Infinite Dungeon 1.5: Necromancer (spoilers?)
Posted: Mon Aug 07, 2017 4:36 am
I'm playing a higher, now lich, Necromancer.
A few points about the new ID and playing the Necro within it:
1. There are now goals that pop up and offer a really useful range of bonuses, including bonus class and generic talent points (one at a time as far as I can tell), +3 stats, category points (I'm at level 31 and already have two extra category points), and even PRODIGY points. I have two prodigies already (I got my first point at level 16, I think, but couldn't use it until 30).
2. One of the bonus options is the "pacifist" quest, which involves not killing anything at all during the level. It's damn near impossible but I managed one and failed two others. It provides two bonuses, which is pretty great.
The weird part is that I failed on one in which I'm SURE I didn't kill anything. However, I did start the level with minions and they died when I teleported away so I think that counts, unfortunately.
3. The "rush" quests are punitive. Don't even try them. You need the experience.
4. Going lichform caused me to fail an "exterminator" quest, even though I killed everything. Apparently dying, or sort of dying, is an automatic fail.
5. Minions are your best friend here because light radius is at a premium and they guard your flanks. Additionally, combining teleport immunity with Dark Empathy is CRITICAL. The resist all bonus stacks with Thick Skin, et al., and so you can get your minions to be extremely durable. Max it as soon as you can.
6. A wand of clairvoyance is so, so, so freaking useful. I've never found them especially useful in the regular game but in the ID, they're a life saver.
7. Highborn's Bloom and/or Hidden Resources are key. With a third (or fourth? Who knows?) prodigy, I could have both soon enough.
8. Healing... my goodness is it a problem. Finding a good means of reliable healing is still an ongoing issue. I'm relying primarily on the Higher's racial talent (although now that I have Highborn's Bloom, I can use Consume Soul from time to time). With the addition of heal mod and with bonus generics in the ID, HB is definitely worth maxing, and I did.
I'll probably use my next prodigy to pick up the Celestial/Light category. Totally worth it, although with regular bonus generics, I'd love to pick up Conditioning too. Sadly, I'll have to pick one, and Light is far, far better.
9. Shielding... best rune only shields for 200 damage. It's a problem, although I'll now have the Sacrifice shield up and running but the lack of reliable healing is brutal.
10. No gloves with Disperse Magic? You're boned. I got some from a bonus, thankfully.
11. Max both Phase Door AND Teleport. You'll want to be able to pick a direction.
12. Some final thoughts:
Not sure what the point is of giving me gold. You know what'd be great? A town or store... say every 50 levels or so? Maybe a Dwarven down, deep underground, or a shop keeper who sells "special" equipment.
Additionally, I think it would make the gameplay a bit more fun if the difficulty of the levels varied a little... perhaps the average level could drop below yours every once in a while, and spike a bit, every once in a while.
I'd also like an occasional level that's just you and a very tough boss. Have it grant enough experience to level you up but just make it a "challenge" level, perhaps a bonus if you kill it under "x" moves.
You could even throw in familiar quests, such as saving the shop keeper or Celia.
All in all, the new ID is good, not great, but vastly improved. More so, the Necromancer (crippled with talent shortages and scaling problems everywhere) benefits immensely from the new bonuses. At level 31, with at least 5 extra talent points and three extra generics, plus two category points, and a prodigy, the Necromancer is actually pretty solid and I'm not condemned to sniping with CotT (not even using it).
A few points about the new ID and playing the Necro within it:
1. There are now goals that pop up and offer a really useful range of bonuses, including bonus class and generic talent points (one at a time as far as I can tell), +3 stats, category points (I'm at level 31 and already have two extra category points), and even PRODIGY points. I have two prodigies already (I got my first point at level 16, I think, but couldn't use it until 30).
2. One of the bonus options is the "pacifist" quest, which involves not killing anything at all during the level. It's damn near impossible but I managed one and failed two others. It provides two bonuses, which is pretty great.
The weird part is that I failed on one in which I'm SURE I didn't kill anything. However, I did start the level with minions and they died when I teleported away so I think that counts, unfortunately.
3. The "rush" quests are punitive. Don't even try them. You need the experience.
4. Going lichform caused me to fail an "exterminator" quest, even though I killed everything. Apparently dying, or sort of dying, is an automatic fail.
5. Minions are your best friend here because light radius is at a premium and they guard your flanks. Additionally, combining teleport immunity with Dark Empathy is CRITICAL. The resist all bonus stacks with Thick Skin, et al., and so you can get your minions to be extremely durable. Max it as soon as you can.
6. A wand of clairvoyance is so, so, so freaking useful. I've never found them especially useful in the regular game but in the ID, they're a life saver.
7. Highborn's Bloom and/or Hidden Resources are key. With a third (or fourth? Who knows?) prodigy, I could have both soon enough.
8. Healing... my goodness is it a problem. Finding a good means of reliable healing is still an ongoing issue. I'm relying primarily on the Higher's racial talent (although now that I have Highborn's Bloom, I can use Consume Soul from time to time). With the addition of heal mod and with bonus generics in the ID, HB is definitely worth maxing, and I did.
I'll probably use my next prodigy to pick up the Celestial/Light category. Totally worth it, although with regular bonus generics, I'd love to pick up Conditioning too. Sadly, I'll have to pick one, and Light is far, far better.
9. Shielding... best rune only shields for 200 damage. It's a problem, although I'll now have the Sacrifice shield up and running but the lack of reliable healing is brutal.
10. No gloves with Disperse Magic? You're boned. I got some from a bonus, thankfully.
11. Max both Phase Door AND Teleport. You'll want to be able to pick a direction.
12. Some final thoughts:
Not sure what the point is of giving me gold. You know what'd be great? A town or store... say every 50 levels or so? Maybe a Dwarven down, deep underground, or a shop keeper who sells "special" equipment.
Additionally, I think it would make the gameplay a bit more fun if the difficulty of the levels varied a little... perhaps the average level could drop below yours every once in a while, and spike a bit, every once in a while.
I'd also like an occasional level that's just you and a very tough boss. Have it grant enough experience to level you up but just make it a "challenge" level, perhaps a bonus if you kill it under "x" moves.
You could even throw in familiar quests, such as saving the shop keeper or Celia.
All in all, the new ID is good, not great, but vastly improved. More so, the Necromancer (crippled with talent shortages and scaling problems everywhere) benefits immensely from the new bonuses. At level 31, with at least 5 extra talent points and three extra generics, plus two category points, and a prodigy, the Necromancer is actually pretty solid and I'm not condemned to sniping with CotT (not even using it).