comp to "pick whatever race / stats you want" and ditching the starting save file? Maybe that will improve participation a bit
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__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#9 |
Adept
Join Date: Jul 2015
Posts: 144
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#10 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 47
Posts: 870
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Certainly open to that. Personally I find 3 STR more conducive to diving - more damage output, less disarming and easier to escape pits and webs. Also it will erase my memory of all the consumable flavours I now know almost by heart!
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