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(→Tips and Tricks: added WIP Depth 1 and 2 tips. Will be further refined) |
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WORK IN PROGRESS!!! Break the Rule of Er and destroy all who bring you down. Don't let them go, let them gravitate to you. Devastate their mental health, freeze them to the core, shock them with baleful thunder and call forth the wrath of the skies until they're no more. until they're no more. Beat the already dead horse by summoning the wrath of the skies and command the earth to swallow it whole, driving them down to a place worse than the deepest depths of the darkest hell. | WORK IN PROGRESS!!! Break the Rule of Er and destroy all who bring you down. Don't let them go, let them gravitate to you. Devastate their mental health, freeze them to the core, shock them with baleful thunder and call forth the wrath of the skies until they're no more. until they're no more. Beat the already dead horse by summoning the wrath of the skies and command the earth to swallow it whole, driving them down to a place worse than the deepest depths of the darkest hell. | ||
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
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! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy Depth 1 (WIP, some info may be wrong) | |||
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|1 - get powerful equips (check Equipment 240-275) | |||
2 - Use {{#item:23204}} so you won't get 1-shot by some mobs, especially the dwarves and gangrene fishermen. | |||
3 - The demented dwarf has powerful Lightning Bolt and Thunderstorm skills and will either deal huge damage or cause certain death. It will ALWAYS initiate with Lightning Bolt but it can be interrupted. Once you see a dwarf, attack it first to interrupt its lightning bolt. High priority! Once you see a dwarf, shut it up and kill it ASAP! | |||
4 - The gang green fisherman has a powerful Water Ball attack but it can be interrupted. Always keep this thing in Ground Gravitation or bombard it with Meteor Storm Buster so it always interrupts Water Ball. | |||
5 - The gator guy has sonic blow and a much more powerful water-element skill which is 99% certain death even with a {{#item:23204}}, but it is used only when within melee range. Stay away and kill it from a distance. | |||
6 - The frisky frog is badly influenced by Ifrit's lustful love, lust and desire of stripping people naked, so it will strip your equipment one by one if you're within melee range. It will ALWAYS target your shield first. Stay away and kill it from a distance. | |||
7 - The screaming man can cast Dark Grand Cross when you're in melee range for too long. Stay away and kill him from a distance. | |||
8 - The overly emo goth angel in white may cast Grand Cross when you're within melee range for too long. Stay away and kill her from a distance. | |||
9 - The tree thing has a strong CRIT attack when you're within melee range for too long. Safety Wall negates it. Stay away and kill it from a distance. | |||
10 - The dragon fly and archer skeleton can hook you to their location. This is usually a bad thing because there will be lots of monsters nearby. | |||
11 - The bad breath angel lady can cast Dark Jupitel Thunder, but it can take a while before she casts it. Kill her before she casts it. | |||
12 - The gentlemanly muddy hand and spider are nuisances because they can cast Quagmire. {{#item:12710}} solves that problem almost completely. However, the spider may cast Spider Web, but it will only do so when attacked. | |||
13 - The dark flower girl, cute red lizard, demented laughing angel and skeleton soldier don't seem to do much, but kill them anyway. Teehee~ | |||
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
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! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy Depth 2(WIP) | |||
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|1 - get powerful equips (check Equipment 240-275) | |||
2 - Use {{#item:23204}} so you won't get 1-shot by Mosquitoes. Mosquitoes have a strong, usually 1-shot Lightning Bolt skill. Once you see a Mosquito, kill it ASAP before it kills you! VERY HIGH PRIORITY TARGET. KILL THESE BLOOD SUCKERS ON SIGHT! | |||
3 - Blue Acidus is annoying due to its strong wind element skills. While it's casting, interrupt it, then kill it quick! | |||
4 - Get ready to get stuck... A LOT! Duneyrr and Creepy Tree Thing can cast Spider Web. Spider Web can occasionally stack, causing you to get stuck for 16 seconds instead of 8. Thank goodness it got nerfed, causing -50 Flee instead of -50% Flee, but getting stuck while a Salamander is about to cast Earthquake isn't exactly the best situation... Safety Wall can help a little when being surrounded by more than 4 mobs, but it definitely won't help against ranged and magic attacks, and earthquakes of course. | |||
5 - Salamander will always open with a strongk Fire Ball. Keep distance and kite to avoid its powerful Earthquake. | |||
6 - Fire witch thing and two-eyes dollocaris can be hiding and will ambush. Watch out! | |||
7 - Keep it steady and try not to mob too much until you're feeling confident or can deal TONS of damage. Tons of damage. | |||
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