Aiming beams
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Aiming beams
Hello.
This is a technique I learned from Barry Kearnes (ADOM legend) when I started that game.
As ADOM uses the same(?) or at least a similar way to aim, it works fine here too.
@ = wizard
D = dragon (or whetever enemy)
X = target for the beam
* = beam
@
.......D
..........D
@
...***..D
.......***X
The above situation screens shows the player and 2 enemies.
Top is just the three combatants.
The second is the wizard aiming a beam at the second dragon.
Alas, the first dragon will not be hit by the beam.
If instead you aim the beam with the mouse cursor one (or more) square(s) right of the second dragon, on an empty space....
@
.....**D
........**DX
...you will see that the both dragons are hit by the beam.
Very useful in some situations.
Tom
This is a technique I learned from Barry Kearnes (ADOM legend) when I started that game.
As ADOM uses the same(?) or at least a similar way to aim, it works fine here too.
@ = wizard
D = dragon (or whetever enemy)
X = target for the beam
* = beam
@
.......D
..........D
@
...***..D
.......***X
The above situation screens shows the player and 2 enemies.
Top is just the three combatants.
The second is the wizard aiming a beam at the second dragon.
Alas, the first dragon will not be hit by the beam.
If instead you aim the beam with the mouse cursor one (or more) square(s) right of the second dragon, on an empty space....
@
.....**D
........**DX
...you will see that the both dragons are hit by the beam.
Very useful in some situations.
Tom
Re: Aiming beams
Here is a better view
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- 1.jpg (177.09 KiB) Viewed 3145 times
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Re: Aiming beams
Just making sure it's known, but shift+direction will also freely move the cursor while targeting, for for folks out there that like to use the mouse as little as possible.
Doing stuff like what's mentioned above is pretty integral to a lot of the talents in T4. Both beams and other things (such as the Alchemist's bombs, for example) benefit greatly from being aimed correctly.
Doing stuff like what's mentioned above is pretty integral to a lot of the talents in T4. Both beams and other things (such as the Alchemist's bombs, for example) benefit greatly from being aimed correctly.
Re: Aiming beams
Yeah, I couldn't get by without this, and it's one of the main reasons I use the mouse a lot.
Some other useful tactics which especially help on Insane Mode:
Permanent Shield
Only fight when you have a damage shield on. If your shield has run out and is on cooldown then run away (preferably in a looping part of the level that you've already cleared) until it's off cooldown. Then activate it again and start fighting. This is essential fare for undead early in the game, but also an easy way to overcome many hard-hitting enemies for any character. Just beware of fast-moving creatures.
Hack 'n' Back
A version of the above for the shieldless. Only works if you're faster at movement than the enemy, but it can let you attack them without any fear of retribution. You also need some clear space to run around in. Also the enemy must be melee only, and preferably without any healing abilities...
Step one: Run away, and count on which turn you get an extra movement away from the critter. With 20% extra movement speed you should get an extra move every 5 turns.
Step two: Now continue running away with the enemy next to you, but whenever you would get your extra movement attack instead. Essentially you build up a buffer of extra action time that gets released in one turn, and the enemy misses out that turn. Repeat until enemy is dead. Works great against many bosses.
Note that you may not need a lot of extra space - you can just dance around a single tree until you'd get your extra attack (known as pillar dancing).
Ring-a-Rosie
A version of the above for ranged dudes, but you don't need extra speed to pull it off since the enemy pathfinding isn't always perfect. Find a loop in the level (around a group of trees or a small vault or a short tunnel) and keep running around it with the enemy chasing you. Whenever there's a sharp turn or a diagonal movement there's a chance the enemy will move oddly, taking a step in the wrong direction and making a space between you and it. Take the opportunity to shoot or ray the bugger and then carry on running.
A handy feature of all of the above is that the running away lets you restore your cooldowns, meaning each of your attacks will be a more effective stunning blow or pinning shot.
Unsymmetrical Advantage
Ranged goons can be a nuisance, but from some angles they just can't hit you. For instance it's common for meleers to wait behind a corner like this to prevent being shot at:
As soon as the skeletal archer comes around the corner you can hit it with a disabling attack and go to town on it without being turned into a pincushion.
There are also times you can target an enemy without it targeting you. For instance:
You can shoot the s, but he can't fire at you. A common tactic I employ against ranged bosses is to camp at one end of a corridor, shoot when they appear at the other end, then run away to the next junction:
With the right layouts you can keep running around a certain structure, only shooting when the enemy is unable to target you back. Phase door rune can help if you slip up, of course.
Some other useful tactics which especially help on Insane Mode:
Permanent Shield
Only fight when you have a damage shield on. If your shield has run out and is on cooldown then run away (preferably in a looping part of the level that you've already cleared) until it's off cooldown. Then activate it again and start fighting. This is essential fare for undead early in the game, but also an easy way to overcome many hard-hitting enemies for any character. Just beware of fast-moving creatures.
Hack 'n' Back
A version of the above for the shieldless. Only works if you're faster at movement than the enemy, but it can let you attack them without any fear of retribution. You also need some clear space to run around in. Also the enemy must be melee only, and preferably without any healing abilities...
Step one: Run away, and count on which turn you get an extra movement away from the critter. With 20% extra movement speed you should get an extra move every 5 turns.
Step two: Now continue running away with the enemy next to you, but whenever you would get your extra movement attack instead. Essentially you build up a buffer of extra action time that gets released in one turn, and the enemy misses out that turn. Repeat until enemy is dead. Works great against many bosses.
Note that you may not need a lot of extra space - you can just dance around a single tree until you'd get your extra attack (known as pillar dancing).
Ring-a-Rosie
A version of the above for ranged dudes, but you don't need extra speed to pull it off since the enemy pathfinding isn't always perfect. Find a loop in the level (around a group of trees or a small vault or a short tunnel) and keep running around it with the enemy chasing you. Whenever there's a sharp turn or a diagonal movement there's a chance the enemy will move oddly, taking a step in the wrong direction and making a space between you and it. Take the opportunity to shoot or ray the bugger and then carry on running.
A handy feature of all of the above is that the running away lets you restore your cooldowns, meaning each of your attacks will be a more effective stunning blow or pinning shot.
Unsymmetrical Advantage
Ranged goons can be a nuisance, but from some angles they just can't hit you. For instance it's common for meleers to wait behind a corner like this to prevent being shot at:
Code: Select all
######
#...s.
#.####
#@#
There are also times you can target an enemy without it targeting you. For instance:
Code: Select all
########
.s.#####
......@.
Code: Select all
#.# #.# #.# #....#
#.######## #.######## #@######## #@####
#.@......# #.@......# #......U.# #.#
########.# ########U# ########.# #.######
#U# #.# #.# #......U
1. Wait 2. Fire! 3. Flee 4. Repeat
Re: Aiming beams
Yeah, this works for just about everything ranged except Anorithils' Searing Light. On that note, has anybody else been having trouble with this in b29/b30 when attempting to target a wall (visible or not) using only the mouse? Seems like an overwhelming majority of the time I have to use the enter key to get the spell/attack to go off when the end target is a wall.
Re: Aiming beams
I wouldn't say 'an overwhelming majority', at least that is not my feeling, but it does happen from time to time.Hedrachi wrote: Seems like an overwhelming majority of the time I have to use the enter key to get the spell/attack to go off when the end target is a wall.
Re: Aiming beams
Because of this, and other tight situations, I learned lately to appreciate the Sun Infusion a lot.Grey wrote: Unsymmetrical Advantage
Ranged goons can be a nuisance, but from some angles they just can't hit you. For instance it's common for meleers to wait behind a corner like this to prevent being shot at:
As soon as the skeletal archer comes around the corner you can hit it with a disabling attack and go to town on it without being turned into a pincushion.Code: Select all
###### #...s. #.#### #@#
There are also times you can target an enemy without it targeting you. For instance:
You can shoot the s, but he can't fire at you. A common tactic I employ against ranged bosses is to camp at one end of a corridor, shoot when they appear at the other end, then run away to the next junction:Code: Select all
######## .s.##### ......@.
With the right layouts you can keep running around a certain structure, only shooting when the enemy is unable to target you back. Phase door rune can help if you slip up, of course.Code: Select all
#.# #.# #.# #....# #.######## #.######## #@######## #@#### #.@......# #.@......# #......U.# #.# ########.# ########U# ########.# #.###### #U# #.# #.# #......U 1. Wait 2. Fire! 3. Flee 4. Repeat
That way I can lit up corridors I would not see the corner of to allow me to get in the first shot.
I have experimented with an archmage the last few days and had lots of fun.
Bosses like The Minotaor and Sandworm have been very dangerous which is something I am not used to.
The Minotaur was killed only because of the Sun Infusion I had.
With that I could lit up a long corridor and when he popped up around the corner far off I could Inferno the corridor and start spamming my spells.
Before I had an extra Manasurge Infusion which was useless as he came up to fast, and when I had to phase door, he regenerated all the damage I had done.
The infusion is also very good as it often blinds the opposition which is very handy.
Re: Aiming beams
Archmages have an Illuminate spell, too, y'know.
Re: Aiming beams
That they do, that they do... used it judiciously meself, to help clear out the vaults I found on Tempest Peak 2. They... never saw me coming. Bahahahahah!greycat wrote:Archmages have an Illuminate spell, too, y'know.
Re: Aiming beams
Or rather they did see you coming, but were blinded by your brilliance (and then your spellcraft really set them on fire).Hedrachi wrote: That they do, that they do... used it judiciously meself, to help clear out the vaults I found on Tempest Peak 2. They... never saw me coming. Bahahahahah!