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QCF Design Community • View topic - Incentive for trying unusual class combos
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Re: Incentive for trying unusual class combos

PostPosted: Mon May 21, 2012 4:38 pm
by Darvin
Might be a little on the exasperating side if it lands on Ick or Slime, though. It's tough enough to beat those levels even with strong combos, and if you got something like Berserker on Slime Pit then you're going to need to pull all the tricks to pull it off (I'm sure it's possible; probably Yendor and scum for APHEELSIK and BYSSEPS)

Re: Incentive for trying unusual class combos

PostPosted: Mon May 21, 2012 6:01 pm
by TigerKnee
That reminds me, my "fire" is stuck on Slime Pits. I can't remember how to beat it, especially now that Bandits lower resist, ho hum.

Re: Incentive for trying unusual class combos

PostPosted: Mon May 21, 2012 6:38 pm
by Darvin
Really isn't any easy approach to Slime anymore. Every build that used to work nicely has been nerfed pretty harshly. There aren't enough walls on this level to Stone Heart the Goo boss down to size, and the magic resist isn't helpful since the only magic damage monster has the resist-down property. The monsters are all pretty durable so no one but assassins can reliably clean up popcorn (plus you're unlikely to even be able to take out the 8's and 9's so you plateau earlier). If the stars align and you get a clean run Slime Pits might not appear too bad, but the average case is pretty dismal.

Hope for good shops, glyphs, and a good subdungeon.

Re: Incentive for trying unusual class combos

PostPosted: Mon May 21, 2012 10:20 pm
by The Avatar
Try assassin. And prep venom ward or Yendor. Immediately take out high level meat men and take out super meat man ASAP. If your an elf or gnome assassin, the tower should be easy.

Re: Incentive for trying unusual class combos

PostPosted: Mon May 21, 2012 10:49 pm
by Joist
My go-to for beating slime pits is Elf-Wizard-Binlor-Stone Heart. Use to work every time before the Stone Heart nerf, should still work pretty well now though.

edit: Ya still works well. Take +1 glyph too because if you get APHEELSIK you win. If you get IMAWAL or B2P it's very easy too. Take out Tower of Goo first them WHUPAZ Super Meat.

Image

Re: Incentive for trying unusual class combos

PostPosted: Wed May 23, 2012 11:11 am
by Blovski
I beat Slime Pit for the first time the other day (don't know why but I never tried it when I unlocked it) with a Gnome Sorceror, alch. scroll or trisword (can't remember which, probably trisword), and Witchalok (transloc'd in dungeon). That was pretty effective. There are probably better locker choices if you're so inclined.

Currently trying to Orczerker it. Think the trick is to switch from Binlor or Taurog->JJ or something like that, and to remember your magic resists are disposable before the bosses and res-downers are hittable. RBS looks like a great prep choice but I'm starting to think that for Slime Pit it is more trouble than it's worth.

Re: Incentive for trying unusual class combos

PostPosted: Wed May 23, 2012 11:23 am
by The Avatar
RBS is only good when you don't get Binlor for the Tower of Goo.

Re: Incentive for trying unusual class combos

PostPosted: Wed May 23, 2012 4:29 pm
by Darvin

Re: Incentive for trying unusual class combos

PostPosted: Wed May 23, 2012 7:15 pm
by The Avatar
Or fairly lame if you don't get Binlor. What is the new stone heart?

Re: Incentive for trying unusual class combos

PostPosted: Wed May 23, 2012 7:17 pm
by Darvin
+1 health per level and +1 mana rather than +2 mana

It's actually even stronger when Binlor knocks out more than 10 walls, since the old one would overflow for non-elves.