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  #1861  
Old 04-19-2017, 05:35 PM
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Bunk Moreland Bunk Moreland is offline
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I was going to suggest Ghost Grinder as a band name, but I think it'd get sued by Marvel.
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  #1862  
Old 05-13-2017, 11:56 AM
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Weíre back! Per JBearís helpful reminder, our first task will be to go back and clear out the early dungeon levels; then itís on to the bottom of the dungeon and Orc.



First stop is D:3, where after running around yelling like an idiot for a bit, MF Doom mercilessly kills some poor, helpless ghost.



Next is D:4, where Grinder lurks. But wait, there are more uniques here! Poor Duvessa isnít too hard when youíre actually supposed to fight her, let alone ten XLs later.



And neither is Dowan. Oh no, youíre hasted and have Stone Arrow now, whatever shall I do?



Well, I was going to say ďmurder himĒ, but a lucky polymorph shot porkalates MF Doom again.



But thatís OK, Ghostface Killah can get the job done on his own.



Ooh, interesting. Weíre very unlikely to use this, with that flaming bardiche we found last time in our back pocket, but maybe this is really, really good, in addition to being distressingly furry!



Not bad, actually, but not good enough to ditch two-handers for, either. Back on the floor it goes.



Thereís Grinder! He goes down in two attacks.



Whattaya know, itís a real party on D:4. Letís see what kind of fight olí Siggy can put up.



Not much. On to the next reunion stop!



Itís Menkaure, who gets one-shot. And thatís the reunion tour!



Now itís back to our regularly scheduled programming, down through the rest of D. It seems the skeletal warriors that originally scared MF Doom off from D:12 are now barely a speed bump. Thatís what conquering Lair (some elephants aside) will do for you!



The next foe that gives MF Doom pause is an ugly thing. Can he take it?



Yes, with ease!



Hey, MF Doom is already at glaive mindelay! Guess itís time to give that bardiche a spin!



He also pops on some armor skill. Points in that are now relatively cheap enough to be worth training.



Sadly, heís still stuck with pretty poor ring selection.



A helmet, found a little later, helps boost the AC a little. MF Doom is now getting to respectable AC levels even without Ozoís Armor.



The bardiche is a significant upgrade and is killing stuff pretty quickly, like this hill giant. Look at all those exclamation points!
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  #1863  
Old 05-13-2017, 11:57 AM
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MF Doom takes strength and gets a bonus agility point. At the same time, GK not only gets a little more powerful, he learns Paralyze! Now weíre cooking!



Paralyze replaces Slow in GKís repertoire. Anything he lands it on is out for the count long enough that theyíre pretty much dead.



May as well start training some Invo to take best advantage of Hepís abilities.



A read-IDed brand weapon scroll gets used on MF Doomís glaive, as his bardiche is already perfect. Itís kind of a wash for the glaive, but heís never really planning to use that anyway.



D:15 is off to a rip-roaring start. A little bit of stair-dancing clears that up no problem.



It takes a while and isnít without its danger, but thereís not that much that can go wrong when youíre standing on the upstair.



Letís give Transference a try in cleaning up this situation. That manticore is annoying, with the barbs itís firing across the room.



And now itís adjacent! This is handy in bringing all kinds of ranged nasties up close and personal.



This is what your HP bar looks like on tab. Kids, donít do tab.



A yaktaur captain is a little odd for the dungeon. Iím guessing it leaked out of the Depths entrance vault.



Yep, thereís where it should be sitting. This is one of the easier Depths entrance vaults, with a few ranged monsters but lots of cover to approach them from.



Then the tabbing finally gets MF Doom into real trouble. Phantasmal warriors are most often encountered in Crypt and extended, with strong characters; itís easy to forget that they can hit hard if youíre not quite up to their level yet.



Phew! A heal gets MF Doom out of immediate danger. But heís still got to get away; getting slowed by those wraiths with the phantasmal warrior still nearby could be a death sentence.



Thankfully, a teleport goes off in time, and a slightly more cautious MF Doom is free to rest up.



Back to the stash before continuing onward. The available spells to memorize have some goodies, particularly Repel Missiles and Regeneration, but MF Doom will need some more spell levels first.



Into Orc goes MF Doom, dicing up ogres like onions.



As usual, Orc is pretty peaceful, and MF Doom makes it down to O:2 easily. The end happens to be one where the four guaranteed shops are spread out, each with a cluster of more difficult enemies.



The first group gets cleared out, and MF Doom finds a mediocre shop they were guarding. Some of it is at least potentially useful, like the brand weapon scroll.



A book shop is promising, even if MF Doom isnít exactly hurting for good memorization options.



Itís a great shop! Summonings and Beasts are great options, and Battle is the absolute best book for hybrid characters. MF Doom will be back here for sure!
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  #1864  
Old 05-13-2017, 11:57 AM
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The third, a weapon shop, is a bust.



And the fourth, whatever it is, is well-guarded. Going to have to lure these guys out in small groups.



GK makes a quixotic last stand. See you soon, buddy!



Well, this is fun. Letís hope we donít get too mutated!



Thankfully, the warg blocks line of sight nicely, and the next trip down, MF Doom is able to pull a couple more orcs up to their death.



One of them happens to have a really nice weapon, so even just these two end up putting up a major fight! Careful, MF Doom!



Now for the fight against the big guy. MF Doom Idealizes GK for the heck of it. Idealize boosts all of GKís stats; one of the more important effects of this, for this fight, is a spellpower boost.



It helps a lot, as GK manages to land a Confuse, and the orc warlord is rendered nearly harmless.



And then the coup de grace for good measure! Wow, GK!



So, of course, feeling invincible, MF Doom goes and takes a third of his health bar in one hit. Whee!



And, a couple trips down, he gets paralyzed. Good thing heís playing this extremely safely!



Thankfully, by the time he wakes up, GK has done more damage to the enemies than they have to him.



Whoa there! This is like the most dangerous Orc ever.



Not that youíd know it from the fight this stone giant put up.



One of the best ways to deal with paralyzers is to never ever let them see you with anything dangerous in melee in line of sight.



Finally, the last shop. Not bad! The fire dragon scales are probably the only things MF Doom will consider. A more tanky character would love that crystal plate armor, though.



Continuing the danger themeÖbut GK and MF Doom handle it easily together.



Another one? On O:1, no less? Crazy! Stone giants are literally the most dangerous non-unique things you can find in Orc.



At least thereís another shop up here. The two scrolls at the bottom are nice, as is the amulet up top.



Orc just doesnít let up, though. Thankfully, MF Doom gets to the upstair without taking another hit.
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  #1865  
Old 05-13-2017, 11:58 AM
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Down there, he manages to rest up enough to get out of extreme danger before something else wanders over.



But thereís an elf mage right behind the orc warrior, and all of a sudden weíre one hit from death again.



Some healing gets MF Doom out of the danger zone, and his allies come through to save him.



A little later, some revenge gets MF Doom to level 16, and powers up GK!



Öthis is getting ridiculous.



For some reason, MF Doom Idealizes and tries to fight it out. Abort!



Eep! Run away!



Phew. That was a close one.



Not that the stone giant lets up on the trip back up!



But it goes down, and not long after, the floor is finally clear. MF Doom has a pretty robust shopping list! The enchant weapon scroll is a must-buy.



As are some excellent books. Merfolk needs spell levels badly!



He does have enough to add Spectral Weapon right away. Oh, how sweet it is.



MF Doom makes it back to Lair and cleans things up a bit. Todayís mission had many close calls, but was ultimately a success!



Here are his skills.



Status.



And the dungeon overview. Itís time to venture into a Lair branch, but which one? The only source of rPois that MF Doom has seen is this thing:



And thatís not exactly conducive to MF Doomís style, per se.

Let me know where MF Doom should go, and Iíll see you all next time!
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  #1866  
Old 05-13-2017, 03:06 PM
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Bunk Moreland Bunk Moreland is offline
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Swamp seems like the safer choice, with Mf bonuses and no good source of rPois. unless you've seen a decent trident somewhere? But I mean that bardiche is also perfect for cutting down every hydra you see.
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  #1867  
Old 05-15-2017, 08:21 AM
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Without rPois, I honestly think Snake is more dangerous than Spider, not that I'd try either if I had the choice.

Our hero is kind of up a creek here. That MR is pitiful, and swamp drakes will ruin your day. Swamp at least gets you into your natural terrain, so it's the easy pick, but that doesn't mean it'll be easy.
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  #1868  
Old 05-15-2017, 04:03 PM
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At least swamp gives you a shot at swamp dragon scales to give rPois?
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  #1869  
Old 05-15-2017, 04:43 PM
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I thought that MD stood for Merfolk Doom, not Massive Damage.

Quote:
Originally Posted by CaptBlasto View Post
At least swamp gives you a shot at swamp dragon scales to give rPois?
Ayup. I always head to Swamp first when looking for rPois for this reason.
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  #1870  
Old 05-16-2017, 12:52 PM
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Gerad Gerad is offline
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Quote:
Originally Posted by JBear View Post
I thought that MD stood for Merfolk Doom, not Massive Damage.
With me, everything stands for Massive Damage!

Quote:
Originally Posted by JBear View Post
Ayup. I always head to Swamp first when looking for rPois for this reason.
Even aside from that, I think Swamp is the much easier one. It's easier in general. Only swamp drakes and swamp dragons present particular rPois issues, and there are always potions of curing and the ability to swim or blink out of the clouds. I'm glad the vote is leaning to Swamp, because that's definitely where I'd go if left to my own devices.
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  #1871  
Old 05-17-2017, 11:51 AM
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Taeryn Taeryn is offline
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yeah, i agree with swamp
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  #1872  
Old 06-14-2017, 07:54 AM
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LaularuKyrumo LaularuKyrumo is offline
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Now, if it were me, I'd probably suggest Spoder over Swamp. But that's because if it were me, I'd probably have been rocking Ignite Poison and Olgreb's Radiance at this stage of the game. Too bad the book store didn't seem to have the latter. As is, Swamp is probably the correct choice if only because merfolk love water. Anything that can poison you, you probably outrun in water.
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