Talk:ARCHIVED Majang's Fire Elementalist of TSO Guide

From CrawlWiki
Revision as of 20:51, 12 August 2014 by Majang (talk | contribs) (good points)
Jump to: navigation, search

So I'm reading your guide, and almost immediately I start wondering why the strategy isn't to start with Vehumet and switch to TSO for the late game. Vehumet's passive benefits are fantastic for a spellcaster, especially in the early- and mid-game, while almost all of TSO's benefits (restoration on killing evil foes, rN+++, see invisible, holy wrath weapon brand) come into play best in the extended game. Meanwhile, TSO penalizes your stealth horribly, making it much harder to avoid fights you'd rather not begin right now, and he disables two fantastically useful schools of magic: Poison and Necromancy. I also think you understate the damage of having a perfect shot lined up and being forced to delay it or re-aim to avoid injuring a sleeping foe you're about to murder anyway. Wasting turns can make or break a fight; that's why paralysis and slow are so bad. Vehumet, meanwhile, gives you spells all over the place, makes them deadlier than they'd otherwise be, and is fairly reliable at getting you the pieces needed to take on the final areas. Considering that you request the player to rely on luck multiple times in this guide, that's a significant bonus.

The downside to picking Vehumet early? You'll have to face his wrath when you switch to TSO, which is admittedly a nasty one (5% failure rate can be a pain), but you can easily grind out his wrath farming in the Abyss or the Hells, which you'll want to do anyway to get TSO fully charged up. Also, you'll have had no training in Invocations, but your Conjurations will more than make up for a weak Cleansing Flame, and besides, there's plenty of XP to be found. You mention yourself how quickly you can get Lehudib's Crystal Spear from useless to near-guaranteed.

Other points of contention: Pure melee can clear their way to 15 runes just fine. Trog into TSO is reliable and quite satisfying, especially since it forces you to play with evocable items and the like to fill the gaps. As for Sublimation of Blood, so long as there are chunks, it'll still be phenomenally useful; drawing MP from yourself is a sign that you're playing it wrong. Likewise, Death's Door is several turns of honest-to-goodness invulnerability. I can appreciate the value of killing off multiple demons in a single turn and getting full HP and MP as a result, but at the same time you can't knock actual invulnerability. All those gargoyle HP can go up in flames quick if a handful of hellions all decide to Hellfire at once. While I admittedly prefer the TSO healy route, Death's Door is still perfectly viable.

I'm not telling you you wrote a bad guide or anything, but it definitely seems like you need to state the argument for early-game TSO a little harder. Don't forget the power of angelic servants! You knock them for getting in the way of your late game spells, but they're fantastic allies before that point when things are ugly, and a whole lot more MP efficient than praying your half-strength spells will take down a rampaging unique. --MoogleDan (talk) 17:10, 12 August 2014 (CEST)

Thanks for these points! About starting out with Vehumet: Honestly, in all my playing career I have never switched gods, except between good gods, so that is an advice I am just not ready to give, although it may be a perfectly viable option. It's just that I'm not really aware of the implications of an ex-god being mad at you, and so far I have been quite afraid of that. What you write is convincing - Vehumet almost does guarantee that you get the spells you need to win. I will work that idea in. But this would only serve as an alternative, as I think that in 90% of your games you will have either Fire Storm or Tornado ready before you need them.
So how does a melee fighter get around this Vaults 5 fix I mentioned? I can imagine a Cheibriados worshipper to get those pesky Vault wardens down with slouch, but otherwise, if you are surrounded, even evocables won't do you much good. I just don't see how anyone can win this level as a pure melee. Have you, since the insertion of Vault wardens and the opening up of the edges in Vaults 5? With this little change to the level layout, there is no teleporting to a safe corridor when the stairs are blocked. Wherever you go, you will be surrounded by high-level killers.
The important detail on sublimation of blood is that as of 0.15 you cannot do it on chunks anymore. It only works on yourself (and only if you are not a gargoyle or undead). So you confirm my hunch that it is now almost useless to most casters (if you are not a naga or demigod with lots of HP to burn for this purpose).
Having to wake up opponents only gets a problem in the very late game, when you are casting fire storm. Up to that point, your aura makes sure that everyone is wide awake whenever you see them. Fire Storm's elementals sometimes keep opponents distracted, and that is where the problem starts. But this actually never got me into any danger, as most opponents in the late game are evil, and TSO does not mind if you kill them napping in cold blood. The odd dwarf or eye or draconian, however, can cause that problem.
I'm not saying that Death's Door is bad. It is a great option that I plan to use in the current game I'm playing right now (obviously not worshiping TSO). My point is rather that as a worshiper of TSO you are not going to miss it and can invest its spell levels, and the experience you need to cast it, in other pursuits. Majang (talk) 21:51, 12 August 2014 (CEST)