Difference between revisions of "Talk:ARCHIVED Buddy23Lee's Minotaur Staff-Madness guide"
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:As for Cerebov winning a straight melee fight, you overestimate the power of that silly greatsword he carries. I'd put my money on the hasted, mighted, well-armoured, rF+++ minotaur smasher over that war toaster any day :P Admittedly, I'd prefer an antimagic lajatang, but this seems like it'd do the job admirably. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:39, 4 August 2014 (CEST) | :As for Cerebov winning a straight melee fight, you overestimate the power of that silly greatsword he carries. I'd put my money on the hasted, mighted, well-armoured, rF+++ minotaur smasher over that war toaster any day :P Admittedly, I'd prefer an antimagic lajatang, but this seems like it'd do the job admirably. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:39, 4 August 2014 (CEST) | ||
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+ | I really like this guide. Right now I am playing it, but I started out as a minotoaur [[fighter]], taking the [[flail]] as starting weapon. This gives me the advantage of having immediate shield protection. When a minotaur trains maces and flails up to 14, in the new cross-training system the staves skill automatically climbs to above 9, so there is not such a long way to go to bring it up to the 12 needed for swinging the staff of earth with minimum delay. Maces and flails have excellent one-handed weapons, which give you more flexibility and good fire-power until your earth and evocations skills are strong enough to use your staff. You also may have good special branded weapons for taking out susceptible opponents, for example I use a TSO-blessed [[eveningstar]] against anything susceptible to [[holy wrath]]. So you may want to mention this option of starting out as a flail-armed fighter in your guide. [[User:Majang|Majang]] ([[User talk:Majang|talk]]) 08:21, 17 November 2014 (CET) |
Revision as of 08:21, 17 November 2014
Just read it and think its a great guide and idea. But I found two things I wanted to ask:
-Doesnt Trog still make me loose piety for training Magic? So wouldn`t he be a rather bad god to pick here? (Also aquirement says Trog worshippers always get rods)
-Why train Fighting more than Staves? From a Damage output consideration, Staves is cheaper and adds more damage. So shouldn`t I pour as much xp in fighting than in staves after raching min delay?
--BlueCrake (talk) 01:59, 7 June 2014 (CEST)
- Trog would get angry at you for training Earth Magic even if you never cast a single spell. I think Yredelemnul or Makhleb might be the best choices for this sort of character; good support abilities that require only moderate Invocations training, excellent panic buttons, and a pathetic divine retribution for when you bail on him in the end game. As for Fighting vs. Staves, Fighting gives a smaller damage boost, but also comes with heaps of HP. Neither skill really improves the damage of a magical staff all that much, however, as the majority of a staff of earth's damage comes from the magical effect, which is Earth Magic and Evocations based. --MoogleDan (talk) 07:33, 7 June 2014 (CEST)
- You both make an excellent point. I played through a number of these guys and yet never tried it with Trog. Dumb move. I'll revise that section. BlueCrake, what Dan said. I do fighting all the way for the HP. Crazy high earth magic and evocations will more than make up for any higher in staves...provided you use the staff of earth. :) --Buddy23Lee (talk) 11:03, 7 June 2014 (CEST)
Isn't it saying too much when you claim that a staff of earth deals non-resistible extra damage? The extra damage output is reduced by the AC of the opponent, which for some late-game bosses is quite significant. Cerebov for example has 30 AC, so I guess he will have cut and burned you to pieces before you have him down with the staff of earth. Majang (talk) 14:15, 4 August 2014 (CEST)
- The wiki admittedly has an issue with this terminology. We interchangably use non-resistible, irresistible, and physical all for the same thing. Personally, I think physical is the best choice, as it brings AC-reduction to mind most clearly, but the game never actually uses the term. Technically, damage reduction from AC isn't resistance, so the other two are also accurate, but I wouldn't mind a hard and fast term being selected here.
- As for Cerebov winning a straight melee fight, you overestimate the power of that silly greatsword he carries. I'd put my money on the hasted, mighted, well-armoured, rF+++ minotaur smasher over that war toaster any day :P Admittedly, I'd prefer an antimagic lajatang, but this seems like it'd do the job admirably. --MoogleDan (talk) 14:39, 4 August 2014 (CEST)
I really like this guide. Right now I am playing it, but I started out as a minotoaur fighter, taking the flail as starting weapon. This gives me the advantage of having immediate shield protection. When a minotaur trains maces and flails up to 14, in the new cross-training system the staves skill automatically climbs to above 9, so there is not such a long way to go to bring it up to the 12 needed for swinging the staff of earth with minimum delay. Maces and flails have excellent one-handed weapons, which give you more flexibility and good fire-power until your earth and evocations skills are strong enough to use your staff. You also may have good special branded weapons for taking out susceptible opponents, for example I use a TSO-blessed eveningstar against anything susceptible to holy wrath. So you may want to mention this option of starting out as a flail-armed fighter in your guide. Majang (talk) 08:21, 17 November 2014 (CET)