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		<title>User talk:Patrick2011b/FoVM^Ru - Revision history</title>
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		<updated>2026-05-06T13:19:48Z</updated>
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		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Patrick2011b/FoVM%5ERu&amp;diff=76672&amp;oldid=prev</id>
		<title>Hordes: /* Various Thoughts / Advice */ new section</title>
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				<updated>2023-12-12T12:38:09Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Various Thoughts / Advice: &lt;/span&gt; new section&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Various Thoughts / Advice ==&lt;br /&gt;
&lt;br /&gt;
I'd figure, since you've posted the diary, I might as well comment on it.&lt;br /&gt;
&lt;br /&gt;
'''Skill Training:''' Slight optimization would be to train Air Magic a tiny bit. The first few levels are really cheap; before aptitudes, going from 0 -&amp;gt; 2 Air is less than half the cost of 4 -&amp;gt; 5 Poison. Even with Fo aptitudes, getting 1 Air on D:1 is worth it. Later on for Meph Cloud you could get 2-3 levels.&lt;br /&gt;
&lt;br /&gt;
I'm not super sure about rushing OTR. PVapours is your main &amp;quot;killdudes&amp;quot; spell, and OTR is mainly crowd control. In the mean time you could get small investments into stuff like Air/Conj (for Meph Cloud, which lets you fight early uniques), Stealth. [The wiki] might say stuff about getting OTR early but I disagree.&lt;br /&gt;
&lt;br /&gt;
'''On 1.0 Delay Weapons:''' With attacks of opportunity in play, I don't really think having &amp;gt;1.0 delay matters much ''in the early game''. If, as a mage, your best choice is to fight in melee, something probably went wrong. Therefore, you'll need all the power you can get. The better combat performance from, e.g. a spear, outweighs the downside of double-turn. (This holds true until you get consumables worth using.)&lt;br /&gt;
&lt;br /&gt;
'''God Choice:''' IMO not taking Hep immediately was a mistake. Hep ancestor does a lot for you:&lt;br /&gt;
*It lets you kite indefinitely. If poison is &amp;quot;too slow&amp;quot;, then the god of letting you walk away helps with poison.&lt;br /&gt;
*It breaks attacks of opportunity.&lt;br /&gt;
*It lets you kill monsters resistant to poison. That's really helpful for VM, you don't have to run the moment you see a wight or ice beast anymore.&lt;br /&gt;
&lt;br /&gt;
Also from a hyper-optimal winstreak perspective, there's always the chance that you get [[shaft]]ed from D:4 to D:7 before you find another altar.&lt;br /&gt;
&lt;br /&gt;
'''Poison Magic as a whole:''' The combo of PVapours + OTR + Ignite Poison is a great &amp;quot;side option&amp;quot; for most of a 3-rune. In the [https://crawl.kelbi.org/crawl/morgue/HorDDes/morgue-HorDDes-20231212-080333.txt latest game] I played (KoEE), I was using PV + Ignite to take out Vaults guys, storm/quicksilver dragons, and other lone monsters w/o rPois. Note that it's on Kobold - one of PV's main benefits, its full LOS range, is unimportant due to Ko's reduced sight. (I agree VM is on the weaker end, though.)&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

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