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Old September 4, 2013, 23:36   #1
Knight
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Late game advice for my Half-Troll warrior?

Late in the game for my Half-Troll Warrior. He's probably the strongest character I've played yet, so before I continue my mad hack-n-slash run to level 98 a.k.a scum heaven, I'd just like to get a bit of advice as far as equipment and what to be cautious of this late in the game. I've never hit level 80+ before so I'm not too sure what to look out for.

Rather than posting a dump here in the thread, here's a link to his file on the ladder.

So yeah. Advice appreciated as I head towards the endgame.
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Old September 4, 2013, 23:49   #2
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Carry more CSW/CCW. Ideally about 20 potions between the two. In fights, you can phase away, then chug potions, and quickly get back into the fight.

Save most of your *Healing* and all of your Life potions for the final fights. Also reserve a stack of Speed potions for same; both Sauron and Morgoth can drain charges with their melee attacks. Save all Mass Banishment and some Destruction scrolls for the final fight too, as panic buttons.

Consider carrying Celeborn as a swap for disenchantment resistance, mostly so you can melee annoying monsters instead of having to run from them. Too bad you don't have more DEX; you could dump Thingol for your Aman cloak and wear Celeborn full-time.

You seem to be in a situation where one good item could give you a lot of flexibility in your gear selection. Otherwise, things basically look good; you could tackle the endgame right now with a bit more *Healing* potions.
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Old September 4, 2013, 23:57   #3
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I typically do carry more CSW/CCW, but I dumped that file right after I'd cleared a greater vault and killed about five uniques, including Carcharoth and Polyphemus.

As for *Healing*, I try to carry a few around the dungeon, but I'll leave most of them at home for the final fight.

Same for speed potions, which I never really thought of. Do such things as speed rods exist?

And as far as flexibility, yeah, I could use just one or two more good items to get to the point where I'd really be comfortable. Also just had a scare, got down to 67 HP fighting a Great Wyrm of Balance and a Jabberwock at the same time.

Thanks for the advice, I appreciate it as always.
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Old September 5, 2013, 01:05   #4
MattB
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Quote:
Originally Posted by Knight View Post
Same for speed potions, which I never really thought of. Do such things as speed rods exist?
They do, but for a HT warrior they're basically junk due to a combination of rarity (you can't stack them if you've only got one), recharge time and failure rate.
IMHO.
I tend to squelch rods of healing for an HT warrior for the same reasons.

And watch out for the Terrasque, if you haven't got him already. I reckon he's tougher than Morgoth. Potions of resist cold are the key.
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Old September 5, 2013, 01:57   #5
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Quote:
Originally Posted by Knight View Post
And as far as flexibility, yeah, I could use just one or two more good items to get to the point where I'd really be comfortable. Also just had a scare, got down to 67 HP fighting a Great Wyrm of Balance and a Jabberwock at the same time.
And what did we learn from this?

(Hint: it's "never fight two enemies at the same time if you can possibly avoid it". Use those Rods of Teleport Other, or set up line-of-sight blockers at the very least)
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Old September 5, 2013, 02:13   #6
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That's too bad, MattB. Thanks for the info. And yes, I'll keep an eye out for the Terrasque. He's almost killed me before, actually.

@Derakon: Right, yes, I'm going to avoid fighting more than one monster at once now for sure. I'm just happy I didn't die. o_o

Edit: Found Doomcaller. It's an awesome weapon but the AC penalty means I don't think I can use it. Plus then I lose the +10 speed from Ringil and I'd have to wear another RoS, and thus would lose that +11 damage ring.
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Old September 5, 2013, 02:41   #7
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Man, Ringil and Doomcaller? Some players have all the luck.

The AC penalty is peanuts. Sure, you'll take slightly more damage in melee. The vast majority of late-game damage comes from spells, though, so who cares? Even when fighting heavy-hitters, Doomcaller will tend to do enough damage that you take less damage over the course of the fight anyway, since your opponent dies faster.

In any event, Doomcaller is so rare that, given that you found it while playing as a warrior (i.e. the best class to take advantage of it), you are morally obligated to use it. Especially since its ESP frees up your amulet slot. As for speed vs. damage, Doomcaller does so much more damage than Ringil (6d5+28 vs. 4d5+25) that having to wear an extra speed ring is no problem.
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Old September 5, 2013, 03:25   #8
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So I actually made a chart to compare the two weapons just because... yes, I'm just curious.

Code:
Damage type					Ringil			Doomcaller

vs. undead:					573.8			513.3 (400.7?)
vs. evil:					495.0			513.3
vs. creatures not resistant to cold:		573.8			626.5
vs. demons:					730.2			626.5 
vs. dragons:					510.2 (416.8)		852.4
vs. animals:					573.8 (416.8)		513.3
vs. trolls:					573.8			626.5
vs. others:					416.8			400.7
My speed stays the same, but with Doomcaller I get an open amulet slot, -50 AC, and I aggravate monsters (what exactly does that do, anyways?) I guess it's a decent tradeoff if I find a really nice amulet, like a Silmaril or something. It also might be handy to lug around the dungeon as my dragon basher. Updated my ladder too, about to hit clvl 50, scumming dlvl 98 for consumables before Sauron.
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Old September 5, 2013, 04:20   #9
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Aggravation automatically wakes up all monsters in the vicinity. It's not a great property to have, but it's not a dealbreaker either, and it's basically irrelevant for the endgame.

I'm surprised the damage is so close. Is that Ringil + damage ring vs. Doomcaller + speed ring?
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Old September 5, 2013, 07:56   #10
Timo Pietilä
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Quote:
Originally Posted by Knight View Post
My speed stays the same, but with Doomcaller I get an open amulet slot, -50 AC, and I aggravate monsters
Open amulet slot? That means Trickery + Celeborn + Aman. Then Doomcaller is clear winner for endgame.
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