Dwarf paladin, the usual fight in a maze vault at 5000ft. This time, Morgoth used mainly quakes (7 times) to bother my character. Had a close call once with a mana storm followed by a quake, and then another mana storm followed by a normal melee attack. But this time I had a chance to use a *heal* between the two mana storms, and that's all the difference...
Final dump is here: http://www.mangband.org/Main/HighScoreC ... 3344876700
The equipment for the final fight was:
*KING* PowerDwarf
*KING* PowerDwarf
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Re: *KING* PowerDwarf
Very nice man, glad morgoth didn't start comboing your *king* attempts :)
Now lets see if I can prepare somethin really cool on my end...
Now lets see if I can prepare somethin really cool on my end...
Re: *KING* PowerDwarf
The hard part with Morgoth fight is that the autoretaliator eats your next move, so when Morgoth casts a mana storm, you have one turn during which you can't do anything. If Morgoth decides to do mana storm again, or quake/nether ball/mana bolt and you don't have the hps, you're screwed. I'd really like to see the slowdown implemented up to 5k to make the fight less a RNG roulette.
Next: Groquik, HT mage, magely way. All uniques already killed, almost set (missing a few *heal*s and a few points of speed). I'll have to train a bit, because it's *much* harder to win this way (it's more than sitting around spamming the same *heal* key).
Next: Groquik, HT mage, magely way. All uniques already killed, almost set (missing a few *heal*s and a few points of speed). I'll have to train a bit, because it's *much* harder to win this way (it's more than sitting around spamming the same *heal* key).
Re: *KING* PowerDwarf
We could also implement what tomenet has; the autoretaliator treats each blow as a separate attack there. So you can quaff a *heal* at any time with practically no delay.