PDA

View Full Version : Archers. Indeed a problem



koctyxa
04-10-2016, 04:15 PM
Archers are easy. Easy to die. In some way they're similar to barbarians: insane firepower but vulnerable to instadeath.

My second archer on ancardia.uk.to was a human. Even so, approaching D:50 with 250 HP didn't make me cocky. So I put down my penetrating adamantium broadsword, knife of devastation and a spear and put on knife of endurance for additional 40 HP. It was good bargain. Additionally I've noticed that I'm more confident when wearing ring of regeneration than amulet of life saving. Long time ago black dragon dissolved my amulet and in the same turn took my life. With ring of regeneration most of the short close-range fights with balors, giant kings and chaos warriors are not scary for archer.

Through the game I had to gulp my slayer pride and run away, most noticeably from the library. Lack of Farsight spell did hurt me a little. I also chickened-out from graveyards and Ancient Wyrms' exp-mining.

I have a feeling there's a bug in item generation, because when I was playing Healer, I had 20 fletchery sets even without necessary skill. With the Archer, I've found late two + casino's three. There was something strange in the Dwarftown as well, because my hatchet disappeared from closed Thundarr's room. Because of these two facts I simply had no ammo and had to roam random dungeons, what a waste of time.

Nuurag-Varn confusion is surprisingly weak when wearing double confusion resistance.

Overall, playing archer has easy feeling but with that "no HP" feeling in the back of my head.

JellySlayer
04-10-2016, 06:30 PM
What was your To score at endgame? 250HP seems extremely low for non-mist elf. Either that or you were very low level.

In early/midgame you can get arrows most easily from barbarian groups. Just go into wilderness encounter and wander around while they shoot at you. Later, you can get logs from animated trees. Thrundarr's room is not a safe area for leaving items--dwarves can wander in and out easily. Alternately, thrown rune-covered trident is a beast.

Caes
04-10-2016, 07:28 PM
I've noticed the same abundance of fletchery sets in my last game with monk: 2 were generated at the black market and 8 - randomly before even reaching arena

koctyxa
04-10-2016, 08:01 PM
What was your To score at endgame? 250HP seems extremely low for non-mist elf. Either that or you were very low level.

26 To, between 27 and 31 experience level (no 100% missile dodge yet). Wearing cat ring doesn't help with experience, but even after it exploded, greater balor gave 400 000 exp points. At the very end it was:


Aaricia St:26 Le:29 Wi:31 Dx:29 To:27 Ch:17 Ap:11 Ma:24 Pe:20 N+
DV/PV:110/32 H:565(565) P:330(330) Exp: 45/11312904 DrCh A: 0
Blessed Invisible Bloated Strained Coward

http://ancardia.uk.to/adom_users/koctyxa/flgs/aaricia.flg


In early/midgame you can get arrows most easily from barbarian groups. Just go into wilderness encounter and wander around while they shoot at you. Later, you can get logs from animated trees. Thrundarr's room is not a safe area for leaving items--dwarves can wander in and out easily. Alternately, thrown rune-covered trident is a beast.

Yeah, I know. Milking barbarians, kobolds, raiders and ratling archers. I've got an impression that if I let them shoot at least once, then there's greater chance for drop of a bundle of missiles.

Rune-covered trident is really good. Too bad it's delivered in the middle of D:50 fight.