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Posted by slob, Oct 7, 2008 at 1:48 am
Anybody know exactly how much more damage whips do when wet? they are usually soaked in various kinds of blood so they should be wet most of the time. a 10% bonus would be significant but I have no idea what it actually is.
Posted by slob, Oct 5, 2008 at 1:24 pm
My favourite weapons combo is Justifier + GEF whip of theivery Although i usually don't get it past +10 or +11 because the mirror cloning charges are better used on boots of agility if you play natural limbs.
Posted by slob, Oct 4, 2008 at 1:38 am
The whips should be GEF to be useful.
Posted by slob, Oct 1, 2008 at 8:51 pm
Whips rule, but it doesn;t hurt to train another weapon. Your skills climb faster depending on the danger differential between you and your rival. I find mammoths are good for training weapons skills becasue they have so many hp. Just use you stethescope on them and don;t kill them entirely and they will regain their HP and then some. A smarter thing to do is train different weapons classes on UT3 when the giant carnivorous plants are still dangerous to you. Always train your large swords at least to 13 or so, good for arm strength plus one of these days you will kill Petrus and get the Justifer.

As for keeping your whips, I wouldn;t bother SOCMing them highly enchanted whips are a dime a dozen and you lose the individual weapon skill when you SOCM (but not the class skill). I would waint until you find a whip of theivery before and then SOCM it to phoenix feather (or better) and enchant the hell out of it. Then clone it and presto: two kickass whips!
Posted by slob, Sep 25, 2008 at 11:14 pm
good thought - I've had this happen before and there was an eddy.
Posted by slob, Sep 25, 2008 at 11:12 pm
I always knew you had potential Erno
Posted by slob, Sep 25, 2008 at 11:05 pm
Ahh, but that halberd will quickly get his AStr up to 20 where he can do some real damage with mjolak.
Posted by slob, Sep 23, 2008 at 9:41 pm
yeah its worth holding onto. Just use reg halberd to train your strength a bit and still gain polearms experience. Your real problem was trying to melee Rondol before you were ready. Just fight smarter - e.g. use invisibibilty to launch sneak attacks on Rondol, trhow things, set traps/mines, zap him with wands, or just plain run away.
Posted by slob, Sep 17, 2008 at 10:16 pm
it is even less damage from the explosion if you are diagonal to the exploding square. While i have never used this trick to detonate a mine with minimum damage it has saved my ass once or twice when I find myself face to face with a veteran kamikaze dwarf before i have enough HP/fire protection and no invis/teleportation options. E.g. you think you have one last charge in your tele wand and the VKD is coming at you, you zap it and nothing happens and you either don;t have another wand or time to pull one out and you just prayed to sophos 15 minutes ago and like your limbs atached to your body.
Posted by slob, Sep 17, 2008 at 10:06 pm
That's why GEF whips or theivery are nice. Unlike artifact weapons they are clonable so once you get them to +10 or so and are throught the portal you can use some spare cloning shots. and have a few kickass spares. Also if you happen to lose them all or dont have spare cloning charges to use for this purpose it's very easy to collect runed phoenix feather whips from mistress warladies, I collect them at +13 before. Armed with 10 spares and high whip skills losing a weapon is not a big deal.