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(→Cards and Pets: Added Diosa Card) |
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*Enemy no. 6 - Morroc Incarnation. This false angel is a serious problem only if you have insufficient LUK. They usually initiate with Wide Curse, so have at least 100 Total LUK. That leaves Dark Grand Cross, but thankfully, it is cast only after Wide Curse is cast, and takes a good 2 seconds to do so. | *Enemy no. 6 - Morroc Incarnation. This false angel is a serious problem only if you have insufficient LUK. They usually initiate with Wide Curse, so have at least 100 Total LUK. That leaves Dark Grand Cross, but thankfully, it is cast only after Wide Curse is cast, and takes a good 2 seconds to do so. | ||
*Enemy no. 7 - Dollocaris and Flame Ghost. They don't really do all that much I think. Dollocaris is kinda tanky and can cast a ghost and an earth skill. Flame Ghost is just sneaky, but don't really do that much damage. | *Enemy no. 7 - Dollocaris and Flame Ghost. They don't really do all that much I think. Dollocaris is kinda tanky and can cast a ghost and an earth skill. Flame Ghost is just sneaky, but don't really do that much damage. | ||
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! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy Eroded Gefenia (WIP) | |||
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|The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no EroGef (I dunno a good short name XD) parties at the moment. This is based on my experience having newly entered the Eroded Bad Land(s), so it is subject to change. | |||
1 - get powerful equips (275+ is highly recommended) and have at least 80,000HP. | |||
2 - Use {{#item:23204}} so you won't die due too quickly due to Toxi(t)city. {{#item:50035}} is significantly better. | |||
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier. | |||
*'''Enemy no. 1 - TOXIT. WOW, THEY ARE SO TOXIC!!! KILL ON SIGHT, even if they're alone!''' They're almost always the main reason for dying here due to Power Up, unleashing a barrage of skills, and pulling you with Phantom Thrust, usually preventing escape. Always stay away from Toxi(t)city even as it pulls you towards it, and deal with it ASAP. Still not as toxic as getting stripped by Depth Lava Toads though. | |||
*'''Enemy no. 2 - Lunarina.''' Relatively dangerous because if {{#skill:2492}} connects, your casting will slow down significantly for a duration. Imagine the insta-cast {{#skill:28}} now having a 2-second cast time or something. High VIT and/or LUK decreases the chances of getting howled on. Once you see them casting, hit'em ASAP to interrupt or keep distance. | |||
*'''Enemy no. 3 - High Incubus.''' A significantly less annoying version of the Yoscopus Sorcerer and Guardian, they can fully drain your SP pool but not on the same frequency as the cultists. Still, make sure you have SP potions ready just in case. Likes casting Soul Strike of Darkness. | |||
*'''Enemy no. 4 - High Succubus.''' Can cast some sort of "All Stats Down" skill, but it doesn't seem to be too frequent. Despite it, having 100% VCT Reduction and keeping distance from enemies should mitigate its effects. | |||
*'''Enemy no. 5 - Chief Knight of Abyss.''' Having High Flee (preferably over 900) should be enough to deal with its powerful Spiral Pierce... most of the time. They cast Earthquake at low HP, but it takes a long time for them to do so. Simply move away, which is easier said than done if puller mobs like Toxits and Shadiests are around. Or kill before it can cast Earthquake. | |||
*'''Enemy no. 6 - Shadiest.''' Has a pull in the form of Phantom Thrust and loves casting {{#skill:92}}. {{#item:12710}} solves the Quagmire problem, but Phantom Thrust can be deadly if it's part of a horde. | |||
*'''Enemy no. 7 - Bloody Slasher.''' Has a bunch of Break Equipment skills, but as long as they don't hit, I guess it shouldn't be much of a problem. They're the tankiest of the bunch in this Eroded Bad Land. | |||
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