cold drakes

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madmonk
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Re: cold drakes

#31 Post by madmonk »

I quite liked the idea of fighting through the hordes...

On the other hand I agree diminishing returns looks cool!
Regards

Jon.

Repton
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Re: cold drakes

#32 Post by Repton »

In ADOM, when you meet a summoner, you will eventually get the message "The xxx looks exhausted.". This means it's unable to summon any more (for a little while).

Or you could make summoning use equilibrium, say, so that the more they summon, the more they start to fail...

yufra
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Re: cold drakes

#33 Post by yufra »

Repton wrote:In ADOM, when you meet a summoner, you will eventually get the message "The xxx looks exhausted.". This means it's unable to summon any more (for a little while).

Or you could make summoning use equilibrium, say, so that the more they summon, the more they start to fail...
Equilibrium would be a great way to include this.
<DarkGod> lets say it's intended

Fela
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Re: cold drakes

#34 Post by Fela »

Final Master wrote:That is only if they summon the same amount at the same rate that I kill them. Now that it's been knocked down to 3 hatchlings a summon instead of 9. At times the drakes can't keep up at all, especially with reposte and being surrounded on all 8 sides. It will still take several minutes, but you WILL get there.
Is it so hard to get? You're in a corridor, hatchlings are not summoned to your side but outside the corridor and move into it faster than you can kill the ONE you can target directly. Your resulting movement speed is 0.

I'm not making this up, been there, seen it.

Fela
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Re: cold drakes

#35 Post by Fela »

Diminishing returns sound good and the equilibrium idea seems to be an almost ideal solution.

+1

Gwai
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Re: cold drakes

#36 Post by Gwai »

Fela wrote: Is it so hard to get? You're in a corridor, hatchlings are not summoned to your side but outside the corridor and move into it faster than you can kill the ONE you can target directly. Your resulting movement speed is 0.

I'm not making this up, been there, seen it.
Is there any class that can only kill one monster at a time ever? I thought even fighters had attacks to hit everyone within range and I know that most other classes do.

yufra
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Re: cold drakes

#37 Post by yufra »

Gwai wrote:Is there any class that can only kill one monster at a time ever? I thought even fighters had attacks to hit everyone within range and I know that most other classes do.
I haven't player a fighter recently, but a quick look through their talents show very few that are multiple enemies and only one that is AoE. Not to mention that you probably have retreated to a corridor to limit the amount of damage that you are taking, although 100% cold resistance wouldn't require this.
<DarkGod> lets say it's intended

Fela
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Re: cold drakes

#38 Post by Fela »

You might have been approaching through said corridor :).

edge2054
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Re: cold drakes

#39 Post by edge2054 »

Since drakes are already being discussed in this thread I'll ask here rather then making a new one.

Any advice for dealing with drakes (of any color) with a berserker? A pack of multi-hued hatchlings nearly killed me (put a large dent in my stack of healing potions) and I had to stair dance to take out the one full grown (red) drake I've encountered so far.

Stunning is my defense and other then carrying around multiple sets of elemental resist gear I'm not really sure how I'm going to deal with future encounters with this creature type (or any other creature that seems to resist stuns 100% of the time).

Fela
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Re: cold drakes

#40 Post by Fela »

I don't know berserkers enough to jusge their burst potential.

Forget about even trying stun, they're immune.

With my shadow blades i usually burst via flurry, and if they're close to death finish up with regular attacks. If not i PD and setup another flurry. (Unless cold drakes and cold immune)

Massimiliano Marangio
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Re: cold drakes

#41 Post by Massimiliano Marangio »

edge2054 wrote:Any advice for dealing with drakes (of any color) with a berserker?
It depends on the power difference, the talents and the resistances of the berserker. If they pose a threat, I usually lure hatchlings in a corridor and use special attacks (Stunning Blow, Death Dance, Sunder Armour,...) to minimize the damage inflicted by the shield and counter-attacks (normal attacks are enough when they are near death). When all special attacks are used, I go back in the corridor until one of them is available again. Disengage can be used to get a few rounds to buff up or heal wounds, or a Potion of Speed to attack or retreat faster.

Drakes are more difficult to handle since they have breath attacks and can summon. You need some blindness resistance (ideally immunity) against Sand Drakes and some stunning/knockback resistance (ideally immunity) against the other types as well as some resistance against the corresponding element(s). Against relatively weak drakes I simply use Rush+Death Dance at 5/5. You may also use a Potion of Speed, keep Rush to counter a knockback, keep Death Dance to be used against summoned hatchlings and use Sunder Armour as first attack, and so on. If the opponent is too tough, deliver only the most powerful attack (probably Death Dance or Death Blow), PD/teleport away, heal, and repeat.

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