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Hexed wrote on 2013-08-10 19:39
Quote from wildk;1134138:
A good method was to rely on alchemists to spam life drain then get exploded upon and repeat more life drain, although this method is rather slow. Anyone have any better ideas?
I put your post up in the guide, blass :D
Edit: Lullaby is an interesting idea, I haven't tested it out myself yet. Anyone care to rank and try?
I would assume that lullaby wouldn't really be worth it, as the mages would have to be using it, and they're the ones who should be killing all the enemies.
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wildk wrote on 2013-08-10 20:19
Quote from Hexed;1134292:
I would assume that lullaby wouldn't really be worth it, as the mages would have to be using it, and they're the ones who should be killing all the enemies.
Mhm, but if a mage has only invested in IS anyway he might as well lullaby while the IS is chaining
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Aliyah wrote on 2013-08-10 21:19
Quote from Kaeporo;1133268:
1. Everyone gives gold to the alchemists until both have r1 Shock.
2. Alchemists obtain the following: ~300 SP/MP and 10~20 SP/MP potions. Additionally, they retain enough crystals for the upcoming wave.
3. Alchemists rank Flame Burst to r5.
4. Alchemists obtain the following: ~900 HP and 20 HP potions.
5. Alchemists rank Life Drain with whatever gold is remaining.
1. Mages give gold to alchemists until both have r1 Shock.
2. Mages obtain a comfortable amount of mana and retain enough potions for the upcoming wave.
3. Mages rank Fireball with whatever gold is remaining.
1. Gunslingers give gold to alchemists until both have r1 Shock.
2. Gunslingers will preferably be Giants. If this is not the case, give gold to everyone else and afk or something.
3. If Giant, rank stomp and increase SP/HP to a comfortable level.
Alchemists and Gunslingers (Giants) stunlock mobs near the rail junction using a combination of Shock (alternating), Flame Burst, and Stomp. Mages wipe out groups of stunned enemies using Fireball (alternating). Let the Arc Lich and Master Lich pass. Defeat the Demi Lich by having the alchemists spam Life Drain while the mages spam Fireball and the Gunslinger (Giant) stomps the ghosts.
^this is they way to do it :thumb:
Using barrier spikes to block off the tunnel in rounds 1-5 works really well imo. It forces the zombies to teleport into two groups which the lets the alchemists stun lock them with flameburst and sets up huge numbers for fireball. In parties where the other alch knew what he/she was doing, we barely even needed to use shock in the early rounds.
Gunners really need to stop rushing to the front all the time. Their damage is terrible, and they knock the mobs around, ruining the grouping.
I think what we really advice for is those pesky hounds and shriekers. In all the parties I've been in, once the hounds and shriekers start spawning they don't know how to deal with them (and worse yet, abadon position/strategy :( )
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Blassreiter wrote on 2013-08-10 21:47
It's as other people have said, Gunslinger has crappy damage and you should not invest gold to boost damage because you will never deal enough damage even if you invest gold. As I've said, Gunslinger needs Int/Str for damage but even if you use your gold to boost damage (a very small amount too, 1200 gold for a measly 2 Max Damage) you wont have enough to raise skills and if you raise only the skills your damage is still going to be low because you have low Int/Str. Gunslingers are better off in giving the gold to team mates, or invest in HP to be a tanker for Bosses.
P.S. Don't friggen use Shooting Rush on a large crowd. You'll screw everything up.
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Hexed wrote on 2013-08-10 23:24
Quote from Aliyah;1134311:
I think what we really advice for is those pesky hounds and shriekers. In all the parties I've been in, once the hounds and shriekers start spawning they don't know how to deal with them (and worse yet, abadon position/strategy :( )
^This.
Even in most of the good groups I find, once the shriekers and hounds come out, everything goes to hell.
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Blassreiter wrote on 2013-08-11 00:48
Quote from Hexed;1134345:
^This.
Even in most of the good groups I find, once the shriekers and hounds come out, everything goes to hell.
[S]Play your Giant character.[/S]
But seriously Stomp goes very far in this event. As I've pointed out
Stomp stops Emerald Hyenas for full stun which Shock doesn't. Also Stomp has better utility than Flame Burst since it's free-activation, meaning you don't need an enemy in front of you in order to use it and it doesn't knock-back unlike Windmill. If possible get a Giant in your party and have them Stomp the hell out of the mobs.
If you can't get/don't have a Stomper then it's all on the Alchemists' shoulders. Both Alchemists are going to have to time their Flame Burst very well to hit everything, stalling until the mages recharge Fireball. You're going to need really efficient Alchemists.
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meoros wrote on 2013-08-11 03:34
www.youtube.com/watch?v=mCDTb7s2XC4
This is how we do it, was a messy run since it was my first time placing the barriers and It was the first time of the other alch so I was trying to explain while we were doing this. Normally we end with 30-40 HP.
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Aliyah wrote on 2013-08-11 04:14
Quote from meoros;1134404:
www.youtube.com/watch?v=mCDTb7s2XC4
This is how we do it, was a messy run since it was my first time placing the barriers and It was the first time of the other alch so I was trying to explain while we were doing this. Normally we end with 30-40 HP.
Oh woah, for some reason i thought emerald shriekers were round 7 not 8. I guess we were getting way closer than i thought \o/.
That was really helpful. I was told not to barrier when you get to hounds, but seeing how well your flameburst worked on them, barriers are the way to go. Thanks for posting!
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drezzt wrote on 2013-08-11 05:55
uhhh...well...i went with a pure ice spear / intelligence with some meditation and mana shield. That worked REALLY well...until i got master lich as last boss. Twice. In. A. Row. Nothing can kill that lich. NOTHING. x.x
But yeah, I did a few runs today on alts, and used an ice spear build each time. Turned the whole thing into easy mode. At first, i did it without a gunner donating gold to me. We beat it, but It was difficult, and we got a little lucky with lucky barrier spikes placement.
And then I got a party where the gunner donated all the gold to me. #easymode.
I got: r1 ice spear, r6 meditation, r1 mana shield, r1 hailstorm, and like 400 intelligence.
Made it to final boss with like 20 or so hp to spare.
The boss was arc lich, so what we did is we had the alchs rank 1 barrier spikes. We placed them in the tunnel, with enough space for us to run around the spikes. We had 3(?) rows of spikes to hide behind. One mage loaded fireball, I loaded ice spear. He threw fire, I threw ice spear. Then we both ran behind the barrier spikes. I loaded and used hailstorm while he loaded another fireball. The lich cc thundered me, but then my partner threw his fireball at the arc lich and we won.
The idea was that we would throw magic and then run behind another set of barriers while he tries to hit/teleport/ throw magic at them. I forgot thunder can chain through barriers, but it worked well regardless.
For wave 5-8 ice spear actually works really well. I get to wave 7 with 45 hp each time. Even if the spear doesnt freeze them in place, the splash still occurs, and the chaining still occurs. You can have several ice spear chains going off similar times. At this point, if the gunner gave you his gold, you should have enough damage to one hit everything with a full cast spear and the chain should continue to kill. Of course, the hyenas will still move, but the spear daamge will kill them before they reach the circle.
This entire plan works well if your partner mage ranked fireball and ice spear to r1 as well. I recommend only one person do fire and ice, while the other do pure ice (or get intelligence) because fireball has such a long load time. I could get several full chain spears before my companion cast fireball, and the ice spear damage will do more than your companion's ice spear damage.
This is assuming you have alchemists who invested in hp, barrier, and shock as well [S]and know how to do their jobs[/S]
And your gunner is willing to donate gold (this will make everything easier, but is not necessary)
This tactic also requires you know how to time your ice spears and aim them, instead of shooting off single casts and/or aiming randomly and not being patient and letting everything line up.
The ice spear tactic hasn't failed me yet. I get to last round with ease.
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wildk wrote on 2013-08-11 06:31
Only if it kills. A friend showed me that it can work really well if it crits, so if you're doing IS build, go for luck stat and critical hit ranks.
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Yogurticecream wrote on 2013-08-11 06:39
My suggestion is that alchemists do not add flame burst at all, choosing to optimise their skillset by investing in the following:
Shock Rank 1 (useful for most rounds except for 7 and 8 but can stall the zombies still)
Barrier Spikes Rank 1 (very useful for rounds 7 and 8, put them around the altar to stop enemies from getting through)
Life Drain Rank 9, otherwise this is optional. You hardly use this anyway.
Investing also in Stamina (buy in stacks of 5), Mana Potions (buy in stacks of 5), Barrier Spike crystals and also Shock crystals.
If any excess money, give them to your teammates or buy some ice bombs and put them around the altar.
1 charge of flameburst is enough, also don't be afraid to use heat buster (no need to rank) when it activates. (I noticed most alchemists don't even bother with heat buster when they should.)
No need for chain cylinder because it drains a lot more stamina than what it is worth.
(One of the teams I joined managed to make it through to round 8 with this setup, but we don't really have anyone fireballing and instead most of the damage is cleared by icespearing mages + gunner. We just had really bad luck with Master Lich as the final boss.)
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wildk wrote on 2013-08-11 06:51
Why do you guys keep saying rank Shock to r1? You can still spam shock with only a couple second of dead air regardless and it's just as useful, one or two flame burst is enough to keep them back til your cooldown ends.
It costs 4200 x 4 + 8100 = 24.9k gold to rank from r5 up to r1 but only 800 x 2 + 2100 x 4 = 10k to rank a skill from default to rank 5 already. Unless it is extremely important, I'd see more potential in ranking another skill
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Yogurticecream wrote on 2013-08-11 07:09
Quote from wildk;1134464:
Why do you guys keep saying rank Shock to r1? You can still spam shock with only a couple second of dead air regardless and it's just as useful, one or two flame burst is enough to keep them back til your cooldown ends.
It costs 4200 x 4 + 8100 = 24.9k gold to rank from r5 up to r1 but only 800 x 2 + 2100 x 4 = 10k to rank a skill from default to rank 5 already. Unless it is extremely important, I'd see more potential in ranking another skill
Longer duration (30 vs 25 secs), longer stun time (1.5s vs 1s) and further range (8000 vs 7000). You need all the defence you can come up with for those short bursts of time.
The point of Shock 1 (even when it isn't lasting) is that you give the mages and gunners some extra time to decide and prepare, while you hold off as many enemies as you can, along with Flame Burst and then Heat Buster.
Flame Burst is inferior for some people because you might not be able to aim it properly with severe latency. Also, with higher ranks of flame burst, you will be using up more stamina instead. The above mentioned is a defensive setup for alchemists. The point of alchemists is not to do damage (except during shock) but to hold back monsters.
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wildk wrote on 2013-08-11 07:18
Quote from Yogurticecream;1134471:
Longer duration (30 vs 25 secs), longer stun time (1.5s vs 1s) and further range (8000 vs 7000). You need all the defence you can come up with for those short bursts of time.
The point of Shock 1 (even when it isn't lasting) is that you give the mages and gunners some extra time to decide and prepare, while you hold off as many enemies as you can, along with Flame Burst and then Heat Buster.
Flame Burst is inferior for some people because you might not be able to aim it properly with severe latency. Also, with higher ranks of flame burst, you will be using up more stamina instead. The above mentioned is a defensive setup for alchemists. The point of alchemists is not to do damage (except during shock) but to hold back monsters.
Yea, but longer range isn't exactly necessary if you shock at the tunnel exit, it pretty much covers all already. Stun time isn't that big of an issue because it actually resets monster AI after stun, they take around another 1 second before they resume to charging towards base so lower ranks shock work just as well imo.
Unless you do lag too much, buy stam pots, you're going to run out of stam as an alch anyway.
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meoros wrote on 2013-08-11 07:44
Quote from Aliyah;1134415:
Oh woah, for some reason i thought emerald shriekers were round 7 not 8. I guess we were getting way closer than i thought \o/.
That was really helpful. I was told not to barrier when you get to hounds, but seeing how well your flameburst worked on them, barriers are the way to go. Thanks for posting!
A tip to make better use of flame burst when u're using this method
www.imgur.com/CTuiM9K
since the mobs keep walking on the direction of the blue arrows even after beeing knocked back the best thing u can do is flame burst on the oposite direction(the red arrows), that way they dont spread, this is also useful to hold the hyenas for more time even with Flame Burst at rB.
PD: sorry for just posting just the link I cant put the image since I have few posts on the forum