Difference between revisions of "User:Ether"
(Created page with "Really Ether? Because there are a lot of people who might see it. Yet again you're taking exception to something I'm doing. I think you have a 100% hit rate of objecting to so...") |
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− | + | im gonna put some tactics/general info for smaller party sizes here until i figure out where to put them | |
− | + | ||
− | + | == Solo == | |
− | + | *Video: https://youtu.be/WOTybyu2vJk | |
− | + | ||
+ | *RC Bar: OgcTc588ZSn5A6ijAaR8uU4ozBA | ||
+ | |||
+ | *SoH Bar: OgcTc588ZSn5A6MjAaR8uU4I0BA | ||
+ | |||
+ | ===General Usage=== | ||
+ | This bar makes Gloom/Foundry a bit more annoying to do, as you dont have an SoH to easily take quests, take+glitch snakes. The bar makes city easier, and veil significantly easier and faster. Having recall makes it so you have 1 less enchant to cast every cycle in veil, but it makes energy more annoying with only 2 pips of regen. LB sig is used for the instant 24 energy in Veil, allowing you to be much more mobile and faster than the SoH bar. | ||
+ | |||
+ | ===Gloom=== | ||
+ | Gloom is fairly straight-forward with both bars. You do cave while duping souls, finish + run quests. You have the option of duping the souls at rift if wanted. If you want to be safe you kill all Sanities/Spirits that spawn from rift. Deathbringer you spike once NPC's are dead, and Darkness you right wall block on the Earths. | ||
+ | ===Foundry=== | ||
+ | The Foundry rooms are just run and spike. You need to move in continuous, smooth lines to not break souls when going thru gates. Going thru room 2 and the room 4 gate is where your movement matters the most, as souls break here. Watch the video to see how to run into the rooms. | ||
+ | ====Room 1==== | ||
+ | Wait for Margonites to ball, run in Whirl. Spike Titans on spawn | ||
+ | ====Room 2==== | ||
+ | Try to speed boost ball the Margonites together and whirl them with the Torturewebs. For the 2nd wave kill the Torturewebs if they are balled, otherwise right wall block the dreamies and whirl those first. | ||
+ | ====Room 3==== | ||
+ | Grab all the Titans and the Torturewebs and right wall block to whirl the titans and the glitched Dreamrider. Then kill the Torturewebs | ||
+ | ====Room 4==== | ||
+ | Run to the furthest point of the room and dupe souls while doing the room. Try to right wall block dementias. On the 3rd wave try to kill the Despairs first as they take longer to settle. Last wave just ball and spike. | ||
+ | ====Room 5==== | ||
+ | TBA | ||
+ | ===City=== | ||
+ | Whirl and move down the wall. You can get pretty intricate with how you do City, but its basically just whirling mobs 1 by 1. | ||
+ | ===Veil=== | ||
+ | TBA. | ||
+ | == 2 Man == | ||
+ | There are many variations to a 2 Man DoA team. | ||
+ | * 2 Rangers: Fastest possible team, but extremely hard to do without extensive knowledge and experience | ||
+ | |||
+ | * 1 Ranger 1 Mes: City and Veil can be difficult without extensive knowledge and experience | ||
+ | * 1 Ranger 1 Monk: Safest team, but the slowest. The ranger needs experience and knowledge to do his job, but the monk is much more relaxed. | ||
+ | == 3 Man == | ||
+ | |||
+ | == 4 Man == |
Revision as of 21:29, 13 September 2017
im gonna put some tactics/general info for smaller party sizes here until i figure out where to put them
Contents
Solo
- Video: https://youtu.be/WOTybyu2vJk
- RC Bar: OgcTc588ZSn5A6ijAaR8uU4ozBA
- SoH Bar: OgcTc588ZSn5A6MjAaR8uU4I0BA
General Usage
This bar makes Gloom/Foundry a bit more annoying to do, as you dont have an SoH to easily take quests, take+glitch snakes. The bar makes city easier, and veil significantly easier and faster. Having recall makes it so you have 1 less enchant to cast every cycle in veil, but it makes energy more annoying with only 2 pips of regen. LB sig is used for the instant 24 energy in Veil, allowing you to be much more mobile and faster than the SoH bar.
Gloom
Gloom is fairly straight-forward with both bars. You do cave while duping souls, finish + run quests. You have the option of duping the souls at rift if wanted. If you want to be safe you kill all Sanities/Spirits that spawn from rift. Deathbringer you spike once NPC's are dead, and Darkness you right wall block on the Earths.
Foundry
The Foundry rooms are just run and spike. You need to move in continuous, smooth lines to not break souls when going thru gates. Going thru room 2 and the room 4 gate is where your movement matters the most, as souls break here. Watch the video to see how to run into the rooms.
Room 1
Wait for Margonites to ball, run in Whirl. Spike Titans on spawn
Room 2
Try to speed boost ball the Margonites together and whirl them with the Torturewebs. For the 2nd wave kill the Torturewebs if they are balled, otherwise right wall block the dreamies and whirl those first.
Room 3
Grab all the Titans and the Torturewebs and right wall block to whirl the titans and the glitched Dreamrider. Then kill the Torturewebs
Room 4
Run to the furthest point of the room and dupe souls while doing the room. Try to right wall block dementias. On the 3rd wave try to kill the Despairs first as they take longer to settle. Last wave just ball and spike.
Room 5
TBA
City
Whirl and move down the wall. You can get pretty intricate with how you do City, but its basically just whirling mobs 1 by 1.
Veil
TBA.
2 Man
There are many variations to a 2 Man DoA team.
- 2 Rangers: Fastest possible team, but extremely hard to do without extensive knowledge and experience
- 1 Ranger 1 Mes: City and Veil can be difficult without extensive knowledge and experience
- 1 Ranger 1 Monk: Safest team, but the slowest. The ranger needs experience and knowledge to do his job, but the monk is much more relaxed.